metadata
tags:
- sentence-transformers
- sentence-similarity
- feature-extraction
- generated_from_trainer
- dataset_size:370
- loss:MatryoshkaLoss
- loss:MultipleNegativesRankingLoss
base_model: Snowflake/snowflake-arctic-embed-l
widget:
- source_sentence: ' What is the proposed alternative to imposing random events purely by chance on players?'
sentences:
- >-
half a day).
• They are perceived to be new and innovative (despite being around
since 1987).
• They are easy to transport, requiring only pen and paper – with
perhaps a few maps and
counters.
• They work well in multi-domain, multi-agency contexts allowing all
Actors to participate
equally.
A few Words of Warning
• The fact that a Matrix Game requires little infrastructure can be a
problem – it just
doesn't look sexy and the strengths that it can be done quickly with the
minimum of
fuss, can be reduced by efforts to make it look cool/expensive.
• The non-quantitative nature of the game can frustrate analysts.
• Matrix Games require an experience facilitator to run them.
- >-
inform the other players of their stated intentions. In many cases these
are not really
"arguments" as part of the game, so shouldn't count as their action for
the turn, unless they
wish to specify a measurable effect (such as increasing their approval
ratings).
Trade Agreements
In some games, trade forms a very important part of the game narrative.
In most cases this
can be treated simply as part of the normal ebb and flow of the argument
process.
However, in some circumstances, particularly when timescales are long,
trade can require
greater attention as to the nuances of the economic benefits and
impacts. In these cases, it
may be necessary to get the two sides to make additional arguments as to
what they expect
- >-
possible throughout the game, having “random events” happen completely
at random is
problematic. An Actor may be disadvantaged purely by chance, more than
once during the
game, which can reduce their immersion and engagement. The narrative
develops during
the game based on the decisions of the players and their reactions to
the decisions of other
players. Having random events imposed on them by chance breaks this
“cause and effect”
cycle and degrades the game flow.
The alternative is to give the random event to the participants. They
will then make a
decision as to how this can contribute to the narrative being developed
by the players. They
- source_sentence: ' What is the primary purpose of the game described in the context?'
sentences:
- "If you are using voting systems, either as Diceless Adjudication or as Estimative Probability, \nyou should take great care to ensure that the players are being as professional as possible, \nand not merely \"voting for themselves\" in a competitive manner. Many players can be quite \nvery competitive, so it may be necessary to not allow them to vote on their argument – and \nequally it may be necessary to keep an eye on players who are in direct competition. The \nintention is to develop a narrative, generating insights – rather than trying to win at all \ncosts. \n \n7 An example is https://www.turningtechnologies.eu/turningpoint/ \n8 An example is https://www.polleverywhere.com/\n\fVersion 15 \nPage 14 of 52 \n© Tom Mouat 2019, 2020, 2022, 2023"
- >-
spend the time piling markers on counters. Tracks can be generic (in
that they simply record
the number of plusses or minuses applied) or they might have specific
"trigger levels" (in
that when the morale of the infantry is reduced to -3, the "raw" units
will desert and return
to their homes.
It can also be useful to have a "Press" actor whose job it is to record
the results of
arguments (both visible to the public and those not), as well as putting
the "Press spin" on
the events. This role can be useful in looking after the "Consequence
Management"
elements mentioned earlier.
The Components (and Characters) Affect the Game
When participants are thinking on their feet, what they can see will
affect what they argue
- >-
materials, a short game, and small numbers of participants. If they want
to conduct a "deep
dive", this isn't the appropriate game - the purpose is to identify the
insights – so make a
note and move on. The "deep dive" should follow later or in a different
type of game. You
should, therefore, make sure you include this point in your introductory
briefing so that the
players are clear from the outset.
