Full Report for Line or Colour by Néstor Romeral Andrés

Full Report for Line or Colour by Néstor Romeral Andrés

Make a row of 5 on the board, or cover 5 of one colour.

Rules

Play one stone each turn. Make a row of 5 on the board, or cover 5 of one colour.

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2014,Line games

Mechanism(s): Pattern,Line

BGG Stats

BGG EntryLine or Colour
BGG Rating6.984
#Voters25
SD1.70239
BGG Weight1.5
#Voters2
Year2014

BGG Ratings and Comments

UserRatingComment
mrquackers6.5
taragalinas7Surprisingly tricky and fun n-in-a-row game. Very fast filler.
hight2406
mrraow83-dimensional N-in-a-row game, with the third dimension being colour! The 7x7 game is most interesting, and very tense; every move is critical! Both players have to keep an eye on defence from the beginning, and you really have to make sure you don't fall more than one behind on any colour.
boardgamebird9710
texasjdl7
drunkcrunkfranken2
Thesse19557
pleclenuesse7
tsaito8
fnord236
fuchsundbrunnen8.1
Arcanio8
camb9Great minimalist design, packs a lot of brainwork into a very simple premise.
zefquaavius7I'm not much for n-in-a-row games, but this infuses enough cleverness (especially having two ways to win) into the notion as to make it very interesting to play. The fact that it comes with discs to alter the boards' colors for theoretically infinite replay value is a serious selling point (and I haven't even factored that into my rating!). So, if this concept interests you, rest assured that you get a lot more bang for your buck with the configurable board….
nestorgames9:)
Qwzx6
Kaffedrake3Another extremely scripted n-in-a-row game, more a proof of concept than a game developed into something I would find interesting.
carmenpf79
Jugular7
Zalbar7
mathgrant8
mnkr7
Aspudde6
Friendless6

Levels of Play

AIStrong WinsDrawsStrong Losses#GamesStrong Win%p1 Win%Game Length
Random       
Grand Unified UCT(U1-T,rSel=s, secs=0.01)360036100.0050.0011.17
Grand Unified UCT(U1-T,rSel=s, secs=0.07)360104678.2671.7411.89
Grand Unified UCT(U1-T,rSel=s, secs=1.48)36074383.7262.7916.77

Level of Play: Strong beats Weak 60% of the time (lower bound with 90% confidence).

Draw%, p1 win% and game length may give some indication of trends as AI strength increases; but be aware that the AI can introduce bias due to horizon effects, poor heuristics, etc.

Kolomogorov Complexity Estimate

Size (bytes)29247
Reference Size10577
Ratio2.77

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 secondnull (nullµs/playout)
Reference Sizenull (nullµs/playout)
Ratio (low is good)null

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.

Win % By Player (Bias)

1: White win %75.57±1.63Includes draws = 50%
2: Black win %24.43±1.56Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage of games with a single winner.
Samples2779Quantity 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.

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.

Complexity

Game length12.84 
Branching factor43.08 
Complexity10^20.78Based on game length and branching factor
Samples2779Quantity of logged games played

Move Classification

Distinct actions49Number of distinct moves (e.g. "e4") regardless of position in game tree
Good moves13A good move is selected by the AI more than the average
Bad moves36A bad move is selected by the AI less than the average
Samples2779Quantity of logged games played

Change in Material Per Turn

This chart is based on a single playout, and gives a feel for the change in material over the course of a game.

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 6% of the game turns. Ai Ai found 5 critical turns (turns with only one good option).

Overall, this playout was 86.21% hot.

Position Heatmap

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

Actions/turn

Table: branching factor per turn.

Action Types per Turn

This chart is based on a single playout, and gives a feel for the types of moves available over the course of a game.

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

Unique Positions Reachable at Depth

012345
149240157673132892920397769

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 5.

Openings

MovesAnimation
c3,c4,d4,e5,d3,e3,d5,d7,d2,b1
c3,d4,e3,d3,c4,c5,a5,d5,d7,d2
c3,d4,c4,c5,e3,d3,a5,d5,d7,d2
c3,e4,d4,c5,e3,e5,d3,g3,b3,f7
c3,e4,d4,e5,e3,c5,d3,g3,b3,f7
c3,c5,d4,e4,e3,e5,d3,g3,b3,f7
c3,c5,d4,e5,d5,e4,d3,d1,d6,g3
c3,c5,e5,d4,e3,e4,d3,g3,b3,f7
c3,d5,d4,e5,c5,e3,c4,e4,c6,e2
d3,e3,c4,c5,d4,e4,d5,d1,d6,b2
d3,c5,d4,d5,e5,c3,c4,e4,b5,a6
d3,c5,d4,d5,e5,e4,c3,b2,g7,f7

Puzzles

PuzzleSolution

White to win in 11 moves

White to win in 5 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.