Full Report for Unlur by Jorge Gomez Arrausi

Full Report for Unlur by Jorge Gomez Arrausi

Unlur is also a game of unequal forces -- each player has a different objective. Black wins if 3 non-adjacent sides are connected, white if 2 opposite sides are.

Generated at 11/02/2022, 02:04 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!

Contract Phase

Because White's goal is easier to achieve than Black's, we start with a chicken ballot; players take turns to either place a black piece, or claim the black pieces. Once someone chooses black the game proceeds normally; with white taking the next move. During this phase, pieces may not be played on the edge (too weak).

Play

The two players take turns placing a piece of their colour in any space.

Goal

White wins by making a line (connecting any two opposite sides); black Wins by making a Y (connecting three non-adjacent sides). Corners count as both sides.

To avoid ties, if a player achieves their opponent's goal without winning at the same time, they lose.

Miscellaneous

General comments:

Play: Combinatorial

Mechanism(s): Connection

BGG Stats

BGG EntryUnlur
BGG Rating7.77432
#Voters37
SD1.39969
BGG Weight3
#Voters8
Year2002

BGG Ratings and Comments

UserRatingComment
lyman8My favorite of the connection games. The contract phase is a unique aspect as is the rule that you can "lose" by fulfilling the other person's victory conditions.
seandavidross6
Tony van der Valk8
Matt19906
paradroid10the best connection game?
Aiken Drum9I have this unique game as a self made board.
dooz6
molnar8.75Spawn of Hex and [gameid=5242], two of my favorite games. An interesting variation, probably more room for distinct strategies. Easy to play on the Yinsh board. Glad to see games from Abstract Games Magazine listed on this site.
Pensator82 players. Abstract strategy.
Nap166Free Print & Play. Awards: Unequal Forces Game Design Competition 2002(sponsored by About Board Games, Abstract Games Magazine, and the Strategy Gaming Society).
zefquaavius6.5Not the type of game that gets my juices flowing, but a brilliantly tricky, evenly unbalanced, pure strategy and tactics game.
Pionek8
rayzg5I really wanted to like this game as the contract phase is very unique. However, after the contract phase, the game is basically Hex, and I find that game too tactically austere and dry.
JESSONSO8
orangeblood8The contract phase (where both players play the same color) makes this unique among abstracts I'm familiar with. Meanwhile, the rule that you lose if your pieces fulfill your opponent's win condition (without simultaneously reaching your goal) adds a very interesting layer that can be used to rescue an otherwise losing position.
Valenox6.5Игра столь же абстрактна и рафинирована как Hex. Но с интересным началом - "торговлей". Другой родственник - Havannah. Там больше victory conditions, и это мне нравится больше. Становится не так сухо и узко в смысле приемов. Игра Punct делалась, несомненно не без знаний об этих играх.
upikeN/AIn or around Vilnius and want to play? Send me a PM!
schwarzspecht8
_mrq_N/APrinted board
seneca29N/AFare la linea o la Y. Havannah set. Still to play
evanvarianoN/AI'm interested in the "famous" and "revolutionary" bidding method in which black keeps playing until white is ready to swap or accept their position.
XMJA9
gmoralesor8tablero de Celtis
unic4.5
aSoso8.5
drunkenKOALA8Just play hex.
twerkfaceN/AOn Ludii
wizhyun8
clark949Perhaps one of the most creative connections games EVER. A connection game with unequal goals is unheard of. Unlurs initial phase for balancing play is a brilliant way to make two unequal goals fair for both sides.
Hexer9
cdunc1238.5Brilliant idea for a connection game on a hexhex board. And the opening phase -- sometimes called a "chicken ballot" or "chicken option" -- is a stroke of genius. (I borrowed the idea in two of my own games, Looper and Pippinzip.)
alekerickson10
CDRodeffer8Great press-your-luck connection game! I made a set for myself.
RoughbladeN/AAsy
n3k09
scih7
camisdadN/Amake my own project
Zickzack7The rules are ingenious and innovative. Game designers should take notice. This refers mainly to the "contract" which allows to create self balancing games. However, the rule that achieving your opponent's winning condition while not achieving your own means losing is equally important. For one, it prevents draws. For another, it redefines game play. In most other connection games, additional stones of one's own colour do not harm. Unlur is different. For strategy, the article in the Abstract Games Magazine is a good starting point.
echdareezN/A[Using my Havannah board]
trioker6.4
mickwoodN/A2 Players. Can be played on an Ingenious board.
escueladejuegosN/APendiente y buscar tablet.
glaurentN/AHomemade using printed board, Go stones.
slimy_asparagus10An almost perfect abstract. Haven't found a human who gets the rules yet. I haven't found a computer who can beat me (once I got the rules).
janusN/AI have an Havannah board. So I have an Unlur board, too. 8-D
terKo7
minismurf10Excellently balanced and unique.
UanarchyKN/ADIY, Hex Grid and stones in two colours.
pezpimp6Based on one play: Connection games all tend to feel the same, as the strategy is similar between them. This one has an interesting start as you both play the same side until someone claims that side. The goal is different for each team hence the better starting position for one side. But then it becomes a fairly standard connection game, so when to take over the starting color is a major choice and where to play those tokens as you may be helping your opponent.
aprolepsis9The essence of asymmetricality (is that a contradiction...?)
JugamosTodosN/AConsorci de Biblioteques Universitàries de Catalunya

