Full Report for Quantum Leap by Néstor Romeral Andrés

Full Report for Quantum Leap by Néstor Romeral Andrés

Capture all your opponent's pieces, or render them unable to move

Rules

Men move in a straight line a number of steps equal to the adjacent friendly pieces at the start of their move. Last to move wins.

Miscellaneous

General comments:

Play: Random Setup,Combinatorial

Family: Combinatorial 2013

Mechanism(s): Capture,Movement

Components: Board

BGG Stats

BGG EntryQuantum Leap
BGG Rating7.14286
#Voters14
SD1.40698
BGG Weight2
#Voters3
Year2013

BGG Ratings and Comments

UserRatingComment
seneca29N/Aastratto in tavoliere esagonale con 5 esagoni per lato (Tintas o Catchup)
Qwzx8
pecan7
1974vertigo2009N/APnP - 1362
Kaffedrake4Move starvation game similar to Konane but with a hex grid and move restrictions that make the game state rather difficult to read.
carmenpf79
fogus5
schwarzspecht8
Thesse19558
grasa_total7A board full of painfully local tactical situations that have a limited but crucial ability to affect each other. For a novice like me, the balancing rule doesn't balance much (how would I know if that position is better?) but otherwise, fun to play even when a little clueless.
russ7Enjoyable game of "keep moving (jumping onto enemy pieces to replace them) until you lose by not having a move", where the number of spaces a piece moves is equal to the number of friendly neighbors (so an isolated piece is immobile, at least temporarily). The movement rule feels very natural and elegant, yet not used much in other games that I'm aware of. Feels sort of like TZAAR meets Lines of Action, but not really. :)
Arcanio8
camb8Nice game. The movement mechanism is beautifully simple and fundamental but the resulting combinations are complex enough that moves get tricky to predict, which keeps things surprising. The simple intuitive strategy of keeping pieces connected in groups as much as possible keeps this potential uncertainty in check so things don't get too confusing.
Aspudde6
AndrePORN/APrint & Play Edition
nestorgames9It's my game and I like it :)
jmdsplotter6

Levels of Play

AIStrong WinsDrawsStrong Losses#GamesStrong Win%p1 Win%Game Length
Random       
Grand Unified UCT(U1-T,rSel=s, secs=0.01)360036100.0044.4434.83
Grand Unified UCT(U1-T,rSel=s, secs=0.07)36033992.3156.4138.77
Grand Unified UCT(U1-T,rSel=s, secs=0.20)360114776.6034.0440.04
Grand Unified UCT(U1-T,rSel=s, secs=1.48)36084481.8234.0939.61

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)24619
Reference Size10577
Ratio2.33

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 second9769.72 (102.36µs/playout)
Reference Size566091.14 (1.77µs/playout)
Ratio (low is good)57.94

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 %36.82±1.91Includes draws = 50%
2: Black win %63.18±1.95Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage of games with a single winner.
Samples2390Quantity 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 length39.55 
Branching factor27.59 
Complexity10^50.66Based on game length and branching factor
Samples2390Quantity of logged games played

Move Classification

Distinct actions984Number of distinct moves (e.g. "e4") regardless of position in game tree
Good moves382A good move is selected by the AI more than the average
Bad moves602A bad move is selected by the AI less than the average
Terrible moves27A terrible move is never selected by the AI
Terrible moves: b7-g7,c9-g5,e2-e8,c7-i1,f2-f8,a7-e7,g4-b9,b7-h1,d9-d5,b5-h5,c5-i5,f6-a6,c8-i2,b8-h2,g5-a5,h5-b5,c6-h1,g3-a9,h3-b9,c4-i4,e8-e3,e8-e2,d8-d2,i2-e6,e7-e1,f7-f1,d3-d9
Samples2390Quantity 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 0% of the game turns. Ai Ai found 1 critical turn (turns with only one good option).

Overall, this playout was 78.57% 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.

Positions Reachable at Depth (Includes Transpositions)

0123
1733317189878

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.
Zobrist hashes are not available for this game, so transpositions are included in the counts.

Shortest Game(s)

No solutions found to depth 3.

Openings

MovesAnimation
c6-c8,e3-h3,f8-d8
i4-g6,e1-e2,f8-d8
e2-g2,e3-h3,h6-g6
f5-f7,g6-e8,d9-e8
g1-e3,a7-b6,a6-b6
h6-g6,e3-h3,e2-g2
d9-f7,e5-h5
d9-f7,g4-i4
d9-f7,a7-a6
i4-g4,a7-b6
e2-g2,e3-h3
h6-g6,h1-h2

Puzzles

PuzzleSolution

Black to win in 13 moves

White to win in 13 moves

Black to win in 13 moves

White to win in 13 moves

Black to win in 13 moves

Black to win in 13 moves

White to win in 11 moves

White to win in 11 moves

White to win in 7 moves

Black to win in 11 moves

Black to win in 7 moves

Black to win in 9 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.