Full Report for Peak by Andreas Kuhnekath

Full Report for Peak by Andreas Kuhnekath

Generated at 14/03/2022, 17:52 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!

Object of the game

The player who stacks best and is thus able to claim the most pieces wins the game. The top piece of each tower is what's crucial!

This is how you play

Players alternate turns; the player with the light-colored playing pieces begins the game.

On your turn, you may only jump with one of your playing pieces; sliding a piece is not allowed. A jump always goes over exactly 2 other playing pieces, orthogonally or diagonally, onto a space behind that. You may jump over any number of unoccupied spaces; they are not included in the count.

The jumped-over playing pieces may lie on the board next to one another, on top of each other, or with a distance between them - all options are possible; only the number TWO has to be exact.

End of the game

Once one player can no longer jump, the other player has another turn. If that first player now has another possibility to jump, the game goes on. But if he still can't jump, then the game ends.

Scoring

Only towers that consist of at least 2 stacked playing pieces are scored. Single playing pieces are removed from the game.

Each player scores for the towers with his color on top. He adds up all the playing pieces of his towers; each piece is worth one point. Who will have the most points in the end?

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2021

Mechanism(s): Capture,Movement,Stacking

BGG Stats

BGG EntryPeak
BGG Rating7.84615
#Voters13
SD1.09868
BGG Weight0
#Voters0
Year2021

BGG Ratings and Comments

UserRatingComment
getareaction8Bought in October 2021. Aesthetically wonderful, beautifully simple rules, interesting decision space, not immediately obvious how to play well. I like it.
jakob19838
pecan7https://twitter.com/pecan7uts/status/1497397463585812480?s=20&t=aMbLm5cUAdRaUrn88RFF2Q https://twitter.com/pecan7uts/status/1497537797393371136?s=20&t=aMbLm5cUAdRaUrn88RFF2Q Fun. I guess it's rare to jump 2 pieces in a turn instead of 2 spaces. I like the rules of this game except there are no tie breakers.
Tolkana8
r0cka8
gabeschw8
S.K. Lator8Quick strategic fun. Easy to overlook crucial moving options of your opponent. Another winner from Andreas Kuhnekath.
Pfahrer7
gubo9
iMisut8
JayStay5
rocket boy10
Thesp8Very clever game with super-easy rule set with a lot of depth.

Kolomogorov Complexity Analysis

Size (bytes)27635
Reference Size10673
Ratio2.59

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 second34630.84 (28.88µs/playout)
Reference Size491472.94 (2.03µs/playout)
Ratio (low is good)14.19

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 Complexity547998573 
State Space Complexity bounds62376009 < 547998573 < ∞ 
State Space Complexity (log 10)8.74 
State Space Complexity bounds (log 10)7.80 <= 8.74 <= ∞ 
Samples1138817 
Confidence0.000: 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 playout40,0446501,242,69720,173316
search.UCT44,0823,8324115

