Full Report for Mu Torere by Traditional

Full Report for Mu Torere by Traditional

A two-player board game played mainly by Māori people from New Zealand's North Island.

Chief Wiremu Tamihana Te Waharoa reputedly offered a game to Governor George Grey with the whole country going to the winner, but Grey declined.

Generated at 30/03/2022, 16:14 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!

Goal

Stalemate the opponent to win.

Rules

Each turn, move a piece along a line to the empty space. A piece can only move to the centre if it is adjacent to an enemy piece.

Miscellaneous

General comments:

Play: Combinatorial

Family: Traditional

Mechanism(s): Stalemate

BGG Stats

BGG EntryMu Torere
BGG Rating3.93333
#Voters30
SD1.8962
BGG Weight1
#Voters2
Year0

BGG Ratings and Comments

UserRatingComment
asterix505
crimescene7I played the game years ago in New Zealand. Unfortunately I didn't bring a game from there. So today I have only a normal game and none from New Zealand. Wonderful memories
ricardofo3
JDB15
capsmoletN/AAncient
jade_alarm6
PinkDaffodilN/APart of a collection of Micro Games of the World produced by Carlisle, no date listed. This one is New Zealand.
lichtsuchender4
Ysobel4
russ2Endless draw unless someone plays very badly. Meh. We played from Nowak's book "Mu-torere, Do-guti i inne".
industrial strength4Cute cloth and stone set included with a Felix the Rabbit book.
scih2
kevan1
Baartoszz1Without simple mistake players will play forever.
whac3N/AI have equipment to play this and the rules.
plantluvverN/ADrew my own board, 8 x 10 artboard with Sharpie. DRawn on 9/13/07
idmonfish6Played a couple of times. Interesting abstract
Lukerson59N/Ashort, 2-player abstract game
The MaverickN/AContained in The Boardgame Book. https://boardgamegeek.com/boardgame/7159
quantumplation1
libridine6
Edysseus Games4
dancingdanslc4DIGITAL PLAY: iPad Air Abstract game. To stop your opponent from moving. Meh, out of my collection
rseater2Another interminable variants of Horseshoe.
MikeRUS1
BeezeeN/AGAMEBook game
mothertruckinN/AHilights boardgame book.
Ottia3Trivial. Pleasing until you realise this is an eternal draw.
Kaffedrake1It's possible to lose this if you actively try to. Otherwise you're shuffling stones around forever.
schwarzspecht5
ErniepaulN/A?
Sack3
mjf7142 30m
ibonilha6
milegyenanevem4
smithnewz7
DingusN/AHighlight's Best Board Games from Around the World. The sixteen games are: Achi, Seega, Cliffhangers (a Chinese Checkers/Halma varient on a triangular board), Horseshoe, Jumpers and Starters (Alquerque), Poindexter (Solitaire), Baffles (a Go-Moku varient), Fox and Geese, Mu-Torere, Bandits (simplified checkers), Wari, Checkers (Draughts), Nine Men's Morris, Reversals (Reversi), The Jungle Game (AKA Jungle/Animal Chess) and Go (8x8 board).
xylotuba7
H-Alga5
Be4tngU5

Kolomogorov Complexity Analysis

Size (bytes)26890
Reference Size10673
Ratio2.52

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 second216863.29 (4.61µs/playout)
Reference Size510438.47 (1.96µs/playout)
Ratio (low is good)2.35

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 Complexity59399 
State Space Complexity (log 10)4.77 
Samples4129411 
Confidence99.120: totally unreliable, 100: perfect

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 playout912,4289,87121,721,923235,6192412
search.UCTNaNNaN00

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 %68.10±2.95Includes draws = 50%
2: Black win %31.90±2.81Includes draws = 50%
Draw %63.80Percentage of games where all players draw.
Decisive %36.20Percentage 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         
1UCT (its=2)4503611129230.6524 <= 0.6831 <= 0.712331.3139.1129.5821.80
3UCT (its=15)4713191109000.6698 <= 0.7006 <= 0.729643.6735.4420.8919.60
5UCT (its=109)26672919960.6026 <= 0.6330 <= 0.662425.3073.191.5122.81
12
UCT (its=119748)
0
1000
0
1000
0.4691 <= 0.5000 <= 0.5309
0.00
100.00
0.00
30.19
13
UCT (its=119748)
0
1000
0
1000
0.4691 <= 0.5000 <= 0.5309
0.00
100.00
0.00
25.44

Search for levels ended. Close to theoretical value: draw.

