Full Report for Strands by Nick Bentley

Full Report for Strands by Nick Bentley

Generated at 2023-06-21, 03:10 from 152 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!

Gameplay

The game begins with an empty board. There are two players in the game: Black and White. Black begins by placing 1 black stone covering any space marked '2'. From then on, starting with White, the players take turns. On your turn, cover X empty spaces marked 'X'. For example, you could cover any 3 empty spaces marked '3'. If there are fewer than X empty spaces marked 'X' left on the board then the player must cover them all if they choose to cover 'X'. The game ends when the board is full.

Goal

The winner of the game is the player with the largest group of stones when the game ends (group of stones is a set of same-colored stones touching each other). If the players' largest groups are the same size, whoever has more groups of that size wins. If this is also tied, compare the players' second-largest groups, and so on, until you come to a pair which aren�t the same size. Whoever owns the larger of the two wins.

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2022

Mechanism(s): Strict Placement,Scoring

Components: Board

BGG Stats

BGG EntryStrands
BGG Ratingnull
#Votersnull
SDnull
BGG Weightnull
#Votersnull
Yearnull

Kolomogorov Complexity Analysis

Size (bytes)33190
Reference Size10673
Ratio3.11

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 second89190.95 (11.21µs/playout)
Reference Size548576.44 (1.82µs/playout)
Ratio (low is good)6.15

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 Complexity69505550 
State Space Complexity bounds64637559 < 69505550 < ∞ 
State Space Complexity (log 10)7.84 
State Space Complexity bounds (log 10)7.81 <= 7.84 <= ∞ 
Samples828626 
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 playout154,70470912,531,01557,411810
search.UCT149,7593,233810

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: Black win %57.89±7.95Includes draws = 50%
2: White win %42.11±7.56Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage of games with a single winner.
Samples152Quantity 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)63103539840.6108 <= 0.6413 <= 0.670652.740.0047.2681.00
4UCT (its=5)63103689990.6013 <= 0.6316 <= 0.661052.350.0047.6581.00
10UCT (its=11)63103689990.6013 <= 0.6316 <= 0.661052.150.0047.8581.00
17UCT (its=18)63103559860.6095 <= 0.6400 <= 0.669352.740.0047.2681.00
27UCT (its=28)63103439740.6173 <= 0.6478 <= 0.677250.310.0049.6981.00
36UCT (its=98)6310827130.8595 <= 0.8850 <= 0.906451.610.0048.3981.00
37UCT (its=266)63101297600.8019 <= 0.8303 <= 0.855352.500.0047.5081.00
38UCT (its=723)63101097400.8253 <= 0.8527 <= 0.876446.890.0053.1181.00
39UCT (its=1966)63101307610.8008 <= 0.8292 <= 0.854249.410.0050.5981.00
40UCT (its=5343)63101898200.7395 <= 0.7695 <= 0.797047.930.0052.0781.00
41
UCT (its=14523)
381
0
193
574
0.6241 <= 0.6638 <= 0.7012
47.39
0.00
52.61
81.00
42
UCT (its=14523)
492
0
508
1000
0.4611 <= 0.4920 <= 0.5230
42.80
0.00
57.20
81.00

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

Samples152Quantity 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

Change in Material Per Turn

Board SizenullQuantity of distinct board cells
Distinct actionsnullQuantity of distinct moves (e.g. "e4") regardless of position in game tree
Mean change in material/round2.53Complete 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 11% 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 moves65.2459.5270.06
Mean no. of effective moves15.3013.6216.70
Effective game space10^77.4510^33.4410^44.01
Mean % of good moves42.8667.3322.27
Mean no. of good moves10.2613.007.95
Good move game space10^49.4610^33.6410^15.82

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 turns71.60%A hot turn is one where making a move is better than doing nothing.
Momentum27.16%% of turns where a player improved their score.
Correction30.86%% of turns where the score headed back towards equality.
Depth1.78%Difference in evaluation between a short and long search.
Drama0.25%How much the winner was behind before their final victory.
Foulup Factor56.79%Moves that looked better than the best move after a short search.
Surprising turns2.47%Turns that looked bad after a short search, but good after a long one.
Last lead change64.20%Distance through game when the lead changed for the last time.
Decisiveness11.11%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

012345
136309649176167933426420778

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 5.