When dealing with dominant people, who continually interrupt and
dominate the
Arguments, you need to take a harder line. You should interrupt them
when they interrupt
another player making a point. Point out to them that they had their
chance. This isn't a
- source_sentence: ' Why should Big Projects or Long-Term Plans require no more than three successful arguments in the game?'
sentences:
- "much on this single thing. \nThis does not mean that arguments have to only be about things that can happen within \nthe turn length of the game. It is possible to make \"long term\" arguments like anything else. \nIf, in a Baltic game with week-long turns, you want to argue that an electricity cable \nbetween Sweden and Lithuania is to be built with the aim of reducing Lithuania's \ndependence on Russian energy, this would be judged as normal. It just would not come to \n \n9 I am indebted to Prof Rex Brynen for this suggestion.\n\fVersion 15 \nPage 23 of 52 \n© Tom Mouat 2019, 2020, 2022, 2023 \nfruition in the length of the game – but, assuming the argument was successful, it would"
- "games.\n\fVersion 15 \nPage 36 of 52 \n© Tom Mouat 2019, 2020, 2022, 2023 \nWhy I like Matrix Games \n• Designing a Matrix Game can be done quickly with the minimum of fuss. \n• Participating in a Matrix Game does not require an understanding of complex and \nunfamiliar rules. \n• Matrix games can cover a wide variety of possible scenarios, including conceptual \nconflicts like Cyber. \n• They are especially good in the non-kinetic, effects based, domain. \n• Matrix games deal with qualitative outputs so are especially useful for non-analysts. \n• The games work best with small groups, increasing immersion and buy-in to the game. \n• Matrix games are extremely inexpensive (and they work best with short sessions lasting \nhalf a day)."
- >-
protection: Its hidden location, its boundary fence, and the security
guards, all of which
must be overcome by successful arguments before the base can be
penetrated.
As a rule of thumb, nothing should have more than 3 levels of protection
as it will simply
take too long and dominate the game to the exclusion of everything
else.
Big Projects or Long-Term Plans
Depending on the level of the game, some actions and events represent
such a large
investment in time and effort that they require multiple arguments in
order to bring them
to fruition. As a rule of thumb, a Big Project should also take no more
than 3 successful
arguments (like protected and hidden things above); otherwise, the game
is focussed too
- source_sentence: ' Which associations related to wargaming and simulation are mentioned in the context?'
sentences:
- >-
out their objectives and explain why they though they succeeded or
failed can be most
instructive. Also, if you then ask the assembled group "who won?" and
they all agree, then
this can be a very powerful indicator of things that might need to be
looked at more closely
as a result of the game.
Finally, the insights from the game can take a little time to come out.
They might not be
immediately obvious, so taking time to consider what happened in the
game and whether
individual events are noteworthy, is very useful. I am continually
surprised at the predictive
power of such a simple game.
11 See: Game theory, simulated interaction, and unaided judgement for
forecasting decisions in conflicts. Kesten C. Green.
- >-
gaming vignettes
job opportunities/positions vacant
latest links
methodology
not-so-serious
playtesters needed
reader survey
request for proposals
scholarships and fellowships
simulation and game reports
simulation and game reviews
simulation and gaming debacles
simulation and gaming history
simulation and gaming ideas
simulation and gaming journals
simulation and gaming materials
simulation and gaming miscellany
simulation and gaming news
simulation and gaming publications
simulation and gaming software
Archives
M T W T F S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
23 24 25 26 27 28 29 30
Associations
Australian Defence Force Wargaming Group
Connections Netherlands
Connections North (Canada)
- >-
Senior Officers, Dominant People and Contentious Arguments
It is not uncommon in a Matrix Game that the participants want to
"debate" the arguments.
To a limited extent this is ok, but as stated elsewhere, the game needs
to move at a pace,
creating an immersive narrative and forcing the players to have to live
with the
consequences of their earlier decisions.
It can happen that a Senior Officer, used to "seminar wargames", will
interrupt when you
want to move on and say "wait a minute - this is a really valuable
debate - let's just dig
down..." You should try to point out that this is not that sort of game
- Matrix Games are to
gain an insight and understanding in a specific way. Short notice,
minimal preparation and
- source_sentence: ' Why is it important for player roles in a Matrix Game to operate at broadly similar levels?'
sentences:
- >-
The Basic Rule. The basic rule is as follows: 1 x 6-Sided Dice = 1 x
Combat Unit The size of that Combat Unit will, of course, vary from game
to game. In the boarding action it may be as little as 5-10 men; in a
Map Game, it could be as much as an entire Brigade, or even a Corps.
