Yodd is an elegant connection and territory game for two players.
Generated at 6/14/23, 3:20 AM from 1000 logged games.
Representative game (in the sense of being of mean length). Wherever you see the 'representative game' referred to in later sections, this is it!
A group is a set of connected, like-colored stones. A single stone is also a group.
Starting with Black, players take turns placing one or two stones of any color on empty points. On his first turn, Black can only place one stone.
At the end of each turn, there must be an odd number of groups on the board (i.e. the sum of the number of Black and White groups must be an odd number).
Players can pass their turn at any moment, unless it violates the previous rule (this means Black can't pass on his first turn).
When both players pass in succession, the game ends. The player with the fewest groups on the board wins.
General comments:
Play: Combinatorial
Family: Combinatorial 2012
Mechanism(s): Territory
Components: Board
BGG Entry | Yodd |
---|---|
BGG Rating | 7.5 |
#Voters | 17 |
SD | 1.33945 |
BGG Weight | 2 |
#Voters | 2 |
Year | 2011 |
User | Rating | Comment |
---|---|---|
luigi87 | 9 | My game. |
Zickzack | N/A | Elegant and innovative rules, would like to know more about gameplay |
rayzg | 7.5 | It feels like a connection game where you get to place your opponent's goals! Ensuring that there's always an odd number of groups would be really, really, really annoying to play unless you're playing with a computer UI. It lost some ratings points because of that. |
mrraow | 6 | Interesting constraint, but not very exciting to play. |
Finlist | N/A | MYO PenP |
CoreyClark | 10 | MY goodness this game is deep. This is possibly a bigger happy accident than Go. |
milomilo122 | N/A | I've now played Yodd twice, and it's square-board analogue, Xodd, once. I much prefer Yodd. Impressions so far: First, the game's concept is more than a little intriguing. It's so coherent and simple and sensible that you can't believe no one's thought of it before, which to me is the hallmark of a beautiful idea - the inventor deserves high recognition for this. Staying connected across the center is important, since it allows you to keep your groups better connected. On the other hand, there's also incentive to build structures one or two rows away from the edges, because you can build "cages" for opponent stones there most easily. If it turns out that there's good balance between these two themes, Yodd could be a great game. As it is, my early impressions are positive. I discovered some interesting, unusual tactics immediately and some strategy considerations revealed themselves readily. There was no "I'm totally lost" feeling from which so many abstracts suffer. All to the good. If there's anything that annoyed me, it's that you need to keep track of how many groups, or even better, how many virtual groups both you and your opponent have, and it's hard to do, and I found myself recounting frequently. Maybe some kind of score track could remove this issue. On the other hand, only the difference in group number need be tracked really, so maybe this would become effortless with additional play. |
King Lear | 10 | Yodd is amazing beautiful game. I am always up to a good game of Yodd at igGamesCenter! |
orangeblood | 7 | Another enjoyable design from Luis Bola�os Mures. My appreciation for Yodd really shot up after playing against strong competition on a size 8 hex. There is very interesting board-wide strategy on larger boards. |
Talisinbear | 7 | |
simpledeep | 9 | |
schwarzspecht | 7 | |
hojoh | N/A | F |
m-s-voss | 8 | Playing on self made board using "Go" pieces. A good abstract game. Similar to "Xodd". |
grasa_total | 5 | The consequences of the "odd number of groups" rule seem to run deeper than I was able to see in one play. My total flop of an opening game (on IGGC) was described by one onlooker as "oh I've seen this strategy before" even though, like, actually I just had no idea what I was doing. |
russ | 8 | This and the square-board version Xodd are both cool clever games. A practical problem occurs if there are many groups in play: sometimes we don't notice that the number of groups has accidentally/illegally become even. For that reason I recommend saying "3 4" or whatever after each turn, to consciously confirm the current number of groups each side has. |
hiimjosh | 6 | I like this slightly more than Xodd because hexes, however the bigger boards take longer which is not a great tradeoff. See comments for Xodd as they are nearly identical to Yodd. Similarities to Catchup and Hex. It's okay Label: Good But Not Great |
scih | 6.5 | |
RichardIngram | 7 | |
pezpimp | 7.5 | Based on one play: Similar mechanics to a linking game where you have to connect both sides, however in this one you must have the least amount of groups of pieces, thus you want to link them all together. You can pass at anytime and you can play your opponents pieces which is really infuriating but a great mechanic. There must also always be an odd amount of sets on the board, combined for both players, taking that into account you can't simply connect or add pieces since it would break that rule. Quite enjoyed it. |
The Player of Games | 7 |
Size (bytes) | 29788 |
---|---|
Reference Size | 10673 |
Ratio | 2.79 |
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.
