Full Report for Connect 4 by Howard Wexler,Ned Strongin

Full Report for Connect 4 by Howard Wexler,Ned Strongin

Make a row of 4, with gravity.

Generated at 02/08/2021, 01:58 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!

Play

Each turn, place a piece in an empty square so that it is supported below.

Goal

Make a line of 4 to win.

Miscellaneous

General comments:

Play: Combinatorial

Family: Line games

Mechanism(s): Pattern

Components: Board

Level: Beginner,Standard

BGG Stats

BGG EntryConnect 4
BGG Rating4.88267
#Voters7144
SD1.55033
BGG Weight1.2039
#Voters510
Year1974

BGG Ratings and Comments

UserRatingComment
atkinsstN/AGifted to Mark
drcsaba9
kyogensho10
sannekitareal10
alkaiser6[Children's Game] My kids can play this over and over. They love it. The game drives me insane though. It's pretty much one step above tic-tac-toe for me. But they love it so I'll play it with them.
sebaz10
Arctic Jack6A better game than it is probably given credit for by most. A great platform for budding young abstractees too. I bought this book to deeper understand Connect 4. The Complete Book of CONNECT 4: History, Strategy, Puzzles by James D. Allen A good abstract, well worth it's cheap price. I wish a larger grid was also commercially available.
wejejeei10
Ammarg4variation of tic tac toe
GaffaUK9
alanykl3How to play? Just the same as the name: Connect Four.
Apathy4This game is basically tic tac toe, but it'll always be fun for me. I'm not sold on the new ways to play the new version of Connect 4. The pop out game is not fun at all, and I mainly just prefer the classic game.
Arcturian5A childhood classic that's still fun to play on occasion.
josephc49.5
adularia252Of all the variants of tic-tac-toe, this one seems like it should be so much more... and yet it disappoints like the rest. Either you crush your opponent because they don't see what you are doing, or you lose because you lost track of how many they had in a row. Either way, I despise playing this and would rather play tic-tac-toe (at least it ends faster.)
Altugas5A nice classic, with more strategy than it may seem.
Agataka7Very addictive game, a bit like harder version of tic tac toe :) It's so simple, yet so fun to win and so frustrating to lose.
Cheryllion9Here, diagonally! Pretty sneaky, Sis!
alexanderbanning5ABSTRACT, CHILDREN'S Recommended with 2 players. 10 mins.
anemaat10
Admiral Fisher4A good one for kids and adults can play it and get a modicum of enjoyment from it. We have a wooden set called "4 in a row"
asta3AT MUM AND DAD'S I have a travel version. Fun for children.
guerecon10
AnyMouseN/AI adore connect four. I don't care that it's "solvable" as I don't play with anyone who's studied the dissertation.
adamolanna5Vaghi ricordi di alcune partite giocate prima del 1985, mi piaceva molto, lo trovavo strategico e difficile.
aca8310Jugadores: 2 Tengo varios
ArtB3down from 4 likely won't play this again although could be convinced played many times before I began recording plays
Abso2Suffers from the same fate as Tic-tac-toe. Fun at start but eventually turns out into a draw or a loss by just counting the remaining turns and who happens to drop the final piece.
ArctocebusN/A2020 Edition
acekim5Not too bad for playing with small children just learning logic and how to block ones opponent. Much superior to Candyland...
dune200910
pilialohawaiian10
a2greg6Classic. Nuff said.
AmericanEagleN/ATravel
IWilloughbyTroy179you have to get four pieces in a row going diagonal, vertical, or horizontal. There are games that have no winners too.
Anakin19812A simple game for kids.
atlcribber5For those not ready for pente, there is connect four.
airship51N/ACaptain's Mistress - wood w/glass marbles.
Ajax6Classic game. Adds a little more strategy to tic-tac-toe. My daughter enjoys it, and I don't hate it.
alextvalencic6Children's Game
nojjon10
mogreece9
alethic4One of those kids games that kids don't actually seem to enjoy a lot, but game theorists do.
grammarxcore10
deTobn9
Artax5Gyerekorunk ismert jateka.
Asociacion_El_DuendeN/AAño 1996
rg2589
AnttiT3.3As a child, I played this quite a lot. It can be entertaining, but will become repetitive if you play too long.
ryannameth10
hervalix110
phattso10
jancourtois10
atanikerN/A-
Olley Mauley Mim10Great game to play with KIDS. I have to rate it higher based on that fact. ANYONE can play. And if any KID proposed a game of Connect Four, I'd play it. :-)
Asmoridin3.5Again, probably loved this as a kid. Growing to being an adult, it's just too simple for me to want to play again. Played it again as an adult... still pretty simple, but can be fun on occasion =).
