Full Report for Tix by Martijn Althuizen

Full Report for Tix by Martijn Althuizen

Last to move wins.


Add a piece (if you have at least one active piece on the board), or slide an active piece, possibly deactivating other pieces in the process. If you can do neither of these things, you lose.


General comments:

Play: Combinatorial

Family: Tix

Mechanism(s): Stalemate

BGG Stats

BGG EntryTix
BGG Rating6.92174
BGG Weight2

BGG Ratings and Comments

M2Cat7Just WOW! Very simple but mindblowing game. Haven't seen it on sale. Will make from scratch.
gmcnishN/A9x9, 2x8 cubes Icehouse? Need to show orientation.
mrraow7A real brain-burner!
HilkMAN9.6Played it mostly online so far. Very intriguing game, difficult to master. The rules seem very organic and elegant, yet there are difficult decisions to make and the game has a pleasant length.
Markus Hagenauer9
giovannifusco00N/AHomemade wooden version.
zefquaavius8Such an ingenious game, requiring a very distinctive mode of thought. Well done, Martijn!
pmboosN/AI'd really like to get one of the deluxe versions; beautiful!
dancingdanslc4DIGITAL PLAY: iPad Air abstract game. Not much of an abstract game fan. Out of my collection
Raul Catalano8A very interesting and original abstract I like a lot.
buffo_alexN/Anestorgames Tixel + 2 expansions
orangeblood7I was finally able to give this a fair shot by playing through several times on the iOS app. It has a satisfying feel to it and seems like it will hold up over many plays. Big points for uniqueness among abstracts: active and inactive pieces, the ability to chain two or more moves together, and even the feel of a piece controlling four of its surrounding squares if approached directly but vulnerable in those same squares when hit with a glancing blow.
arbitrarychoiceN/ALooks very interesting.
STICKPIN7.5Elementary pieces and straight forward play, simple but clever. We enjoy this game. I ordered hardwood cubes from Maine, sanded and stained and used them on a homemade 6x6 board. A worthwhile addition to our collection.
ixnay66N/ADIY version made from Kewbz
tckoppang6Interesting game with puzzle-like aspects. There is room for strategy and look-ahead, but it seems nonetheless limited. I look forward to trying the elaboration, Tixel, with it's cut-out pieces. The extra dimension should add just enough to take the game to another level.

Levels of Play

AIStrong WinsDrawsStrong Losses#GamesStrong Win%p1 Win%Game Length
Rαβ + ocqBKs (t=v0.01s)360036100.0041.679.58
Rαβ + ocqBKs (t=v0.03s)36074383.7234.8830.98
Rαβ + ocqBKs (t=v0.20s)35234090.0065.0038.05
Rαβ + ocqBKs (t=v1.48s)36164384.8854.6539.40

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)33964
Reference Size10577

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 second22151.39 (45.14µs/playout)
Reference Size1941370.61 (0.52µs/playout)
Ratio (low is good)87.64

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 %64.95±3.01Includes draws = 50%
2: Black win %35.05±2.89Includes draws = 50%
Draw %5.90Percentage of games where all players draw.
Decisive %94.10Percentage 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.

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.


Game length40.29 
Branching factor26.12 
Complexity10^49.18Based on game length and branching factor
Computational Complexity10^5.70Sample quality (100 best): 79.07
Samples1000Quantity of logged games played

Move Classification

Distinct actions8225Number of distinct moves (e.g. "e4") regardless of position in game tree
Killer moves242A 'killer' move is selected by the AI more than 50% of the time
Too many killers to list.
Good moves2186A good move is selected by the AI more than the average
Bad moves6039A bad move is selected by the AI less than the average
Terrible moves5286A terrible move is never selected by the AI
Too many terrible moves to list.
Samples1000Quantity 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.


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 50% of the game turns. Ai Ai found 0 critical turns (turns with only one good option).

Overall, this playout was 0.00% hot.

Position Heatmap

This chart shows the relative temperature of all moves each turn. Colour range: black (worst), red, orange(even), yellow, white(best).


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.

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)


340 solutions found at depth 3.





White to win in 8 moves

White to win in 8 moves

White to win in 6 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.