Full Report for Trike by Alek Erickson

Full Report for Trike by Alek Erickson

Trike is a two-player, combinatorial, abstract strategy game designed by Alek Erickson in April 2020.

Generated at 20/02/2021, 12:37 from 981 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!

Players take turns moving a neutral pawn around on the board (passing is not allowed). The neutral pawn can move any number of empty points, in any direction in a straight line, but cannot move onto, or jump over occupied points. When a player moves the pawn, first they place a checker of their own color, onto the destination point. Then they move the pawn on top of it. When the pawn is trapped, the game is over. At the end of the game, each player gets a point for each checker of their own color adjacent to, or underneath, the pawn. The person with the highest score wins.Pie rule: at the beginning of the game, the first player chooses a color and puts a checker on any point of the board, with the pawn on top of it. At this time only, the second player has a one-time chance to swap sides instead of making a regular move.

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2020

Mechanism(s): Connection,Movement,Scoring

Components: Board

Level: Beginner

BGG Stats

BGG EntryTrike
BGG Rating8.44444
#Voters9
SD0.831479
BGG Weight2
#Voters1
Year2020

BGG Ratings and Comments

UserRatingComment
Carwine-Al7
alekerickson10Biased, because I am the designer, but I will always enjoy playing this game. That being said, I wouldn't release something unless I enjoyed it.
Matt19908
dlgrossN/APnP
gidorah8
Gilintx9
guksung9
Zapawa9It took me some time to appreciate Trike for what it is -- an extremely sharp, surprisingly deep and very essential abstract design. I think it has a very broad appeal, especially to Amazons or Veletas players. But its rules are very simple and the game is scalable: if you play on a small enough board, it can be your child's first true abstract when they grow out of tic-tac-toe.
schwarzspecht8
cdunc1238Reminds me of Bill Taylor's Slime Trail, but more interesting given the presence of scoring. I've only played a few games but I can see that the tactics are interesting (setting traps, neutralizing opponent-set traps, etc.) My first game I felt that initial moves were inconsequential, but with just a little more experience I no longer think that! All in all, an elegant and enjoyable game.

Kolomogorov Complexity Analysis

Size (bytes)23904
Reference Size10293
Ratio2.32

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 second47845.75 (20.90µs/playout)
Reference Size414061.53 (2.42µs/playout)
Ratio (low is good)8.65

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 playout63,7044014,260,21726,4456719
search.UCBNaNNaN00
search.UCTNaNNaN00

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 %52.19±3.13Includes draws = 50%
2: Black win %47.81±3.11Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage of games with a single winner.
Samples981Quantity 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)63102969270.6500 <= 0.6807 <= 0.709949.730.0050.2766.80
4UCT (its=5)63103609910.6063 <= 0.6367 <= 0.666152.980.0047.0266.70
10UCT (its=11)63103399700.6200 <= 0.6505 <= 0.679949.900.0050.1063.41
19UCT (its=20)63103319620.6253 <= 0.6559 <= 0.685349.690.0050.3161.36
33UCT (its=34)63103299600.6267 <= 0.6573 <= 0.686649.900.0050.1059.85
52UCT (its=53)63103549850.6102 <= 0.6406 <= 0.670050.760.0049.2461.65
83UCT (its=84)63103679980.6019 <= 0.6323 <= 0.661650.100.0049.9065.19
126
UCT (its=127)
626
0
374
1000
0.5956 <= 0.6260 <= 0.6555
50.80
0.00
49.20
68.29
127
UCT (its=127)
492
0
508
1000
0.4611 <= 0.4920 <= 0.5230
49.00
0.00
51.00
71.51

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

Samples981Quantity 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

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 8% of the game turns. Ai Ai found 14 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

Distinct actionsnullNumber of distinct moves (e.g. "e4") regardless of position in game tree
MeasureAll playersPlayer 1Player 2
Mean % of effective moves79.2976.1082.54
Mean no. of effective moves12.0312.9011.15
Effective game space10^83.2210^42.3910^40.83
Mean % of good moves28.3754.691.51
Mean no. of good moves3.677.080.19
Good move game space10^30.7510^30.4510^0.30

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 turns81.44%A hot turn is one where making a move is better than doing nothing.
Momentum20.62%% of turns where a player improved their score.
Correction41.24%% of turns where the score headed back towards equality.
Depth3.06%Difference in evaluation between a short and long search.
Drama0.00%How much the winner was behind before their final victory.
Foulup Factor31.96%Moves that looked better than the best move after a short search.
Surprising turns2.06%Turns that looked bad after a short search, but good after a long one.
Last lead change62.89%Distance through game when the lead changed for the last time.
Decisiveness21.65%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.)

Swap Heatmap (Full Scan)

Colour shows the frequency of swaps on turn 2 if this move is played on turn 1; black < red < yellow < white.

Based on 100 trials/move at 0.1s thinking time each.

Openings

MovesAnimation
l2,l2-r2,r2-f14
e12,e12-e1,e1-k1

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.

Swap Heatmap (Historic)

Colour shows the frequency of swaps on turn 2 if this move is played on turn 1; black < red < yellow < white.

Size shows the frequency this move is played.

Unique Positions Reachable at Depth

01234
119072202243906417926

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)

      

6 solutions found at depth 3.

Puzzles

PuzzleSolution

Black to win in 36 moves

Black to win in 45 moves

Black to win in 40 moves

White to win in 36 moves

Black to win in 36 moves

Black to win in 32 moves

White to win in 38 moves

Black to win in 39 moves

Black to win in 27 moves

White to win in 31 moves

Black to win in 32 moves

Black to win in 28 moves

Black to win in 27 moves

Black to win in 28 moves

White to win in 31 moves

White to win in 33 moves

Black to win in 33 moves

White to win in 29 moves

White to win in 29 moves

White to win in 26 moves

White to win in 39 moves

Black to win in 21 moves

White to win in 26 moves

Black to win in 25 moves

Black to win in 28 moves

White to win in 23 moves

Black to win in 22 moves

Black to win in 17 moves

White to win in 18 moves

Black to win in 12 moves

White to win in 14 moves

Black to win in 13 moves

White to win in 9 moves

White to win in 11 moves

Black to win in 4 moves

White to win in 9 moves

Black to win in 17 moves

Weak puzzle selection criteria are in place; the first move may not be unique.