Towers (2 high) can move, walls (1 high) are immovable - get a piece across the board to win.
Towers (2 high) can move, walls (1 high) are immovable - get a piece across the board to win.
General comments:
Play: Combinatorial
Mechanism(s): Race,Capture,Stacking
BGG Entry | Murus Gallicus (standard version) |
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BGG Rating | 7.70517 |
#Voters | 58 |
SD | 1.21221 |
BGG Weight | 3.25 |
#Voters | 8 |
Year | 2009 |
User | Rating | Comment |
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Arcangelurbano | 8.9 | (ESP) De los más interesantes juegos abstractos que he jugado. |
mrraow | 8 | There is a lot more going on here than the simple rules suggest. Impressed :) |
bravucon | 8 | Played on www.iggamecenter.com Preliminary rating, right now I'm impressed with this game, looks like here is a lot of space for intelligent moves (and stupid ones too)... I respect pure abstract strategy games when they are good, I respect this game ---> This game is good. |
dolzandavid | 6.5 | It's an excellent abstract of trying to reach the opponent's home row by constantly balancing the defensive and attacking moves, while at the same time always trying to create new towers so that you do not run out of moves. It's pretty short, but it appears to have a lot of strategy. Great! |
retrosoldier | 8 | very cool...abstracts are so appealing in part due to their minimal rules. I like the "military" theme here and "no draw" results. |
hiyou | 5 | |
morishita | 6 | |
Aiken Drum | 8 | |
dooz | 8 | |
leffe dubbel | 5 | |
Lunga | 7.5 | Homemade copy. Very interesting game, and while fairly short playing time, offers some good depth and coaxes the gray cells to think through each potential move. Really a simple idea behind the game, but not so simple to play well! |
Jean_Leviathan | 9 | I discovered this game in the end of 2010 and I have fallen in love with it! Abstract games are not my favorite kind of games but this one has joined my “elite” club. Simple but very interesting rules and a great dynamic of game play guarantee an interesting experience. |
fuchsundbrunnen | 8.6 | |
mafko | 7 | |
touchstonethefool | 6 | |
artyomch | 8 | |
luigi87 | 8.6 | Lovely mechanism. |
kunosuke11 | 8 | |
Tigrillo | 8 | Simple abstract that is about gaining momentum without overstretching yourself. That gives it a nice balance between attacking and defending where defending seems easier. |
clayhaus | 9 | Interestng movement -- towers to walls -- can create some tricky play. Need to be aware of creating too many walls that in turn can limit your own ability to maneuver. After 3 plays can easily say that this is challenging winner of a game. |
Schachtelhalm | 7 | An original abstract stacking game. |
Jesussanchezpaez | 9 | |
schwarzspecht | 8 | |
at010 | 9 | |
PSchulman | 7.5 | homemade |
nconc | N/A | 微妙な闘いが続く気がする 分かりやすいルールと以外な展開が体験できるんだけどさ 良いゲームだと思うのだけど少しだけ弱い気がするな 何が足りないんですかね? |
kazk | 8 | |
Wentu | 7.3 | After some games against AI I find the game pretty interesting and i raised my rating to 7.3 ; rules are simple and give origin to a game with different chances, different strategies, surprises and all in a rather short game. I still have some reserve about the frustration of losing because you remain without towers... but maybe it's ok |
litendavid | 9 | |
tckoppang | 6 | Solid abstract that only suffers from a somewhat limited replay value. Luckily, this effect doesn't kick in until you've more than gotten your "value" out of the game. Surely worth a try. |
jmastill | 9 | |
seneca29 | N/A | 16x2 pedine 8x7 board |
shadow9d9 | N/A | Homemade |
ptkw | 4 | |
unic | 7 | |
gmcnish | N/A | 8x7 board, 2x16 stackable stones |
CarlosLuna | 10 | |
satou | 7 | |
Thesse1955 | 7 | |
mxpf | 9 | |
bc84 | 7 | rating after ~6 games. hate to have a 33% share in this obscure game's ratings, but OTO it deserves to reach 30. can't tell yet how many opening strategies are possible. love the basic mechanic. |
ludopath | 9 | Weird and fascinating game with ultra-simple rules. |
