UCT Skill Ladders for Small Games

Contents

Update History

DateDescription
6th July 2020Published
7th July 2020Added graphs
9th July 2020Added Tic Tac Chess, Traffic Lights 3x4
28th July 2020Re-calculated tables with extra information, added Proteus, Chessline, more detail on method.
19th October 2020Added Dao, One Eye Go, UCT outcomes.
7th June 2020Added Dodo UCT outcomes.

Introduction

"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less."
LEWIS CARROLL (Charles L. Dodgson), Through the Looking-Glass, chapter 6.

There has been a lot of discussion about depth over on the BoardGameGeek(BGG) forums recently. Unfortunately, everyone means something slightly different when they talk about depth so the discussions seldom reach a satisfactory conclusion. A better defined concept is that of a skill ladder; given a large number of players, divide them into levels where a member of level N will beat a member of level N-1 roughly 60% of the time (actual percentages may vary!); the idea being that "deeper" games will have more skill levels. This is, of course, impossible. Most of the games in our hobby don't have a large pool of players, and methods of ranking players are unreliable at the best of times. Depth in Strategic Games goes some way towards establishing a theoretical framework for skill ladders but is not helpful if you actually want to construct such a ladder. Being a practical person, I have been playing around with a concrete version of this concept for a while - an early version is defined as the Levels of Play report in Ai Ai (see here for an example). For this article I have refined this concept, to provide an algorithm that can - given sufficient computing resources - be applied to any game to produce a consistent skill ladder, allowing some comparison between games. There is more information on how reproducible the results are with various parameters here.

My AI of choice is UCT (Upper Confidence bounds applied to Trees), a standard version of Monte Carlo Tree Search. Here's why:

Given my limited resources, computationally speaking, I have focused here on very small games, generally 3x3. Not all of these games are of equal complexity, though. In a game like Tic Tac Toe, pieces are undifferentiated and once placed on the board they never move; this is about as simple as it can get. Other games may allow stacking, differentiated pieces, or scoring (e.g. go); each of which effectively increases the amount of information to be tracked. For this reason, I have divided the games into three categories, based on the number of bits required to store the game state and the board size, as you'll see below. By way of example, Tic Tac Toe has 9 cells, each cell requires 2 bits (holding three states; empty/black/white), for 18 bits total (player to move can be calculated by counting the pieces on the board).

So, questions I try to answer here:

The Algorithm

  set weakAI to Random
  set strongAI to slightly stronger than weakAI

  loop
    play match: weakAi vs StrongAI
    if strongAI beats weakAI by more than margin
      store level
      set weakAI to strongAI
    end if
    increase strength of strongAI
  end loop

Over time, strongAI will converge to something close to perfect play, and we will have defined a set of levels.

For these experiments, each match is over 1,000 games; strongAI is better than weakAI if strong wins 60% of the games (lower bound with 95% confidence.

Matches where strong does not beat weak by a sufficient amount are not shown in the tables below, but the first column of the table shows how many matches have been played so far, and hence the number of failed levels can be inferred.

The weakest AI is Random; each turn, it chooses a random move with equal probablity. This is equivalent to UCT with exactly one iteration per move. From here, I increase the number of iterations per move by 1 until a certain threshhold is reached (number of available moves at the root node), then multiply the number of iterations by a factor of 1.1 after that. This progression is based on practical experiments, which show a lot of levels just better than random even in games as simple as Tic Tac Toe!

I set a practical upper limit of 10 hours for any one run, since my computing resources are limited. In some cases this means that UCT didn't reach perfect play, and I can only give a lower limit on the number of levels.

At the end of a run, I play one last match with strongAI vs strongAI, to verify that the game theoretic result has been approximated or met.

Comparison of 3x3 Games

My primary focus here is games played on a 3x3 grid; nine board spaces is reasonably small state space to analyse, given my limited computing resources. Fixing the board dimensions also removes one variable from consideration when performing comparisons. Later, I'll look at a few games as they increase in board size, and therefore complexity.

It may seem counterintuitive, but I had a little trouble defining a 3x3 game. A lot of interesting small games get around the limited state space of a 3x3 game, in a variety of ways which I will discuss later. As a result, I have split my results into strict 3x3 games and larger games. I have defined 'strict' a following these rules:

A useful measure of the strictness is the number of bits required to represent the state space (State Bits from now on), which is marked in the summary tables for reference.

Strict 3x3 Games

GameLevelsits (last level)Converged toCellsGame LengthMean Branching FactorEst. State SpaceState Bits
Hexapawn4172nd Wins95.362.8010^2.2619
Tic Tac Toe7448Draw98.065.4910^5.4918
Breakthrough 3x377471st Wins96.365.0610^3.3019
Hex 3x3 (no swap)83371st Wins95.586.4810^4.6918
Achi95961st Wins910.286.1810^4.8919
Three Men's Morris101547Draw915.257.3710^9.2119
Hex 3x3 (swap)1236472nd Wins96.736.6610^5.0419

You'll see that I've ordered the table by the number of levels. Tables of levels for the individual games are at the end of this article, if you want more detail.

The first thing of interest is that there are, apparently, worse games than Tic Tac Toe. Hexapawn was designed as an example for an article by Martin Gardner, c. 1962. It's very similar to Breakthrough, with chess pawn movement for the pieces (in Breakthrough, pawns can move diagonally as well as forwards). If you try it, you'll find that black only has to look one move ahead to find a winning sequence; making it indeed easier than Tic Tac Toe.