Mladenl10
AndyHowell7There's a pretty fun bar in Arlington that has a giant Connect 4 set. I had so much fun playing it (with a bunch of other type-A overly competitive military officers) that I've got to raise my rating. I'm always up for a game of Connect 4. Also, my two year-old is starting to play a little.
amishburrito5A great game from my youth. I used to play this every day in elementary school with friends while the rest of the class had recess outside. Very simplistic for an advanced gamer though.
kabutopszn10
arhtu7McDonald's edition. ;)
Dalkuldar9
Whipfire10
alextrovN/ATravel version
CodeAndReload10
adam_ethTroy7Fun to play with someone in your free time using strategy as well as manipulation, but can get boring after a while
amwiles1Not a game. All plays are recorded from Yucata.de.
astroglide5i shouldn't care about games being solved unless i can actually do it myself. a master would no doubt blow me away at this game. fairly fun, easy to teach abstract with quick playing time. i'm sure i'll play it with my kids when i have some.
AGargTroy226The title of the game is Connect Four. The game has a very simple concept and is easy to play. It is fun playing a quick game that does not require much critical thinking. I like that the player cannot keep a strategy the whole game. The player has to keep making spontaneous moves.
adstille6Great game that I kept for decades but it eventually became boring.
The Bus9
JJEblam10
CoraLeenaMarie10
binraix9Classic game. I played this one in kindergarten and still love it. Very simple and still hard one if you have a good opponent! Recommend to math geeks out there!
Arnott5Basic, but still fun.
alexmate6Fairly fun game.
ajewoN/AClassic, abstract game that works especially well with kids. Similar games: * Qwirkle
AnnC5.504+ or 06+, 2 player, 10 mins.
AeneasN/APre.owned italian version "Forza 4"
AmirabutwoN/AHome.
UTSquishy10
alcatraz135Fast and superlight!
disthymia10
aaronseeber4I had a lot of fun with this one as a kid, which gains it a point. Might not quite be my thing these days.
JHeughtroy2010Connect 4 is a very fun strategy game that i enjoy playing. I like the concept on having to predict your oppenents next move.
matt_sbd9
123SimPYN/Arode kruis editie
mrgrimm1110
Alberto_Mena4It was a "must have" when it came out, more than 40 years ago.
bzzybee7510
Ashavan3Intro: Kua Klassen
H1landr9
ellsworth779.5
Erichmond049
fstock9610
AbigailEMGN/AHome.
areeves5Always a fun game to play with kids and adults.
agieseN/AStorage - Box 12
Anganatyr5In swedish it´s called "Fyra i rad".
anazagarus4A simple game, that if both players play optimally will be decided by who plays first. Playing with mixed-age pairings is tough, because the superior player will win always and easily.
amatyarakshasa8A fantastic game to play with children!
Alannamairead3I wouldn't care if I never ever played this again in all my life
adamscott5Meh. Thrift Store find. Donated to my classroom, where it has been played hundreds (no exaggeration) of times.
Sone10
MGT_PL9
aitan_34Hearts edition
1 Family Meeple5It's a classic.
LoganDGarcia10So I'm biased because it's the game my fiancee and I played a lot when we were in college. But its a great game. Play several times win or lose always fun.
stewartcc9
Aussie5506I play this with my 3 yr old...which usually involves putting tokens in as quickly as possible one after the other and shouting "I win!" when you mak a row of four...sooner or later I'm sure he'll get the idea and then it's hex and counter brainwashing time! Still playing. Now the boy is five we have progressed to the proper rules.
sirollerblader10
missstarsineyes10red pieces spray painted pink
simppapee9
ZucriyAmsuna9
ArmbarN/AWhy am I so bad at this?
Kraai10
FabulousAcidTrip10
alfonzosN/ASomething to play with kids who are too sophisticated for Tic Tac Toe but not ready for Go Moku.
arbitrarychoice4Classic children's pure strategy game. Not much to it after you figure out the main strategies.
AuntbeastN/A$1.98 Bought it because it was the German version. YAY! I have a German game! (never played, game still with packing intact
DIenciutroy2410Connect 4 is the best game to play on long car rides or while waiting for dinner to finish. Always great to have around.
amodman2One of the few universal abstracts that's actually more or less "solved." I mean, it was a fun idea when I was a kid and it is a neat use of components. But yeah, not really much of a real game.
Apparos Achaparos3For kids mostly. Grownups should find it very shallow and lacking.
