Full Report for Las Médulas(size=5) by Drew Edwards

Full Report for Las Médulas(size=5) by Drew Edwards

Las Médulas is an ancient Roman gold mine in Spain. Think of your stones as miners digging corridors through the rock. If they dig too closely together, the mine will collapse. To win, trap your opponent so that you have space to mine safely and they do not.

Generated at 2/8/21, 8:35 PM 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

On your turn, Mine and then Move one of your miners (i.e. stones).

Mining:

Movement:

Removal:

Winning

The first player who cannot Mine (place a tile) loses.

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2020

Mechanism(s): Connection,Movement,Capture,Stalemate

Components: Board

BGG Stats

BGG EntryLas Médulas(size=5)
BGG Rating8.5
#Voters2
SD0.5
BGG Weight3
#Voters1
Year2020

BGG Ratings and Comments

UserRatingComment
PSchulman8
rsb762gm9Fun, moderately strategic, fast moving game with simple rules.

Kolomogorov Complexity Analysis

Size (bytes)27431
Reference Size10293
Ratio2.67

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 second4647.50 (215.17µs/playout)
Reference Size309281.54 (3.23µs/playout)
Ratio (low is good)66.55

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 playout13,723498797,92128,961585
search.UCB14,029798566
search.UCT14,660754566

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 %48.90±3.09Includes draws = 50%
2: Black win %51.10±3.10Includes 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)63103319620.6253 <= 0.6559 <= 0.685347.190.0052.8158.02
2
UCT (its=3)
542
0
458
1000
0.5110 <= 0.5420 <= 0.5727
49.60
0.00
50.40
57.61
3
UCT (its=4)
600
0
400
1000
0.5693 <= 0.6000 <= 0.6299
52.80
0.00
47.20
57.84
4
UCT (its=5)
622
0
378
1000
0.5915 <= 0.6220 <= 0.6515
53.00
0.00
47.00
57.77
5UCT (its=6)63103279580.6281 <= 0.6587 <= 0.688049.900.0050.1057.76
6
UCT (its=7)
513
0
487
1000
0.4820 <= 0.5130 <= 0.5439
53.10
0.00
46.90
57.26
7
UCT (its=8)
527
0
473
1000
0.4960 <= 0.5270 <= 0.5578
52.30
0.00
47.70
57.15
8
UCT (its=9)
515
0
485
1000
0.4840 <= 0.5150 <= 0.5459
48.90
0.00
51.10
57.37
9
UCT (its=10)
546
0
454
1000
0.5150 <= 0.5460 <= 0.5766
49.60
0.00
50.40
57.20
10
UCT (its=11)
543
0
457
1000
0.5120 <= 0.5430 <= 0.5737
49.10
0.00
50.90
57.36
11
UCT (its=12)
582
0
418
1000
0.5512 <= 0.5820 <= 0.6122
52.00
0.00
48.00
57.06
12
UCT (its=13)
554
0
446
1000
0.5230 <= 0.5540 <= 0.5845
49.40
0.00
50.60
57.32
13
UCT (its=14)
592
0
408
1000
0.5612 <= 0.5920 <= 0.6221
49.40
0.00
50.60
57.46
14
UCT (its=15)
594
0
406
1000
0.5633 <= 0.5940 <= 0.6240
50.40
0.00
49.60
57.35
15
UCT (its=16)
592
0
408
1000
0.5612 <= 0.5920 <= 0.6221
51.80
0.00
48.20
57.48
16
UCT (its=17)
614
0
386
1000
0.5834 <= 0.6140 <= 0.6437
50.20
0.00
49.80
57.09
17
UCT (its=18)
590
0
410
1000
0.5592 <= 0.5900 <= 0.6201
48.20
0.00
51.80
57.53
18UCT (its=49)63102969270.6500 <= 0.6807 <= 0.709951.240.0048.7656.96
19UCT (its=133)63103429730.6180 <= 0.6485 <= 0.677947.890.0052.1155.96
20
UCT (its=362)
630
0
370
1000
0.5996 <= 0.6300 <= 0.6594
51.40
0.00
48.60
55.08
21UCT (its=983)63101457760.7842 <= 0.8131 <= 0.839048.580.0051.4253.82
22
UCT (its=2671)
305
0
150
455
0.6259 <= 0.6703 <= 0.7119
50.77
0.00
49.23
53.70
23
UCT (its=2671)
513
0
487
1000
0.4820 <= 0.5130 <= 0.5439
53.30
0.00
46.70
53.86

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 length54.12 
Branching factor16.63 
Complexity10^55.41Based on game length and branching factor
Computational Complexity10^6.87Sample quality (100 best): 12.28
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

Distinct actions3716Number of distinct moves (e.g. "e4") regardless of position in game tree
Good moves454A good move is selected by the AI more than the average
Bad moves3262A bad move is selected by the AI less than the average
Terrible moves647A terrible move is never selected by the AI
Too many terrible moves to list.
Response distance3.58Mean 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 52.72% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean54.12
Mode[57]
Median55.0

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 25% of the game turns. Ai Ai found 3 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 moves74.4367.2381.91
Mean no. of effective moves8.407.898.93
Effective game space10^41.0510^20.1010^20.96
Mean % of good moves29.5029.5929.41
Mean no. of good moves3.984.323.63
Good move game space10^23.6910^12.6210^11.07

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 turns80.00%A hot turn is one where making a move is better than doing nothing.
Momentum27.27%% of turns where a player improved their score.
Correction38.18%% of turns where the score headed back towards equality.
Depth3.01%Difference in evaluation between a short and long search.
Drama0.57%How much the winner was behind before their final victory.
Foulup Factor50.91%Moves that looked better than the best move after a short search.
Surprising turns5.45%Turns that looked bad after a short search, but good after a long one.
Last lead change76.36%Distance through game when the lead changed for the last time.
Decisiveness10.91%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
f1,Pass,i3,h3-i3,g1,Pass,c9,Pass
g1,f2-g1,i3,h3-i3,f1,g1-f2,c9,Pass
e3,Pass,c5,Pass,f6,Pass,g4,Pass
e3,Pass,c5,Pass,h6,Pass,b5,Pass
f3,Pass,g4,Pass,g5,g6-g5,d3,Pass
g5,g6-g5,g4,Pass,f3,Pass,d3,Pass
g5,Pass,g4,Pass,f3,g6-g5,d3,Pass
h5,Pass,g4,h3-g4,g7,g6-g7,c8,Pass
h5,Pass,d9,Pass,f3,g6-h5,e7,d8-d9
h5,Pass,d9,Pass,f3,g6-h5,e7,Pass
f6,g6-f6,d4,Pass,c7,Pass,d7,Pass
f6,Pass,d4,Pass,c7,g6-f6,d7,Pass

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

012345678910
1183636068469301319414788031046928255745483659

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 10.

Puzzles

PuzzleSolution

White to win in 3 moves

White to win in 3 moves

Black to win in 3 moves

White to win in 3 moves

Black to win in 3 moves

White to win in 3 moves

White to win in 3 moves

White to win in 3 moves

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