Kolomogorov Complexity Analysis

Size (bytes)28794
Reference Size10673
Ratio2.70

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 second8704.93 (114.88µs/playout)
Reference Size505535.61 (1.98µs/playout)
Ratio (low is good)58.07

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

Samples551449 
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 playout8,8842401,055,80128,77211921
search.UCT9,5063808516

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: Player 1 win %57.60±3.09Includes draws = 50%
2: Player 2 win %42.40±3.03Includes 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.

UCT Skill Chains

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
48
UCT (its=49)
435
0
565
1000
0.4046 <= 0.4350 <= 0.4659
53.10
0.00
46.90
116.94
49
UCT (its=49)
486
0
514
1000
0.4551 <= 0.4860 <= 0.5170
50.80
0.00
49.20
118.54

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

Game length84.39 
Branching factor123.19 
Complexity10^175.15Based on game length and branching factor
Computational Complexity10^7.77Sample quality (100 best): 3.98
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

Board Size169Quantity of distinct board cells
Distinct actions170Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Good moves87A good move is selected by the AI more than the average
Bad moves83A bad move is selected by the AI less than the average
Response distance%30.89%Distance from move to response / maximum board distance; a low value suggests a game is tactical rather than strategic.
Samples1000Quantity of logged games played

Board Coverage

A mean of 49.34% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean84.39
Mode[79]
Median83.0

Change in Material Per Turn

Mean change in material/round0.97Complete 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 8% of the game turns. Ai Ai found 1 critical turn (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 moves10.3115.085.55
Mean no. of effective moves9.7414.215.26
Effective game space10^26.9710^15.0510^11.92
Mean % of good moves41.330.0282.64
Mean no. of good moves50.000.0299.98
Good move game space10^74.8710^0.0010^74.87

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 turns98.81%A hot turn is one where making a move is better than doing nothing.
Momentum41.67%% of turns where a player improved their score.
Correction27.38%% of turns where the score headed back towards equality.
Depth2.77%Difference in evaluation between a short and long search.
Drama0.00%How much the winner was behind before their final victory.
Foulup Factor4.76%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 change9.52%Distance through game when the lead changed for the last time.
Decisiveness2.38%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.)

Openings

MovesAnimation
j6,b10,f6
b10,j6,f6

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

01234
1128842539952917001373

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 4.

Puzzles

PuzzleSolution

Player 1 (White) to win in 5 moves

Player 2 (Black) to win in 3 moves

Player 2 (Black) to win in 3 moves

Player 2 (Black) to win in 3 moves

Player 1 (Black) to win in 3 moves

Player 1 (Black) to win in 3 moves

Player 1 (Black) to win in 3 moves

Player 1 (Black) to win in 3 moves

Player 2 (Black) to win in 3 moves

Player 1 (White) to win in 3 moves

Player 2 (White) to win in 3 moves

Player 1 (Black) to win in 3 moves

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