Playouts per second | 2225.35 (449.37µs/playout) |
---|---|
Reference Size | 556235.40 (1.80µs/playout) |
Ratio (low is good) | 249.95 |
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.
% new positions/bucket
Samples | 124186 | |
---|---|---|
Confidence | 0.00 | 0: 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]
Label | Its/s | SD | Nodes/s | SD | Game length | SD |
---|---|---|---|---|---|---|
Random playout | 2,221 | 12 | 383,492 | 2,028 | 173 | 2 |
search.UCT | 2,248 | 30 | 172 | 2 |
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.
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.
1: Black win % | 47.20±3.08 | Includes draws = 50% |
---|---|---|
2: White win % | 52.80±3.10 | Includes draws = 50% |
Draw % | 0.00 | Percentage of games where all players draw. |
Decisive % | 100.00 | Percentage of games with a single winner. |
Samples | 1000 | Quantity 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.
Match | AI | Strong Wins | Draws | Strong Losses | #Games | Strong Score | p1 Win% | Draw% | p2 Win% | Game Length |
---|---|---|---|---|---|---|---|---|---|---|
0 | Random | |||||||||
1 | UCT (its=2) | 631 | 0 | 312 | 943 | 0.6385 <= 0.6691 <= 0.6984 | 48.67 | 0.00 | 51.33 | 172.60 |
5 | UCT (its=6) | 631 | 0 | 369 | 1000 | 0.6006 <= 0.6310 <= 0.6604 | 50.30 | 0.00 | 49.70 | 172.59 |
13 | UCT (its=14) | 597 | 0 | 403 | 1000 | 0.5663 <= 0.5970 <= 0.6270 | 51.10 | 0.00 | 48.90 | 172.52 |
14 | UCT (its=14) | 473 | 0 | 527 | 1000 | 0.4422 <= 0.4730 <= 0.5040 | 54.90 | 0.00 | 45.10 | 172.48 |
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.
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.
Game length | 179.74 | |
---|---|---|
Branching factor | 128.85 |   |
Complexity | 10^346.70 | Based on game length and branching factor |
Samples | 1000 | Quantity 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.
Board Size | 169 | Quantity of distinct board cells |
---|---|---|
Distinct actions | 339 | Quantity of distinct moves (e.g. "e4") regardless of position in game tree |
Good moves | 55 | A good move is selected by the AI more than the average |
Bad moves | 284 | A bad move is selected by the AI less than the average |
Response distance% | 48.40% | Distance from move to response / maximum board distance; a low value suggests a game is tactical rather than strategic. |
Samples | 1000 | Quantity of logged games played |
A mean of 102.23% of board locations were used per game.
Colour and size show the frequency of visits.
Game length frequencies.
Mean | 179.74 |
---|---|
Mode | [179] |
Median | 180.0 |
Mean change in material/round | 1.84 | Complete 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.)
Table: branching factor per turn, based on a single representative* game. (* Representative in the sense that it is close to the mean game length.)
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.
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 10% of the game turns. Ai Ai found 2 critical turns (turns with only one good option).
This chart shows the relative temperature of all moves each turn. Colour range: black (worst), red, orange(even), yellow, white(best).
Measure | All players | Player 1 | Player 2 |
---|---|---|---|
Mean % of effective moves | 61.06 | 60.05 | 62.08 |
Mean no. of effective moves | 82.57 | 80.91 | 84.22 |
Effective game space | 10^210.90 | 10^104.08 | 10^106.82 |
Mean % of good moves | 46.03 | 65.90 | 26.16 |
Mean no. of good moves | 70.80 | 77.12 | 64.48 |
Good move game space | 10^175.17 | 10^116.70 | 10^58.46 |
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.
Measure | Value | Description |
---|---|---|
Hot turns | 47.78% | A hot turn is one where making a move is better than doing nothing. |
Momentum | 27.78% | % of turns where a player improved their score. |
Correction | 37.78% | % of turns where the score headed back towards equality. |
Depth | 15.36% | Difference in evaluation between a short and long search. |
Drama | 2.04% | How much the winner was behind before their final victory. |
Foulup Factor | 46.11% | Moves that looked better than the best move after a short search. |
Surprising turns | 0.00% | Turns that looked bad after a short search, but good after a long one. |
Last lead change | 49.44% | Distance through game when the lead changed for the last time. |
Decisiveness | 6.11% | 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.)
Colour shows the success ratio of this play over the first 10moves; black < red < yellow < white.
Size shows the frequency this move is played.
0 | 1 | 2 |
---|---|---|
1 | 338 | 57122 |
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.
No solutions found to depth 2.