Full Report for Chomp by David Gale,Frederik Schuh

Full Report for Chomp by David Gale,Frederik Schuh

Last to move loses.

Generated at 09/02/2022, 22:45 from 1000 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!

Chomp is a two-player strategy game played on a rectangular grid made up of smaller square cells, which can be thought of as the blocks of a chocolate bar. The players take it in turns to choose one block and "eat it" (remove from the board), together with those that are above it and to its right. The bottom left block is "poisoned" and the player who eats this loses.

Miscellaneous

General comments:

Play: Impartial,Combinatorial

Family: Impartial,Nim

Mechanism(s): Stalemate

BGG Stats

BGG EntryChomp
BGG Rating3.875
#Voters4
SD2.07289
BGG Weight0
#Voters0
Year0

BGG Ratings and Comments

UserRatingComment
Wentu4.5Interesting as a programming AI experience. otherwise, repetitive and dull..
stenkul2Paper and pencil version.
Kaffedrake2Another Nim variant.
schwarzspecht7

Kolomogorov Complexity Analysis

Size (bytes)24476
Reference Size10673
Ratio2.29

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 second1232134.06 (0.81µs/playout)
Reference Size385311.91 (2.60µs/playout)
Ratio (low is good)0.31

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.

State Space Complexity

% new positions/bucket

State Space Complexity922 
State Space Complexity (log 10)2.96 
Samples2092834 
Confidence100.000: totally unreliable, 100: perfect

State space complexity (where present) is an estimate of the number of distinct game tree reachable through actual play. Over a series of random games, Ai Ai checks each position to see if it is new, or a repeat of a previous position and keeps a total for each game. As the number of games increase, the quantity of new positions seen per game decreases. These games are then partitioned into a number of buckets, and if certain conditions are met, Ai Ai treats the number in each bucket as the start of a strictly decreasing geometric sequence and sums it to estimate the total state space. The accuracy is calculated as 1-[end bucket count]/[starting bucklet count]

Playout/Search Speed

LabelIts/sSDNodes/sSDGame lengthSD
Random playout4,288,10234,98423,988,709196,19262
search.UCT2,489,129691,935141

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.

Win % By Player (Bias)

1: Player 1 win %75.20±2.77Includes draws = 50%
2: Player 2 win %24.80±2.58Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage of games with a single winner.
Samples1000Quantity 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)63102328630.7006 <= 0.7312 <= 0.759748.550.0051.456.12
4UCT (its=5)63103439740.6173 <= 0.6478 <= 0.677251.950.0048.056.71
8UCT (its=9)63103549850.6102 <= 0.6406 <= 0.670050.360.0049.646.99
20UCT (its=21)63103669970.6025 <= 0.6329 <= 0.662349.150.0050.857.03
30UCT (its=82)63102558860.6815 <= 0.7122 <= 0.741050.110.0049.898.09
31UCT (its=222)63102358660.6981 <= 0.7286 <= 0.757249.880.0050.1210.02
32UCT (its=603)63103279580.6281 <= 0.6587 <= 0.688052.610.0047.3910.76
33UCT (its=1638)63102458760.6897 <= 0.7203 <= 0.749053.080.0046.9210.92
34UCT (its=4452)63102789090.6635 <= 0.6942 <= 0.723353.030.0046.9711.66
36UCT (its=32899)63102819120.6612 <= 0.6919 <= 0.721043.750.0056.2512.18
37UCT (its=89429)63103279580.6281 <= 0.6587 <= 0.688038.200.0061.8012.54
38UCT (its=243093)63102739040.6673 <= 0.6980 <= 0.727041.040.0058.9613.20
39UCT (its=660794)63102829130.6604 <= 0.6911 <= 0.720241.180.0058.8213.54
40
UCT (its=1796224)
231
0
111
342
0.6241 <= 0.6754 <= 0.7229
40.94
0.00
59.06
13.74
41
UCT (its=1796224)
502
0
498
1000
0.4711 <= 0.5020 <= 0.5329
41.00
0.00
59.00
13.92

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 length7.45 
Branching factor14.05 
Complexity10^6.56Based on game length and branching factor
Computational Complexity10^2.95Saturation reached - accuracy very high.
Samples1000Quantity 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

Board Size30Quantity of distinct board cells
Distinct actions30Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Good moves12A good move is selected by the AI more than the average
Bad moves18A bad move is selected by the AI less than the average
Samples1000Quantity of logged games played

Board Coverage

A mean of 24.82% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean7.45
Mode[6]
Median6.0

Change in Material Per Turn

Mean change in material/round0.00Complete round of play (all players)

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).

First player's position continued to deteriorate throughout the game. The lead changed on 14% of the game turns. Ai Ai found 4 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 moves54.2975.8325.56
Mean no. of effective moves2.433.501.00
Effective game space10^1.4310^1.4310^0.00
Mean % of good moves11.430.8325.56
Mean no. of good moves0.570.251.00
Good move game space10^0.0010^0.0010^0.00

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 turns57.14%A hot turn is one where making a move is better than doing nothing.
Momentum0.00%% of turns where a player improved their score.
Correction0.00%% of turns where the score headed back towards equality.
Depth0.00%Difference in evaluation between a short and long search.
Drama0.00%How much the winner was behind before their final victory.
Foulup Factor0.00%Moves that looked better than the best move after a short search.
Surprising turns0.00%Turns that looked bad after a short search, but good after a long one.
Last lead change28.57%Distance through game when the lead changed for the last time.
Decisiveness100.00%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.

Puzzles

PuzzleSolution

Player 1 to win in 12 moves

Selection criteria: first move must be unique, and not forced to avoid losing. Beyond that, Puzzles will be rated by the product of [total move]/[best moves] at each step, and the best puzzles selected.