antoinedebruxelles6Puissance 4 Fond memories, like to trash my kids from time to time :)
cass_xoxo1610This is a good game beacuse it's easy and fun!
wheeljack60110
2ndinBeautyContest5Quick with some strategy. Satisfying way to get the pieces out at the end of the game.
Anthares6A very good classic. Great for kids and adult too.
Alleman856Briek
AFragnoliTroy207Simple and fun strategy game. This game is geared towards younger age groups.
Lightbringer129
amastN/AVier hintereinander, Schmidt Spiele
gecykkah9I love playing this one with kids. You can often get a good laugh out of them by making really bone-head obvious fours-in-a-row vertically or across the bottom horizontally. Kids are usually up for playing silly variants, like dropping two at a time instead of one.
alfredo lorente5.5A classic abstract that seems simpler than it is. After all, gravity is a harsh mistress, and you need to play with her as much as you play against your opponent. It may not be a "Gamer's classic," but there are many more much worse choices in the toy departments of the Walmart's of the world.
max_ra10This game is mostly undervalued. It is really strategical. You have to force your opponent to take the row you wnat him to take. You have to creat double-traps to win the game.
JenaTu10
zander22610Connect 4 will always be a classic and its always fun to play
Paisen2010
Area512Busy 4 is my favorite Band.
acaldeira99N/A2 Players
PapaPizza10
simpkins9
boardgamegeek09
anujalamahewa10
sao1239
Don E9
ArchiN/A1985 FX Schmidt
heidibee10
aaarg_ink9151105 Good memories for days gone by. Such a perfect tactile experience. 111130 something hypnotic about...I could play again and again. I'm certain its been solved, but is it easily solved? I'm not sure...I guess I should look it up sometime. Later.
cangarooo10
happy_272810A classic game for kids.
1000rpm7Great fun in the pub or garden (with a giant set). Also great for kids - taking turns, strategy, visualisation, etc.
afrey152Parents
AndersonCouncil4It's a simple game and fun but not one I'd take along to a game night with me. It's good for playing with small children though as it's so easy to learn.
nomsai10
Tijmenn10
zeruf9
pathagobi9Okay this is one of THE classics!!! I just love this game... all you have to do is get 4 in a row (any direction) and you say "connect 4!!!" This game for me is a timeless classic that is so much fun!!!
Anemelos2A simple abstract game. Its a game for kids.
Alex the Pretty Good5A good combo of strategy and deduction. Starts to get predictable after a few games with the same opponent though.
Aarontu5A simple, if slightly juvenile, abstract game.
mafiul10Best 2 player game (No luck, only brain)
Doctor2Hearts10
alemfi1Unlike tic-tac-toe, the decision space is a bit too big to quickly teach them that a game can be "solved".
jinnetics9
Andy Mesa6It's glorified tic-tac-toe but I still enjoy it.
guitarhouse10
Algernon885Quite good a game, after all. Just not something you would ask to play, more like you won't refuse to play it if someone else wants to.
anisai9
Iron Knight10
Asociacion NoctisN/A?
Lnamcc10
msommer10
mleyva51510
tuujohns10
govmarley10
superrussellman10
Pumprnikldono9
effdee10
scottcoody10
kaksdee10
joshadkins9
Ace Pumpkin5Game Folio/Fun-on-the-Run/travel edition
adebisi3You're just repeating the same patterns over and over and wishing that your opponent will not see them
internetotaku10
ashrael5Fun with kids
The Eraser10
arnest_r5Feels solved (yes, I know it IS solved), playing it feels almost like Tic Tac Toe
airjudden4This is really a kid's game, but it's one of the more enjoyable ones that I play with them. It has enough "oomph" that a couple of adults could squeeze in a quick game without being bored, and it's fast enough that it won't bore you for a long time (unlike Monopoly).
annily10
ABCafeN/AB5
piticutzi9
BrandenTheFirst10Connect Four has been a staple board game for me since my youth and I can say it's easily one of the first games I'd truly enjoyed when it comes to true strategy. Realistically, It's about a step above tic-tac-toe but it's also just different enough to keep that simple formula entertaining and fresh. I'd recommend this game to anyone just getting into board games as it's a good way to start expanding your thought process for more complex games. That being said- Connect Four has an optimal strategy but is one of the best in terms of beginning board games and will always hold a special place in my heart due to experiences with my family and friends.
AndrePOR6Classic (Before 2000)
radagast3199
chateauzou10