The Method. The dice on the opposing sides are rolled as follows: Roll
the Dice. Line them up, Highest vs Highest If one side has more dice
than the other, any dice that are extra, and score less than the lowest
dice of the side with the fewer dice, are ignored.
- >-
Matrix Game Checklist
....................................................................................
38
Sample Spendable Bonus Cards
......................................................................
40
Sample Random Events
...................................................................................
41
Sample Voting Cards for Diceless Adjudication
............................................... 43
Sample Estimative Probability Cards
............................................................... 44
Sample Turn Order Cards
................................................................................
45
Sample Markers for Matrix Games for Effects and Conventional Forces
........ 46
- >-
When you are designing a Matrix Game it is worth thinking about the
level at which the players roles will be operating in the game. In is
usually better, and produces a more balanced game, when the level on
which the player roles are operating are broadly similar. It would be
difficult to get a balanced game if 3 of the players are playing
Generals in command of vast Armies, and another player is playing a
simple individual soldier.
Levels of Protection and Hidden Things.
pipeline_tag: sentence-similarity
library_name: sentence-transformers
metrics:
- cosine_accuracy@1
- cosine_accuracy@3
- cosine_accuracy@5
- cosine_accuracy@10
- cosine_precision@1
- cosine_precision@3
- cosine_precision@5
- cosine_precision@10
- cosine_recall@1
- cosine_recall@3
- cosine_recall@5
- cosine_recall@10
- cosine_ndcg@10
- cosine_mrr@10
- cosine_map@100
model-index:
- name: SentenceTransformer based on Snowflake/snowflake-arctic-embed-l
results:
- task:
type: information-retrieval
name: Information Retrieval
dataset:
name: Unknown
type: unknown
metrics:
- type: cosine_accuracy@1
value: 0.9347826086956522
name: Cosine Accuracy@1
- type: cosine_accuracy@3
value: 1
name: Cosine Accuracy@3
- type: cosine_accuracy@5
value: 1
name: Cosine Accuracy@5
- type: cosine_accuracy@10
value: 1
name: Cosine Accuracy@10
- type: cosine_precision@1
value: 0.9347826086956522
name: Cosine Precision@1
- type: cosine_precision@3
value: 0.33333333333333337
name: Cosine Precision@3
- type: cosine_precision@5
value: 0.1999999999999999
name: Cosine Precision@5
- type: cosine_precision@10
value: 0.09999999999999995
name: Cosine Precision@10
- type: cosine_recall@1
value: 0.9347826086956522
name: Cosine Recall@1
- type: cosine_recall@3
value: 1
name: Cosine Recall@3
- type: cosine_recall@5
value: 1
name: Cosine Recall@5
- type: cosine_recall@10
value: 1
name: Cosine Recall@10
- type: cosine_ndcg@10
value: 0.97023760333851
name: Cosine Ndcg@10
- type: cosine_mrr@10
value: 0.9601449275362318
name: Cosine Mrr@10
- type: cosine_map@100
value: 0.960144927536232
name: Cosine Map@100
SentenceTransformer based on Snowflake/snowflake-arctic-embed-l
This is a sentence-transformers model finetuned from Snowflake/snowflake-arctic-embed-l. It maps sentences & paragraphs to a 1024-dimensional dense vector space and can be used for semantic textual similarity, semantic search, paraphrase mining, text classification, clustering, and more.