tsaito | 9 | |
russ | 7 | Clever Roman-themed abstract that sort of chess-like, sort of mancala-like. Check out the downloadable playable version in the Files section. Very nice easy way to get a feel for the game against an AI player if you have no live opponent at hand. |
Kaelistus | 8 | |
Arcanio | 8 | |
tokoro | 9 | |
whac3 | 6 | Rating may change with more play. |
nestorgames | 9 | Home made. Very interesting! |
no_where_dense | 8 | One of my favorites from Nestorgames. Quite unique. |
trapeze | 7 | Unusual abstract. We're still learning how to play the game. The game develops in surprising ways. |
slovo | 7.5 | Beautiful. Hope to see it for ipod touch soon. And I would love a big table a la Epaminondas...or maybe i'll put the Murus Gallicius in front of my Epaminondas foot-men? |
Jedrique | 7 | |
dave doma | 9 | |
Kaffedrake | 6 | Working abstract that seems to be characterized by an initial rush to the centre followed by a slow process of repositioning, potentially to attack but more likely to outlast the opponent as the available moves run out. |
Talisinbear | 7.5 | This games appears to have some interesting strategies. Having played online, first impression is very good. |
Jugular | 8 | Wow! Outstanding abstract. I have yet to plumb it's depths and with so few pieces I suspect it isn't all that deep but it looks to be a great ride ahead. Really has a great feel to it. |
bluebee2 | N/A | PnP |
lhapka | 6 | i played with AI (swf) |
Rozwadowsky1234 | 8 | |
Takvorian | 8 | |
Josquin | 9 | |
glanfam | N/A | Nestor |
Carabama | 9 | A truly excellent game. The movement of the pieces is very simple yet very pleasant. My favorite chess-like game so far. It is important to play and keep the possibilities of making towers as long as possible through the game. Sacrifice can be a right path, if you can make two towers in your next turn for example. Diagonal openings or movements/attacks tend to be better choices. This game has a very good strategic richness despite the relative shortness of a game-play (up to 20 mn or so). And the best in games : it becomes more and more intuitive the more you play. As Phil Leduc himself says : his best creation so far. And now catapults were added with "Advanced Murus Gallicus" ! |
AI | Strong Wins | Draws | Strong Losses | #Games | Strong Win% | p1 Win% | Game Length |
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Random | |||||||
Grand Unified UCT(U1-T,rSel=s, secs=0.01) | 36 | 0 | 0 | 36 | 100.00 | 33.33 | 38.14 |
Grand Unified UCT(U1-T,rSel=s, secs=0.07) | 36 | 0 | 9 | 45 | 80.00 | 53.33 | 76.80 |
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.
Size (bytes) | 25527 |
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Reference Size | 10293 |
Ratio | 2.48 |
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.
Playouts per second | 46016.58 (21.73µs/playout) |
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Reference Size | 416077.22 (2.40µs/playout) |
Ratio (low is good) | 9.04 |
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.
1: White win % | 46.20±3.07 | Includes draws = 50% |
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2: Black win % | 53.80±3.10 | Includes draws = 50% |
Draw % | 0.00 | Percentage of games where all players draw. |
Decisive % | 100.00 | Percentage of games with a single winner. |
Samples | 1000 | Quantity 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.
Label | Its/s | SD | Nodes/s | SD | Game length | SD |
---|---|---|---|---|---|---|
Random playout | 46,940 | 249 | 1,578,636 | 8,199 | 34 | 8 |
search.UCB | 45,790 | 828 | 95 | 44 | ||
search.UCT | 45,702 | 971 | 108 | 46 |
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.
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.
Game length | 89.94 | |
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Branching factor | 14.45 |   |
Complexity | 10^101.93 | Based on game length and branching factor |
Samples | 1000 | Quantity 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.
