Full Report for Slyde by Mike Zapawa

Full Report for Slyde by Mike Zapawa

Unify your pieces to create the largest group at the end of the game.

Generated at 11/06/2020, 17:00 from 1000 logged games.


Representative game (in the sense of being of mean length). Wherever you see the 'representative game' referred to in later sections, this is it!


Each player controls a set of pawns, Black or White. The pawns can appear in two states: fixed or mobile. At the beginning, the entire 12x12 board is covered in mobile pawns, which alternate in colour to create a checker pattern. White starts the game, then players move alternately. During a move, a player swaps one of his mobile pawns with an adjacent mobile pawn of his opponent. The player's pawn then becomes fixed, but the opponent's pawn does not.


The game ends when there are no more legal moves. The player who controls the biggest group (defined by orthogonal connectivity of like-coloured pawns) is the winner. If the two biggest groups are equal in size, the second-biggest groups are compared, and so on.


Symmetric play can be quite a nuisance, so there's a special rule to discourage it; the rule is not enforced in Ai Ai for performance reasons, but is described here for completeness. If a board is in a symmetric position, the next player to move can change the state (mobile/fixed) of any pawn regardless of color instead of doing a standard swap. This does not apply to the first move.


General comments:

Play: Combinatorial

Family: Combinatorial 2019,Minimal

Mechanism(s): No Board,Scoring

Level: Standard

BGG Stats

BGG EntrySlyde
BGG Rating9
BGG Weight0

BGG Ratings and Comments

alekerickson9Original concept, elegant rules and fun to play. Try it out on Mindsports.nl Can be easily played with generic equipment.

Kolomogorov Complexity Analysis

Size (bytes)25800
Reference Size10293

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 second10334.54 (96.76µs/playout)
Reference Size534045.39 (1.87µs/playout)
Ratio (low is good)51.68

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.

Playout/Search Speed

LabelIts/sSDNodes/sSDGame lengthSD
Random playout12,8861691,205,08115,839944

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 %53.30±3.10Includes draws = 50%
2: Black win %46.70±3.07Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage 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.

Levels of Play

AIStrong WinsDrawsStrong Losses#GamesStrong Win%p1 Win%Game Length
Grand Unified UCT(U1-T,rSel=s, secs=0.01)360036100.0066.6792.00
Grand Unified UCT(U1-T,rSel=s, secs=0.03)36033992.3135.9092.49
Grand Unified UCT(U1-T,rSel=s, secs=0.07)36033992.3146.1592.51
Grand Unified UCT(U1-T,rSel=s, secs=0.20)36044090.0037.5091.35
Grand Unified UCT(U1-T,rSel=s, secs=0.55)36023894.7447.3790.39

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.


Game length91.09 
Branching factor86.19 
Complexity10^152.56Based on game length and branching factor
Computational Complexity10^8.06Sample quality (100 best): 2.27
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

Distinct actions528Number of distinct moves (e.g. "e4") regardless of position in game tree
Good moves218A good move is selected by the AI more than the average
Bad moves310A bad move is selected by the AI less than the average
Response distance7.12Mean distance between move and response; a low value relative to the board size may mean a game is tactical rather than strategic.
Samples1000Quantity of logged games played

Board Coverage

A mean of 90.93% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.


Change in Material Per Turn

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.)


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.


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 17% of the game turns. Ai Ai found 5 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 moves25.0820.9729.27
Mean no. of effective moves4.243.804.69
Effective game space10^32.6010^14.0610^18.53
Mean % of good moves22.327.1437.85
Mean no. of good moves8.450.3916.69
Good move game space10^38.3810^1.9810^36.40

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

Hot turns91.21%A hot turn is one where making a move is better than doing nothing.
Momentum23.08%% of turns where a player improved their score.
Correction47.25%% of turns where the score headed back towards equality.
Depth4.77%Difference in evaluation between a short and long search.
Drama7.83%How much the winner was behind before their final victory.
Foulup Factor6.59%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 change87.91%Distance through game when the lead changed for the last time.
Decisiveness13.19%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.)

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


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 3.



White to win in 17 moves

White to win in 13 moves

White to win in 6 moves

White to win in 10 moves

White to win in 7 moves

Black to win in 10 moves

Black to win in 6 moves

Black to win in 7 moves

White to win in 9 moves

White to win in 7 moves

White to win in 6 moves

Black 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.