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) drew against Grand Unified UCT(U1-T,rSel=s, secs=1.00) playing 2nd, moves: [c1-c4, d6-d3, e4-c2, b3-d5, c5-f2, d2-a5, e6-e2, b1-b5, a2-d5, f5-c2, d1-d4, c6-c3, a4-c6, f3-d1, a6-a3, f1-f4, b4-d2, e3-c5, d2-b4, c5-e3, b4-e1, e3-b6, b2-b6, e5-e1, c6-c3, d1-d4, f6-f3, a1-a4, f3-f5, a4-a2, f5-f3, a2-a4, f3-d1, a4-c6, d1-f3, c6-a4, f3-d1, a4-c6, d1-f3, c6-a4, f3-f1, a4-a6, f1-f3, a6-a4, f3-f5, a4-a2, f5-f3, a2-a4, f3-f1, a4-a6, f1-f3, a6-a4, f3-d1, a4-c6, d1-f3, c6-a4, f3-f5, a4-a2, f5-f3, a2-a4, f3-f5, a4-a2, f5-f3, a2-a4, f3-f5, a4-a2, f5-c2, a2-d5, Pass, Pass, Pass]
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 %55.80±3.09Includes draws = 50%
2: Blue win %44.20±3.05Includes draws = 50%
Draw %9.40Percentage of games where all players draw.
Decisive %90.60Percentage 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)609433209720.6181 <= 0.6487 <= 0.678047.944.4247.6330.56
5UCT (its=6)605512929480.6344 <= 0.6651 <= 0.694447.895.3846.7330.66
16UCT (its=17)604543339910.6063 <= 0.6367 <= 0.666146.125.4548.4429.52
39UCT (its=40)605513279830.6109 <= 0.6414 <= 0.670846.295.1948.5229.04
54UCT (its=147)608462689220.6537 <= 0.6844 <= 0.713646.964.9948.0528.98
55UCT (its=399)607472889420.6386 <= 0.6693 <= 0.698646.284.9948.7329.53
56UCT (its=1085)599642889510.6329 <= 0.6635 <= 0.692845.326.7347.9531.69
57UCT (its=2948)607482739280.6493 <= 0.6800 <= 0.709248.385.1746.4433.43
58UCT (its=8014)600612799400.6401 <= 0.6707 <= 0.700049.266.4944.2635.69
59
UCT (its=8014)
433
87
480
1000
0.4457 <= 0.4765 <= 0.5075
47.60
8.70
43.70
37.69

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 length38.84 
Branching factor16.59 
Complexity10^37.64Based 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 Size36Quantity of distinct board cells
Distinct actions361Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Good moves211A good move is selected by the AI more than the average
Bad moves149A bad move is selected by the AI less than the average
Response distance%50.48%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 95.86% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean38.84
Mode[35]
Median36.0

Change in Material Per Turn

Mean change in material/round-0.55Complete 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 10% of the game turns. Ai Ai found 4 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 moves39.7536.6343.05
Mean no. of effective moves3.082.903.26
Effective game space10^14.3610^7.0410^7.33
Mean % of good moves30.6358.521.26
Mean no. of good moves2.775.100.32
Good move game space10^11.5810^10.9810^0.60

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 turns71.79%A hot turn is one where making a move is better than doing nothing.
Momentum20.51%% of turns where a player improved their score.
Correction33.33%% of turns where the score headed back towards equality.
Depth5.84%Difference in evaluation between a short and long search.
Drama0.18%How much the winner was behind before their final victory.
Foulup Factor43.59%Moves that looked better than the best move after a short search.
Surprising turns2.56%Turns that looked bad after a short search, but good after a long one.
Last lead change23.08%Distance through game when the lead changed for the last time.
Decisiveness58.97%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
f2-c2,f5-c5,d3-d6,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4,e6-c6,a1-a4,d1-d4
d3-d6,f5-c5,f2-c2,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4,e6-c6,a1-a4,d1-d4
f2-c2,f5-c5,d3-d6,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4,e6-c6,a1-a4
d3-d6,f5-c5,f2-c2,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4,e6-c6,a1-a4
f2-c2,f5-c5,d3-d6,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4,e6-c6
d3-d6,f5-c5,f2-c2,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4,e6-c6
f2-c2,f5-c5,d3-d6,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4
d3-d6,f5-c5,f2-c2,f1-f6,a4-d4,b3-f3,d5-d2,c4-e4
f2-c2,f5-c5,d3-d6,f1-f6,a4-d4,b3-f3,d5-d2
d3-d6,f5-c5,f2-c2,f1-f6,a4-d4,b3-f3,d5-d2
f2-c2,f5-c5,d3-d6,f1-f6,a4-d4,b3-f3
d3-d6,f5-c5,f2-c2,f1-f6,a4-d4,b3-f3

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

01234
1542780977243116038

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 4.

Puzzles

PuzzleSolution

Blue to win in 36 moves

White to win in 26 moves

White to win in 18 moves

Blue to win in 19 moves

White to win in 19 moves

White to win in 11 moves

Blue to win in 12 moves

Blue to win in 11 moves

White to win in 6 moves

Blue to win in 12 moves

White to win in 15 moves

Blue to win in 4 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.