Distinct actions | 592 | Number of distinct moves (e.g. "e4") regardless of position in game tree |
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Killer moves | 2 | A 'killer' move is selected by the AI more than 50% of the time Killers: c6xc7,e2xf1 |
Good moves | 216 | A good move is selected by the AI more than the average |
Bad moves | 375 | A bad move is selected by the AI less than the average |
Terrible moves | 56 | A terrible move is never selected by the AI Too many terrible moves to list. |
Samples | 1000 | Quantity of logged games played |
This chart is based on a single playout, and gives a feel for the change in material over the course of a game.
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 15% of the game turns. Ai Ai found 18 critical turns (turns with only one good option).
Overall, this playout was 77.53% hot.
This chart shows the relative temperature of all moves each turn. Colour range: black (worst), red, orange(even), yellow, white(best).
Measure | All players | Player 1 | Player 2 |
---|---|---|---|
Mean % of effective moves | 47.84 | 45.38 | 50.36 |
Mean no. of effective moves | 6.75 | 6.62 | 6.89 |
Effective game space | 10^67.60 | 10^33.22 | 10^34.38 |
Mean % of good moves | 14.34 | 22.72 | 5.78 |
Mean no. of good moves | 2.06 | 3.29 | 0.80 |
Good move game space | 10^18.49 | 10^15.00 | 10^3.49 |
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 spce calculation.
Table: branching factor 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.
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
1 | 20 | 420 | 3900 | 34176 | 226792 | 1444496 | 8378978 |
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.
No solutions found to depth 7.
Moves | Animation |
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a1-c3,a7-c5,h1-f3,c7-e5,f1-f3,h7-f5,f3-d3,f7-d5,c1-e3 | |
a1-c3,c7-e5,h1-f3,a7-c5,f1-f3,h7-f5,f3-d3,f7-d5,c1-e3 | |
a1-c3,c7-e5,h1-f3,h7-f5,f1-f3,a7-c5,f3-d3,f7-d5,c1-e3 | |
a1-c3,h7-f5,h1-f3,c7-e5,f1-f3,a7-c5,f3-d3,f7-d5,c1-e3 | |
h1-f3,a7-c5,a1-c3,c7-e5,f1-f3,h7-f5,f3-d3,f7-d5,c1-e3 | |
h1-f3,c7-e5,a1-c3,a7-c5,f1-f3,h7-f5,f3-d3,f7-d5,c1-e3 | |
h1-f3,c7-e5,a1-c3,h7-f5,f1-f3,a7-c5,f3-d3,f7-d5,c1-e3 | |
h1-f3,h7-f5,a1-c3,c7-e5,f1-f3,a7-c5,f3-d3,f7-d5,c1-e3 | |
a1-c3,a7-c5,h1-f3,c7-e5,f1-f3,h7-f5,f3-d3,f7-d5 | |
a1-c3,c7-e5,h1-f3,a7-c5,f1-f3,h7-f5,f3-d3,f7-d5 | |
a1-c3,c7-e5,h1-f3,h7-f5,f1-f3,a7-c5,f3-d3,f7-d5 | |
a1-c3,h7-f5,h1-f3,c7-e5,f1-f3,a7-c5,f3-d3,f7-d5 | |
h1-f3,a7-c5,a1-c3,c7-e5,f1-f3,h7-f5,f3-d3,f7-d5 | |
h1-f3,c7-e5,a1-c3,a7-c5,f1-f3,h7-f5,f3-d3,f7-d5 | |
h1-f3,c7-e5,a1-c3,h7-f5,f1-f3,a7-c5,f3-d3,f7-d5 | |
h1-f3,h7-f5,a1-c3,c7-e5,f1-f3,a7-c5,f3-d3,f7-d5 | |
a1-c3,a7-c5,c1-e3,h7-f5,h1-f3,c7-e5,f1-d3 | |
a1-c3,a7-c5,f1-d3,h7-f5,h1-f3,c7-e5,c1-e3 | |
a1-c3,a7-c5,f1-d3,h7-f5,h1-f3,d7-d5,d1-f3 | |
a1-c3,a7-c5,h1-f3,c7-e5,f1-f3,h7-f5,f3-d3 |
Colour shows the success ratio of this play over the first 10moves; black < red < yellow < white.
Size shows the frequency this move is played.
Puzzle | Solution |
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Black to win in 3 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.