Full Report for Boom and Zoom by Ty Bomba

Full Report for Boom and Zoom by Ty Bomba

Bear off the most pieces to win.

Generated at 29/10/2020, 00:19 from 39970 logged games.

Rules

Representative game (in the sense of being of mean length). Wherever you see the 'representative game' referred to in later sections, this is it!

Goal

The game ends immediately when one player has no pieces in play. At that point, the player with the most points wins.

Gameplay

Each turn, either:

Zoom
A stack may move orthogonally or diagonally in a straight line, over empty spaces, ending in an empty space. Maximum movement is the height of the stack.
Boom
A stack may capture the top piece from an enemy stack, if it could move there. The capturing piece does not move.

Bearing Off

If you move a piece past the opponent's first rank, your piees are removed from the board, and you score points equal to the height of the stack.

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2018

Mechanism(s): Capture,Movement,Scoring

Components: Board

BGG Stats

BGG EntryBoom and Zoom
BGG Rating6.50333
#Voters30
SD1.94345
BGG Weight2
#Voters1
Year2018

BGG Ratings and Comments

UserRatingComment
Ty Bomba10I account this the best game I've ever designed. Some, when they first see it, believe it's simplistic and has an inescapable first-move advantage, such as occurs in other symmetric games like "Checkers" or "Tic Tack Toe." That's not the case, though, because, though play stops when only one player has any pieces remaining on the board, that doesn't decide who won. That's determined by comparing the number of pieces both players got off the far side of the board from their own staring positions prior to the game ending. Hence, to win, you have to use a changing combination of moving (zooming) and shooting (booming); you can't win by only done one of them. Hence the game's title "Boom AND Zoom."
SageClock7.5Pretty good. Simple and elegant ruleset, and more to it than it first appears. My rating could go up with more plays also. Can be tried with stackable counters and a chessboard, but if you like it I recommend picking up a copy to support these types of games, as these tend not to get as much attention as other games and can use your money a lot more than the new hotness.
Lord_Prussian7Play with Pyramid Arcade
dslimak8
Table435.6T-2, R-1, A-1
mrraow8Most impressive - 4 pieces a side, but so many options each move. Like Lines of Action, it's not at always clear that capturing the enemy pieces is an advantage, this game is all about tempo.
blinks4
Mashpotassium8Rating based on 2 players. There's an interesting push-and-pull dynamic within its short playing time and it's incredibly easy to learn. One poor move can easily cascade into a sequence that can cost you the game.
M1Tanker8Acquired 7 DEC 2019. For those who haven’t given up hope for light but meaty fun games, Boom & Zoom deserves a look. We found it provided a ton of fun and thinking. Simply can’t recommend this one enough for not just war gamers but SIMPLY ALL GAMERS. As well it was surprisingly an awesome solitaire game.
yelmelnobrainer6
schranerd6
wd3548Somewhere b/t checkers and chess, though I've yet to play a live opponent so I'm not sure where it falls. I really like the wooden blocks.
dlow6More depth than I though at first. Want to explore this some more to see if the interest persists.
rseater7A neat and fast-paced abstract that feels somewhat like a wargame. At first, it seems like the second player cannot ever win. But after a few plays, it becomes clear that they have a good chance if they are very aggressive and get into a lot of fights. There is still somewhat of a first player advantage, but it's not nearly as large as it first appears. minor tweak: second player wins tie games
melau1I dont like if Designers rate their own game a ten. The rating is then adulterated.
mrkvm6
js3b7I was playing to eliminate my opponent, then realized I can't do that if they are in the lead with pieces off-the-board, since the game ends immediately when only one player has pieces. There are definitely a couple levels here. I do think the game board should have had printed areas for the eliminated vs. scoring pieces.
HannibalUltor3
nycavri7
Daegil8
fortheloveofdice8PNP
Hattusilis_III6.5
nomisofsiman7
athom62278
Bonejar3Ty Bomba thinks every one of his games is a 10. I'm giving this an honest 3,
dbucak8
Andy Mesa7
glanfam3
TomekBG8Fast, clever and deceivingly simple. My 8 year old daughter is winning most of the time.
lsamadiN/AMar 2018 - PnP from Wargamevault Mar 2018 - made a 3D printed set [ImageID=4062445]
qswangerN/AThis game looks like it could be up my alley but I need to see the rules of play. Can anyone point me to them? Thanks.
jmdsplotter5.5