Model Details
Model Description
- Model Type: Sentence Transformer
- Base model: Snowflake/snowflake-arctic-embed-l
- Maximum Sequence Length: 512 tokens
- Output Dimensionality: 1024 dimensions
- Similarity Function: Cosine Similarity
Model Sources
- Documentation: Sentence Transformers Documentation
- Repository: Sentence Transformers on GitHub
- Hugging Face: Sentence Transformers on Hugging Face
Full Model Architecture
SentenceTransformer(
(0): Transformer({'max_seq_length': 512, 'do_lower_case': False}) with Transformer model: BertModel
(1): Pooling({'word_embedding_dimension': 1024, 'pooling_mode_cls_token': True, 'pooling_mode_mean_tokens': False, 'pooling_mode_max_tokens': False, 'pooling_mode_mean_sqrt_len_tokens': False, 'pooling_mode_weightedmean_tokens': False, 'pooling_mode_lasttoken': False, 'include_prompt': True})
(2): Normalize()
)
Usage
Direct Usage (Sentence Transformers)
First install the Sentence Transformers library:
pip install -U sentence-transformers
Then you can load this model and run inference.
from sentence_transformers import SentenceTransformer
# Download from the 🤗 Hub
model = SentenceTransformer("CalebMaresca/matrix-game-embeddings-ft-v1")
# Run inference
sentences = [
' Why is it important for player roles in a Matrix Game to operate at broadly similar levels?',
'When you are designing a Matrix Game it is worth thinking about the level at which the players roles will be operating in the game. In is usually better, and produces a more balanced game, when the level on which the player roles are operating are broadly similar. It would be difficult to get a balanced game if 3 of the players are playing Generals in command of vast Armies, and another player is playing a simple individual soldier.\n\nLevels of Protection and Hidden Things.',
'Matrix Game Checklist .................................................................................... 38 \nSample Spendable Bonus Cards ...................................................................... 40 \nSample Random Events ................................................................................... 41 \nSample Voting Cards for Diceless Adjudication ............................................... 43 \nSample Estimative Probability Cards ............................................................... 44 \nSample Turn Order Cards ................................................................................ 45 \nSample Markers for Matrix Games for Effects and Conventional Forces ........ 46',
]
embeddings = model.encode(sentences)
print(embeddings.shape)
# [3, 1024]
# Get the similarity scores for the embeddings
similarities = model.similarity(embeddings, embeddings)
print(similarities.shape)
# [3, 3]
Evaluation
Metrics
Information Retrieval
- Evaluated with
InformationRetrievalEvaluator
Metric | Value |
---|---|
cosine_accuracy@1 | 0.9348 |
cosine_accuracy@3 | 1.0 |
cosine_accuracy@5 | 1.0 |
cosine_accuracy@10 | 1.0 |
cosine_precision@1 | 0.9348 |
cosine_precision@3 | 0.3333 |
cosine_precision@5 | 0.2 |
cosine_precision@10 | 0.1 |
cosine_recall@1 | 0.9348 |
cosine_recall@3 | 1.0 |
cosine_recall@5 | 1.0 |
cosine_recall@10 | 1.0 |
cosine_ndcg@10 | 0.9702 |
cosine_mrr@10 | 0.9601 |
cosine_map@100 | 0.9601 |
Training Details
Training Dataset
Unnamed Dataset
- Size: 370 training samples
- Columns:
sentence_0
andsentence_1
- Approximate statistics based on the first 370 samples:
sentence_0 sentence_1 type string string details - min: 11 tokens
- mean: 20.19 tokens
- max: 34 tokens
- min: 8 tokens
- mean: 150.83 tokens
- max: 512 tokens
- Samples:
sentence_0 sentence_1 What distinguishes "established facts" from other types of facts in the game briefings or play?
Forces soldiers are going to be much more effective in combat than untrained protestors;
and "established facts" which are facts that have been specifically mentioned in the game
briefings or have become established during play as the result of successful arguments.
The latter can be immediately deployed as supporting reasons (Pros and Cons), but the
former need to have been argued successfully in order for them to be specifically included.
Many inexperienced players will make vast all-encompassing arguments full of assumptions
that are not reasonable. For example: It is not a reasonable assumption that unarmed
Protestors could fight off trained Police. It is reasonable to assume that the Police areWhy is it unreasonable to assume that unarmed protestors could fight off trained police according to the context?
Forces soldiers are going to be much more effective in combat than untrained protestors;
and "established facts" which are facts that have been specifically mentioned in the game
briefings or have become established during play as the result of successful arguments.
The latter can be immediately deployed as supporting reasons (Pros and Cons), but the
former need to have been argued successfully in order for them to be specifically included.