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 length39.38 
Branching factor1.92 
Complexity10^9.15Based on game length and branching factor
Computational Complexity10^4.20Saturation reached - accuracy very high.
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 Size9Quantity of distinct board cells
Distinct actions33Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Killer moves16A 'killer' move is selected by the AI more than 50% of the time
Killers: 1-0,0-1,2-1,1-2,2-3,3-2,7-0,4-3,0-7,3-4,4-5,5-4,5-6,6-5,6-7,7-6
Good moves14A good move is selected by the AI more than the average
Bad moves18A bad move is selected by the AI less than the average
Response distance%50.00%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 83.21% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean39.38
Mode[10]
Median53.0

Change in Material Per Turn

Mean change in material/round0.00Complete 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).

First player's position continued to improve throughout the game. First player's position continued to deteriorate throughout the game. The lead changed on 0% 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 moves96.5897.5095.61
Mean no. of effective moves1.871.901.84
Effective game space10^8.1310^4.2110^3.91
Mean % of good moves11.3213.758.77
Mean no. of good moves0.210.250.16
Good move game space10^0.6010^0.3010^0.30

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 turns23.08%A hot turn is one where making a move is better than doing nothing.
Momentum0.00%% of turns where a player improved their score.
Correction0.00%% of turns where the score headed back towards equality.
Depth0.09%Difference in evaluation between a short and long search.
Drama0.00%How much the winner was behind before their final victory.
Foulup Factor15.38%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 change-2.56%Distance through game when the lead changed for the last time.
Decisiveness100.00%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
0-8,7-0,8-7,4-8,3-4,8-3,1-8,0-1,8-0,1-8
0-8,7-0,8-7,4-8,3-4,8-3,1-8,0-1,8-0,3-8
0-8,7-0,8-7,4-8,3-4,8-3,1-8,0-1,8-0,5-8
0-8,7-0,8-7,4-8,3-4,8-3,2-8,3-2,8-3,0-8
0-8,7-0,8-7,4-8,3-4,8-3,2-8,3-2,8-3,2-8
0-8,7-0,8-7,4-8,3-4,8-3,2-8,3-2,8-3,6-8
0-8,7-0,8-7,4-8,3-4,8-3,4-8,5-4,8-5,0-8
0-8,7-0,8-7,4-8,3-4,8-3,4-8,5-4,8-5,3-8
0-8,7-0,8-7,4-8,3-4,8-3,4-8,5-4,8-5,4-8
0-8,7-0,8-7,4-8,3-4,8-3,4-8,5-4,8-5,6-8
0-8,7-0,8-7,4-8,3-4,8-3,7-8,6-7,8-6,0-8
0-8,7-0,8-7,4-8,3-4,8-3,7-8,6-7,8-6,3-8

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

0123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111
124612203054801081702503545287179311259166221462769342940834929589969468066920110332115501284214245156311698618359197362108322428237392505926336276252888430153313963266733910351893645137721389504015241356425644372344936461524737248598498775109952328535355471955855569875814159322604746163962802639636510266246672956832769325703157125772267732307417575075759317679377691785637933780047807578146782177828878359784307850178572786437871478785788567892778998790697914079211792827935379424794957956679637797087

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)

  

2 solutions found at depth 7.

Puzzles

PuzzleSolution

White to win in 6 moves

White to win in 6 moves

White to win in 6 moves

White to win in 6 moves

White to win in 6 moves

White to win in 6 moves

Black to win in 2 moves

White to win in 2 moves

Black to win in 2 moves

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