Full Report for Jed (X first, 9x11) by Mark Thompson

Full Report for Jed (X first, 9x11) by Mark Thompson

Jade with the Hox protocol.

Generated at 24/07/2021, 01:37 from 988 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

Players take turns placing a piece of either colour in an empty cell. Each cell is labelled, and moves must be made in the sequence J-E-D.

The Beginning

Decide whether Cross or Parallel foes first. (In Ai Ai, this is done when the .mgl file is loaded.)

player 1 adds a piece anywhere on the board.

player 2 adds a piece anywhere on the board, or swaps with player 1.

Goal

Cross attempts to connect all four sides with a single colour.

Parallel attempts to make two connections between opposite sides.

Miscellaneous

General comments:

Play: Combinatorial

Mechanism(s): Connection

BGG Stats

BGG EntryJed (X first, 9x11)
BGG Ratingnull
#Votersnull
SDnull
BGG Weightnull
#Votersnull
Yearnull

Kolomogorov Complexity Analysis

Size (bytes)30721
Reference Size10293
Ratio2.98

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 second8414.40 (118.84µs/playout)
Reference Size1808645.32 (0.55µs/playout)
Ratio (low is good)214.95

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 playout9,845196889,65417,647907
search.UCT172,7524,7406311

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 (Cross) win %67.21±2.99Includes draws = 50%
2: Player 2 (Parallel) win %32.79±2.86Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage of games with a single winner.
Samples988Quantity 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)63102388690.6955 <= 0.7261 <= 0.754758.000.0042.0090.64
6UCT (its=7)63103639940.6044 <= 0.6348 <= 0.664259.360.0040.6491.31
12UCT (its=13)63103339640.6240 <= 0.6546 <= 0.683957.780.0042.2290.51
19UCT (its=20)63103499800.6134 <= 0.6439 <= 0.673258.470.0041.5389.46
29UCT (its=30)63102959260.6507 <= 0.6814 <= 0.710657.880.0042.1287.99
41UCT (its=42)63103669970.6025 <= 0.6329 <= 0.662357.170.0042.8386.98
58UCT (its=59)63103369670.6220 <= 0.6525 <= 0.681957.390.0042.6185.90
80UCT (its=81)63103649950.6038 <= 0.6342 <= 0.663559.600.0040.4084.13
114UCT (its=115)63103509810.6127 <= 0.6432 <= 0.672660.960.0039.0482.79
131
UCT (its=132)
525
0
475
1000
0.4940 <= 0.5250 <= 0.5558
62.50
0.00
37.50
81.94
132
UCT (its=132)
522
0
478
1000
0.4910 <= 0.5220 <= 0.5528
61.40
0.00
38.60
81.46

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 length63.69 
Branching factor47.92 
Complexity10^104.19Based on game length and branching factor
Computational Complexity10^7.14Sample quality (100 best): 11.44
Samples988Quantity 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 actions199Number of distinct moves (e.g. "e4") regardless of position in game tree
Good moves115A good move is selected by the AI more than the average
Bad moves84A bad move is selected by the AI less than the average
Terrible moves1A terrible move is never selected by the AI
Terrible moves: Swap
Response distance4.67Mean distance between move and response; a low value relative to the board size may mean a game is tactical rather than strategic.
Samples988Quantity of logged games played

Board Coverage

A mean of 64.33% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean63.69
Mode[63]
Median63.0

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 14% of the game turns. Ai Ai found 7 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 moves28.0630.6925.42
Mean no. of effective moves14.5216.0612.97
Effective game space10^52.4610^27.4010^25.06
Mean % of good moves29.3843.6515.12
Mean no. of good moves14.2024.254.16
Good move game space10^35.3710^27.9210^7.45

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 turns93.75%A hot turn is one where making a move is better than doing nothing.
Momentum25.00%% of turns where a player improved their score.
Correction48.44%% of turns where the score headed back towards equality.
Depth2.35%Difference in evaluation between a short and long search.
Drama3.79%How much the winner was behind before their final victory.
Foulup Factor20.31%Moves that looked better than the best move after a short search.
Surprising turns4.69%Turns that looked bad after a short search, but good after a long one.
Last lead change75.00%Distance through game when the lead changed for the last time.
Decisiveness4.69%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.)

Swap Heatmap (Full Scan)

Colour shows the frequency of swaps on turn 2 if this move is played on turn 1; black < red < yellow < white.

Based on 100 trials/move at 0.1s thinking time each.

Openings

MovesAnimation
White g6,White b2,Black b9
White b10,White i6,White g8
Black b3,Black i11,Black g10
Black f7,Black d3,Black c9

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.

Swap Heatmap (Historic)

Colour shows the frequency of swaps on turn 2 if this move is played on turn 1; black < red < yellow < white.

Size shows the frequency this move is played.

Unique Positions Reachable at Depth

01234
11981346431402814540724

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 4.

Puzzles

PuzzleSolution

Player 2 (Parallel) to win in 5 moves

Player 1 (Parallel) to win in 5 moves

Player 2 (Parallel) to win in 5 moves

Player 2 (Parallel) to win in 5 moves

Player 2 (Parallel) to win in 7 moves

Player 1 (Cross) to win in 3 moves

Player 1 (Cross) to win in 7 moves

Player 1 (Cross) to win in 7 moves

Player 2 (Parallel) to win in 7 moves

Player 1 (Cross) to win in 7 moves

Player 1 (Cross) to win in 3 moves

Player 1 (Cross) to win in 5 moves

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