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.

Generated at 02/08/2021, 13:34 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 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 Rating6.98519
#Voters27
SD1.63813
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
javinoaN/ADIY
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
at0107
Jugular7
Zalbar7
mathgrant8
mnkr7
Aspudde6
pezpimp7A little hard to see at times but I quite enjoyed it. Very simple premise, as the title states, make a line of 5 rings of your color or a set of 4 of the same colors. That is all, enjoy!
Friendless6

Kolomogorov Complexity Analysis

Size (bytes)29625
Reference Size10293
Ratio2.88

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 second184012.95 (5.43µs/playout)
Reference Size519642.49 (1.92µs/playout)
Ratio (low is good)2.82

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

Confidence0.000: totally unreliable, 100: perfect
Samples6179 

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 playout421,88015,29913,555,976491,586327
search.UCT378,02817,821124

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 %78.80±2.64Includes draws = 50%
2: Black win %21.20±2.42Includes draws = 50%
Draw %3.80Percentage of games where all players draw.
Decisive %96.20Percentage 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)62933199510.6323 <= 0.6630 <= 0.692350.680.3249.0030.67
3
UCT (its=4)
490
1
509
1000
0.4596 <= 0.4905 <= 0.5215
52.70
0.10
47.20
29.42
4
UCT (its=4)
519
2
479
1000
0.4890 <= 0.5200 <= 0.5508
50.70
0.20
49.10
28.99

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 length19.33 
Branching factor39.84 
Complexity10^29.99Based 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 Size49Quantity of distinct board cells
Distinct actions49Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Good moves25A good move is selected by the AI more than the average
Bad moves24A bad move is selected by the AI less than the average
Response distance%51.79%Distance from move to response / maximum board distance; a low value suggests a game is tactical rather than strategic.
Samples1000Quantity of logged games played

Board Coverage

A mean of 39.45% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean19.33
Mode[11]
Median17.0

Change in Material Per Turn

Mean change in material/round0.95Complete 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 21% of the game turns. Ai Ai found 2 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 moves35.8221.6751.55
Mean no. of effective moves13.898.9019.44
Effective game space10^17.6610^7.1910^10.47
Mean % of good moves20.2438.220.26
Mean no. of good moves7.8914.900.11
Good move game space10^8.9910^8.9910^0.00

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 turns84.21%A hot turn is one where making a move is better than doing nothing.
Momentum15.79%% of turns where a player improved their score.
Correction31.58%% of turns where the score headed back towards equality.
Depth4.87%Difference in evaluation between a short and long search.
Drama0.00%How much the winner was behind before their final victory.
Foulup Factor21.05%Moves that looked better than the best move after a short search.
Surprising turns5.26%Turns that looked bad after a short search, but good after a long one.
Last lead change47.37%Distance through game when the lead changed for the last time.
Decisiveness36.84%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
g1,g4,f4
a2,a1,e4
b2,c1,g2
e2,b6,e5
e3,d3,f6
b4,f1,g5
c4,g1,f5
e4,a1,a2
g5,f1,b4
g5,f3,b6
d6,c4,b4
c7,g4,d4

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

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.

Puzzles

PuzzleSolution

Black to win in 9 moves

White to win in 7 moves

White to win in 3 moves

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