Kolomogorov Complexity Analysis

Size (bytes)27623
Reference Size10293
Ratio2.68

Ai Ai calculates the size of the implementation, and compares it to the Ai Ai implementation of the simplest possible game (which just fills the board). Note that this estimate may include some graphics and heuristics code as well as the game logic. See the wikipedia entry for more details.

Playout Complexity Estimate

Playouts per second5404.35 (185.04µs/playout)
Reference Size2057613.17 (0.49µs/playout)
Ratio (low is good)380.73

Tavener complexity: the heat generated by playing every possible instance of a game with a perfectly efficient programme. Since this is not possible to calculate, Ai Ai calculates the number of random playouts per second and compares it to the fastest non-trivial Ai Ai game (Connect 4). This ratio gives a practical indication of how complex the game is. Combine this with the computational state space, and you can get an idea of how strong the default (MCTS-based) AI will be.

Playout/Search Speed

LabelIts/sSDNodes/sSDGame lengthSD
Random playout5,444781,526,78620,29928099
search.UCB5,5311065743
search.UCT5,523975846
search.Minimax1,088,25423,142446
search.AlphaBeta110,39930,553417

Random: 10 second warmup for the hotspot compiler. 100 trials of 1000ms each.

Other: 100 playouts, means calculated over the first 5 moves only to avoid distortion due to speedup at end of game.

Mirroring Strategies

Rotation (Half turn) lost each game as expected.
Reflection (X axis) lost each game as expected.
Reflection (Y axis) lost each game as expected.
Copy last move lost each game as expected.

Mirroring strategies attempt to copy the previous move. On first move, they will attempt to play in the centre. If neither of these are possible, they will pick a random move. Each entry represents a different form of copying; direct copy, reflection in either the X or Y axis, half-turn rotation.

Heuristic Values

This chart shows the heuristic values thoughout a single representative* game. The orange line shows the difference between player scores. (* Representative, in the sense that it is close to the mean game length.)

Win % By Player (Bias)

1: White win %53.42±0.49Includes draws = 50%
2: Black win %46.58±0.49Includes draws = 50%
Draw %9.70Percentage of games where all players draw.
Decisive %90.30Percentage of games with a single winner.
Samples39970Quantity of logged games played

Note: that win/loss statistics may vary depending on thinking time (horizon effect, etc.), bad heuristics, bugs, and other factors, so should be taken with a pinch of salt. (Given perfect play, any game of pure skill will always end in the same result.)

Note: Ai Ai differentiates between states where all players draw or win or lose; this is mostly to support cooperative games.

UCT Skill Chains

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)5947333310000.6001 <= 0.6305 <= 0.659948.007.3044.70261.92
6UCT (its=7)594733309970.6020 <= 0.6324 <= 0.661848.457.3244.23242.03
20UCT (its=21)585912979730.6175 <= 0.6480 <= 0.677446.669.3543.99216.34
21
UCT (its=22)
475
102
423
1000
0.4950 <= 0.5260 <= 0.5568
55.40
10.20
34.40
205.72
22
UCT (its=22)
451
101
448
1000
0.4706 <= 0.5015 <= 0.5324
53.80
10.10
36.10
204.91

Search for levels ended: time limit reached.

Level of Play: Strong beats Weak 60% of the time (lower bound with 95% confidence).

Draw%, p1 win% and game length may give some indication of trends as AI strength increases.

1st Player Win Ratios by Playing Strength

This chart shows the win(green)/draw(black)/loss(red) percentages, as UCT play strength increases. Note that for most games, the top playing strength show here will be distinctly below human standard.