Kolomogorov Complexity Analysis

Size (bytes)13757
Reference Size10293
Ratio1.34

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 second1237470.61 (0.81µs/playout)
Reference Size564111.24 (1.77µs/playout)
Ratio (low is good)0.46

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 Complexity15321966 
State Space Complexity (log 10)7.19 
Confidence31.050: totally unreliable, 100: perfect
Samples1285006 

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 playout3,333,74849,41971,050,4181,053,263217
search.UCT1,672,68079,418354

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: White win %57.90±3.08Includes draws = 50%
2: Black win %42.10±3.02Includes draws = 50%
Draw %12.00Percentage of games where all players draw.
Decisive %88.00Percentage 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         
2UCT (its=3)62942769090.6635 <= 0.6942 <= 0.723351.930.4447.6320.05
7UCT (its=19)6301997300.8369 <= 0.8637 <= 0.886753.150.1446.7116.12
8UCT (its=52)62932138450.7157 <= 0.7462 <= 0.774358.460.3641.1816.81
9UCT (its=141)624131597960.7625 <= 0.7921 <= 0.818855.781.6342.5920.25
10UCT (its=382)619232208620.7009 <= 0.7314 <= 0.760050.352.6746.9826.88
11UCT (its=1039)617272478910.6769 <= 0.7076 <= 0.736648.713.0348.2630.45
12UCT (its=2824)617272238670.6966 <= 0.7272 <= 0.755851.793.1145.1031.53
13UCT (its=7676)617272398830.6834 <= 0.7140 <= 0.742959.913.0637.0331.62
14UCT (its=20867)609432539050.6660 <= 0.6967 <= 0.725863.654.7531.6032.31
15UCT (its=56722)611402018520.7101 <= 0.7406 <= 0.768947.424.6947.8934.19
16UCT (its=154185)614342789260.6507 <= 0.6814 <= 0.710623.973.6772.3535.19
17
UCT (its=154185)
481
41
478
1000
0.4706 <= 0.5015 <= 0.5324
12.00
4.10
83.90
34.87

Search for levels ended. Close to theoretical value: player 2 wins.

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 length33.97 
Branching factor5.91 
Complexity10^24.70Based on game length and branching factor
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 Size42Quantity of distinct board cells
Distinct actions42Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Good moves29A good move is selected by the AI more than the average
Bad moves13A bad move is selected by the AI less than the average
Response distance2.36Mean distance between move and response; a low value relative to the board size may mean a game is tactical rather than strategic.
Samples1000Quantity of logged games played

Board Coverage

A mean of 80.88% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean33.97
Mode[42]
Median37.5

Change in Material Per Turn

Mean change in material/round0.94Complete 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).

The lead changed on 2% 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 moves59.9563.8756.04
Mean no. of effective moves3.593.763.41
Effective game space10^16.1910^8.3010^7.89
Mean % of good moves32.224.2060.24
Mean no. of good moves2.000.293.71
Good move game space10^8.9510^0.6010^8.35

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 turns70.59%A hot turn is one where making a move is better than doing nothing.
Momentum11.76%% of turns where a player improved their score.
Correction20.59%% of turns where the score headed back towards equality.
Depth5.24%Difference in evaluation between a short and long search.
Drama0.33%How much the winner was behind before their final victory.
Foulup Factor35.29%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 change8.82%Distance through game when the lead changed for the last time.
Decisiveness50.00%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.)

Openings

MovesAnimation
d1,g1,c1,f1,c2,b1,d2
b1,g1,d1,f1,e1,c1,c2
b1,g1,g2,e1,d1,d2,d3
d1,g1,b1,f1,e1,c1,c2
a1,e1,b1,e2,d1,c1,c2
b1,e1,a1,e2,d1,c1,c2
b1,f1,a1,c1,d1,d2,c2
d1,f1,a1,c1,b1,d2,c2
a1,d1,b1,a2,d2,g1
a1,d1,b1,g1,d2,a2
b1,d1,a1,a2,d2,g1
b1,d1,a1,g1,d2,a2

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

0123456789101112
17562941410561121625744562527627911842428956694582819444845

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)

            

648 solutions found at depth 7.

Puzzles

PuzzleSolution

Black to win in 22 moves

Black to win in 23 moves

White to win in 19 moves

Black to win in 19 moves

Black to win in 21 moves

White to win in 17 moves

White to win in 17 moves

White to win in 21 moves

Black to win in 19 moves

Black to win in 17 moves

White to win in 17 moves

Black to win in 17 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.