Many inexperienced players will make vast all-encompassing arguments full of assumptions
that are not reasonable. For example: It is not a reasonable assumption that unarmed
Protestors could fight off trained Police. It is reasonable to assume that the Police areWhat was the outcome of the initial Russian attack against the German units, and how did it affect the ammunition status of both sides?
The Russians succeed in pushing back one of the German units and forcing and already depleted unit to use up ammunition, (but are pushed back themselves and 2 units use a lot of ammo (one of which becomes combat ineffective on -3)). Overall, as the success is matched by failure, the line itself holds. The Russians attack again, the next day:
Initial Dice Throw: RUSSIAN: 6 5 5 4 2 4 GERMAN: 1 2 4 4 Lined Up and Modified: RUSSIAN: 5 4 3 3 2 1 (two of the Russians = -2) GERMAN: 4 3 3 2 (one of the Germans = -1) Result of Third Day; lose: (one of the Germans = +0) RUSSIAN: 5 4 3 3 GERMAN: 3 lose: 4 3 2 - Loss:
MatryoshkaLoss
with these parameters:{ "loss": "MultipleNegativesRankingLoss", "matryoshka_dims": [ 768, 512, 256, 128, 64 ], "matryoshka_weights": [ 1, 1, 1, 1, 1 ], "n_dims_per_step": -1 }
Training Hyperparameters
Non-Default Hyperparameters
eval_strategy
: stepsper_device_train_batch_size
: 10per_device_eval_batch_size
: 10num_train_epochs
: 10multi_dataset_batch_sampler
: round_robin
All Hyperparameters
Click to expand
overwrite_output_dir
: Falsedo_predict
: Falseeval_strategy
: stepsprediction_loss_only
: Trueper_device_train_batch_size
: 10per_device_eval_batch_size
: 10per_gpu_train_batch_size
: Noneper_gpu_eval_batch_size
: Nonegradient_accumulation_steps
: 1eval_accumulation_steps
: Nonetorch_empty_cache_steps
: Nonelearning_rate
: 5e-05weight_decay
: 0.0adam_beta1
: 0.9adam_beta2
: 0.999adam_epsilon
: 1e-08max_grad_norm
: 1num_train_epochs
: 10max_steps
: -1lr_scheduler_type
: linearlr_scheduler_kwargs
: {}warmup_ratio
: 0.0warmup_steps
: 0log_level
: passivelog_level_replica
: warninglog_on_each_node
: Truelogging_nan_inf_filter
: Truesave_safetensors
: Truesave_on_each_node
: Falsesave_only_model
: Falserestore_callback_states_from_checkpoint
: Falseno_cuda
: Falseuse_cpu
: Falseuse_mps_device
: Falseseed
: 42data_seed
: Nonejit_mode_eval
: Falseuse_ipex
: Falsebf16
: Falsefp16
: Falsefp16_opt_level
: O1half_precision_backend
: autobf16_full_eval
: Falsefp16_full_eval
: Falsetf32
: Nonelocal_rank
: 0ddp_backend
: Nonetpu_num_cores
: Nonetpu_metrics_debug
: Falsedebug
: []dataloader_drop_last
: Falsedataloader_num_workers
: 0dataloader_prefetch_factor
: Nonepast_index
: -1disable_tqdm
: Falseremove_unused_columns
: Truelabel_names
: Noneload_best_model_at_end
: Falseignore_data_skip
: Falsefsdp
: []fsdp_min_num_params
: 0fsdp_config
: {'min_num_params': 0, 'xla': False, 'xla_fsdp_v2': False, 'xla_fsdp_grad_ckpt': False}tp_size
: 0fsdp_transformer_layer_cls_to_wrap
: Noneaccelerator_config
: {'split_batches': False, 'dispatch_batches': None, 'even_batches': True, 'use_seedable_sampler': True, 'non_blocking': False, 'gradient_accumulation_kwargs': None}deepspeed