Complexity

Game length253.33 
Branching factor37.48 
Complexity10^378.57Based on game length and branching factor
Computational Complexity10^8.07Saturation reached - accuracy very high.
Samples39970Quantity of logged games played

Computational complexity (where present) is an estimate of the game tree reachable through actual play. For each game in turn, Ai Ai marks the positions reached in a hashtable, then counts the number of new moves added to the table. Once all moves are applied, it treats this sequence as a geometric progression and calculates the sum as n-> infinity.

Move Classification

Distinct actions2352Number of distinct moves (e.g. "e4") regardless of position in game tree
Good moves235A good move is selected by the AI more than the average
Bad moves2117A bad move is selected by the AI less than the average
Response distance3.49Mean distance between move and response; a low value relative to the board size may mean a game is tactical rather than strategic.
Samples39970Quantity of logged games played

Board Coverage

A mean of 94.15% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean223.95
Mode[201]
Median57.0

Change in Material Per Turn

This chart is based on a single representative* playout, and gives a feel for the change in material over the course of a game. (* Representative in the sense that it is close to the mean length.)

Actions/turn

Table: branching factor per turn, based on a single representative* game. (* Representative in the sense that it is close to the mean game length.)

Action Types per Turn

This chart is based on a single representative* game, and gives a feel for the types of moves available throughout that game. (* Representative in the sense that it is close to the mean game length.)

Red: removal, Black: move, Blue: Add, Grey: pass, Purple: swap sides, Brown: other.

Trajectory

This chart shows the best move value with respect to the active player; the orange line represents the value of doing nothing (null move).

The lead changed on 37% of the game turns. Ai Ai found 18 critical turns (turns with only one good option).

Position Heatmap

This chart shows the relative temperature of all moves each turn. Colour range: black (worst), red, orange(even), yellow, white(best).

Good/Effective moves

MeasureAll playersPlayer 1Player 2
Mean % of effective moves62.5660.0965.03
Mean no. of effective moves27.3232.4922.14
Effective game space10^262.1910^145.3510^116.85
Mean % of good moves41.0838.9643.20
Mean no. of good moves19.7421.2418.24
Good move game space10^194.4810^106.3810^88.09

These figures were calculated over a single game.

An effective move is one with score 0.1 of the best move (including the best move). -1 (loss) <= score <= 1 (win)

A good move has a score > 0. Note that when there are no good moves, an multiplier of 1 is used for the game space calculation.

Quality Measures

MeasureValueDescription
Hot turns91.52%A hot turn is one where making a move is better than doing nothing.
Momentum26.79%% of turns where a player improved their score.
Correction44.20%% of turns where the score headed back towards equality.
Depth5.97%Difference in evaluation between a short and long search.
Drama6.08%How much the winner was behind before their final victory.
Foulup Factor54.02%Moves that looked better than the best move after a short search.
Surprising turns8.93%Turns that looked bad after a short search, but good after a long one.
Last lead change99.11%Distance through game when the lead changed for the last time.
Decisiveness40.62%Distance from the result being known to the end of the game.

These figures were calculated over a single representative* game, and based on the measures of quality described in "Automatic Generation and Evaluation of Recombination Games" (Cameron Browne, 2007). (* Representative, in the sense that it is close to the mean game length.)

Opening Heatmap

Colour shows the success ratio of this play over the first 10moves; black < red < yellow < white.

Size shows the frequency this move is played.

Unique Positions Reachable at Depth

0123456
1381482290483325174279897173740

Note: most games do not take board rotation and reflection into consideration.
Multi-part turns could be treated as the same or different depth depending on the implementation.
Counts to depth N include all moves reachable at lower depths.
Inaccuracies may also exist due to hash collisions, but Ai Ai uses 64-bit hashes so these will be a very small fraction of a percentage point.

Shortest Game(s)

No solutions found to depth 6.

Puzzles

PuzzleSolution

White to win in 9 moves

Black to win in 9 moves

White to win in 9 moves

White to win in 7 moves

White to win in 5 moves

White to win in 5 moves

White to win in 5 moves

White to win in 5 moves

Weak puzzle selection criteria are in place; the first move may not be unique.