Full Report for Underdog by Stephen Tavener

Full Report for Underdog by Stephen Tavener

Experiment - minority player goes next.

Generated at 09/10/2020, 20:41 from 1000 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!

Goal

The game ends when the current player has no legal moves; the player with the highest score wins.

Play

Each turn, move one of your pieces to a neighbouring space containing an enemy piece; that piece is captured. The turn now passes to the player with the fewest pieces; if there is a tie for fewest pieces, your turn continues.

Scoring

To calculate your score, start with the number of pieces you have left on the board then for each enemy, multiply by the number of pieces you have captured belonging to that enemy.

Miscellaneous

General comments:

Play: Combinatorial

Mechanism(s): Capture

Components: Board

BGG Stats

BGG EntryUnderdog
BGG Ratingnull
#Votersnull
SDnull
BGG Weightnull
#Votersnull
Yearnull

Kolomogorov Complexity Analysis

Size (bytes)23534
Reference Size10293
Ratio2.29

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 second58823.88 (17.00µs/playout)
Reference Size1312508.20 (0.76µs/playout)
Ratio (low is good)22.31

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 playout3,5978496,0982,228272
search.UCB81,9627,147272
search.UCT79,0166,593282

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 %46.05±3.07Includes draws = 50%
2: Black win %45.85±3.07Includes draws = 50%
3: Green win %50.00±3.09Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Unclassifiable %87.20Percentage of games without a clear result.
Decisive %12.80Percentage 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.

Complexity

Game length29.69 
Branching factor14.89 
Complexity10^28.80Based on game length and branching factor
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 actions181Number of distinct moves (e.g. "e4") regardless of position in game tree
Good moves63A good move is selected by the AI more than the average
Bad moves117A bad move is selected by the AI less than the average
Response distance2.75Mean 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 92.31% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean29.69
Mode[30]
Median30.0

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 16% 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 2Player 3
Mean % of effective moves73.0178.7177.8960.52
Mean no. of effective moves11.138.6712.3313.22
Effective game space10^23.4810^7.6210^7.4910^8.36
Mean % of good moves8.253.9510.6811.56
Mean no. of good moves2.330.923.672.89
Good move game space10^6.2810^1.4010^2.8010^2.08

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 turns26.67%A hot turn is one where making a move is better than doing nothing.
Momentum0.00%% of turns where a player improved their score.
Correction36.67%% of turns where the score headed back towards equality.
Depth2.08%Difference in evaluation between a short and long search.
Drama0.00%How much the winner was behind before their final victory.
Foulup Factor50.00%Moves that looked better than the best move after a short search.
Surprising turns3.33%Turns that looked bad after a short search, but good after a long one.
Last lead change40.00%Distance through game when the lead changed for the last time.
Decisiveness50.00%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.)

Unique Positions Reachable at Depth

012345
14412482745462400118832571

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.

Puzzles

PuzzleSolution

White to win in 12 moves

Green to win in 13 moves

White to win in 16 moves

Black to win in 16 moves

Green to win in 14 moves

Green to win in 6 moves

White to win in 11 moves

White to win in 10 moves

White to win in 9 moves

Green to win in 7 moves

Black to win in 8 moves

White to win in 4 moves

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