: Nonelabel_smoothing_factor
: 0.0optim
: adamw_torchoptim_args
: Noneadafactor
: Falsegroup_by_length
: Falselength_column_name
: lengthddp_find_unused_parameters
: Noneddp_bucket_cap_mb
: Noneddp_broadcast_buffers
: Falsedataloader_pin_memory
: Truedataloader_persistent_workers
: Falseskip_memory_metrics
: Trueuse_legacy_prediction_loop
: Falsepush_to_hub
: Falseresume_from_checkpoint
: Nonehub_model_id
: Nonehub_strategy
: every_savehub_private_repo
: Nonehub_always_push
: Falsegradient_checkpointing
: Falsegradient_checkpointing_kwargs
: Noneinclude_inputs_for_metrics
: Falseinclude_for_metrics
: []eval_do_concat_batches
: Truefp16_backend
: autopush_to_hub_model_id
: Nonepush_to_hub_organization
: Nonemp_parameters
:auto_find_batch_size
: Falsefull_determinism
: Falsetorchdynamo
: Noneray_scope
: lastddp_timeout
: 1800torch_compile
: Falsetorch_compile_backend
: Nonetorch_compile_mode
: Noneinclude_tokens_per_second
: Falseinclude_num_input_tokens_seen
: Falseneftune_noise_alpha
: Noneoptim_target_modules
: Nonebatch_eval_metrics
: Falseeval_on_start
: Falseuse_liger_kernel
: Falseeval_use_gather_object
: Falseaverage_tokens_across_devices
: Falseprompts
: Nonebatch_sampler
: batch_samplermulti_dataset_batch_sampler
: round_robin
Training Logs
Epoch | Step | cosine_ndcg@10 |
---|---|---|
1.0 | 37 | 0.9273 |
1.3514 | 50 | 0.9490 |
2.0 | 74 | 0.9462 |
2.7027 | 100 | 0.9527 |
3.0 | 111 | 0.9527 |
4.0 | 148 | 0.9783 |
4.0541 | 150 | 0.9811 |
5.0 | 185 | 0.9622 |
5.4054 | 200 | 0.9622 |
6.0 | 222 | 0.9702 |
6.7568 | 250 | 0.9622 |
7.0 | 259 | 0.9622 |
8.0 | 296 | 0.9702 |
8.1081 | 300 | 0.9702 |
9.0 | 333 | 0.9702 |
9.4595 | 350 | 0.9702 |
10.0 | 370 | 0.9702 |
Framework Versions
- Python: 3.13.2
- Sentence Transformers: 4.1.0
- Transformers: 4.51.3
- PyTorch: 2.7.0+cu126
- Accelerate: 1.6.0
- Datasets: 3.6.0
- Tokenizers: 0.21.1
Citation
BibTeX
Sentence Transformers
@inproceedings{reimers-2019-sentence-bert,
title = "Sentence-BERT: Sentence Embeddings using Siamese BERT-Networks",
author = "Reimers, Nils and Gurevych, Iryna",
booktitle = "Proceedings of the 2019 Conference on Empirical Methods in Natural Language Processing",
month = "11",
year = "2019",
publisher = "Association for Computational Linguistics",
url = "https://arxiv.org/abs/1908.10084",
}
MatryoshkaLoss
@misc{kusupati2024matryoshka,
title={Matryoshka Representation Learning},
author={Aditya Kusupati and Gantavya Bhatt and Aniket Rege and Matthew Wallingford and Aditya Sinha and Vivek Ramanujan and William Howard-Snyder and Kaifeng Chen and Sham Kakade and Prateek Jain and Ali Farhadi},
year={2024},
eprint={2205.13147},
archivePrefix={arXiv},
primaryClass={cs.LG}
}
MultipleNegativesRankingLoss
@misc{henderson2017efficient,
title={Efficient Natural Language Response Suggestion for Smart Reply},
author={Matthew Henderson and Rami Al-Rfou and Brian Strope and Yun-hsuan Sung and Laszlo Lukacs and Ruiqi Guo and Sanjiv Kumar and Balint Miklos and Ray Kurzweil},
year={2017},
eprint={1705.00652},
archivePrefix={arXiv},
primaryClass={cs.CL}
}