After Tic Tac Toe, we get Breakthrough 3x3; and now things begin to get interesting. Breakthrough is very similar to Hexapawn, so why is one better than the other? I can see two possible factors: (a) Breakthrough has a larger branching factor, and (b) at the start of the game, Breakthrough has 3 winning moves and 4 losing moves. Hexapawn has 3 losing moves and no winning moves. I'll investigate the effect of branching factor a little later, but for now I'm going to suggest that if the result is strongly influenced by an early game decision, you need strong AI to take advantage of that fact; to which end, note that the UCT iterations of the last level in Breakthrough (747) is higher than the next three ranked games.

Next up, Hex. Twice. As you can see, I tested Hex both with and without the swap rule; and it makes a huge difference to the number of levels; 8 with no swap, and a massive 12 (plus a relatively huge number of iterations) with swap. As with Breakthrough/Hexapawn it seems that there is an early critical decision (swap/no swap) which defines the game so much more processing power is required to choose well, early.

That just leaves Achi and Three Men's Morris - Achi has 4 pieces per side and Three Men's Morris allows free movement of pieces, but otherwise they are basically the same (bring on your pieces, then move your pieces, make a row of three to win). Achi, it seems, is decisive, whereas Three Men's Morris devolves into loops and reaches the arbitrary 15 move limit I imposed. The extra level of play can probably be explained by the longer games, and therefore more need for accurate play.

Anyhow, a quick summary; it seems that balanced starting positions and critical early decisions create larger skill chains, more so than the size of the state space.

Iterations/Skill Level for 3x3 Games

Bonus: Slightly Larger Games

Just to contribute a little more to the heat death of the universe, I did some runs for some slightly larger games. Tak, Traffic Lights, and Martian Tic Tac Toe all get around the 3x3 board restriction by adding a 3rd dimension (or a mechanism equivalent to stacking), Dots and Boxes looks like a 3x3 grid but is played on the lines not the cells, so a 3x3 grid of dots actually gives 12 lines. The others are just small games I found lying around in Ai Ai :)
GameLevelsits (last level)Converged toCellsGame LengthMean Branching FactorEst. State SpaceState BitsNotes
One Eye Go 3x3 (1.0 komi)690Draw99.075.6110^7.4427Scoring
Dao88615Draw163010.6110^29.96334x4
Go 3x3 (7.5 komi)81591st Wins912.245.0110^11.3627Scoring
Dots and Boxes 3x391129481st player win1211.806.6010^8.682112 Lines, 4 Centres
Tic Tac Chess103835Draw913.7611.3510^9.9628Differentiated pieces
Claustrophobia1192341st player win719.263.6210^9.173614 Lines, 6 Dots
Sim12307261st Wins1513.8410.8510^9.31306 Dots, 15 lines
Tak12104061st Wins9 (stacking)18.0112.2110^21.9457Stacking and differentiated pieces
2713+125922nd Wins9 (stacking)32.015.6010^12.9653Stacking
Traffic Lights14+241691???922.037.8310^18.2319Differentiated pieces
Traffic Lights 3x413+471812???1227.9510.6010^24.11253x4, Differentiated pieces
Proteus13+18530???923.8722.7710^28.1773Differentiated pieces, multipurpose cells
Martian Tic Tac Toe18+9460???943.239.2410^22.1828Differentiated pieces
Dodo12+3014???1941.324.1810^23.4533Size 3 hexboard

Slightly larger games.

Follow-Up: Hex Progression

GameLevelsits (last level)Converged toCellsGame LengthMean Branching FactorEst. State SpaceState Bits
Hex 3x31236472nd Wins96.736.6610^5.0419
Hex 4x414327742nd Wins169.339.9110^12.5333
Hex 5x522+213917???2515.0715.4010^22.9951

A quick follow-on experiment; three sizes of Hex board with the swap rule in place. 3x3 and 4x4 seem to have similar levels of play, though the top level in 4x4 Hex requires a lot (10x) more iterations to attain. 10 hours wasn't enough to reach the top level of 5x5 hex, and there are a lot more levels to find; I have no idea why!

Levels for Hex on board sizes 3-5.

Follow-Up: Go (various Komi)

Go was a little bit of a surprise; even on a small board, I was expecting Go to be a bit of a beast; it seems, however, that as long as you don't start in a corner, 7.5 komi can't compensate for the first player advantage. It's interesting to note, though, that Go is longer than most games in the group, and has the largest state space. These factors weren't enough to give it more levels of play. I performed a follow-up experiment (see below), and it seems that there is no komi that can adequately balance 3x3 go. Komi 8.5 finds an extra level of play, but that's it! Anything higher, and black can just pass every move to get the best result.

<
GameLevelsits (last level)Converged toCellsGame LengthMean Branching FactorEst. State SpaceState Bits
Go 7.5 komi81591st Wins912.245.0110^11.3627
Go 8.5 komi97291st Wins911.775.0110^11.3627
Go 9.0 komi5802Draw 911.885.0110^11.3627
Go 9.5 komi1???2nd Wins9???5.0110^11.3627

Follow-on experiment; how does komi affect the skill levels?

Effect of komi in 3x3 go.

Follow-Up: Breakthrough Progression

GameLevelsits (last level)Converged toCellsGame LengthMean Branching FactorEst. State SpaceState Bits
Breakthrough 3x377471st Wins96.365.0610^3.3019
Breakthrough 3x4811741st Wins126.277.6810^4.1525
Breakthrough 3x51147891st Wins156.5410.0710^5.1831
Breakthrough 3x612104431st Wins186.4612.6610^6.7337

In this set of tests, I made the board wider, but not deeper. In human terms, this hardly changes the complexity at all. From a computer perspective, though, the branching factor, maximum game length, and thus state space have increased; the game also gets a bit more dangerous* - the odds of randomly picking a good move decrease with the board width.

* On turn 1, moving any piece forwards wins; moving any piece diagonally loses, so for width N the proportion of winning moves is N/(2N-2).

Breakthrough, wider and wider.

Conclusions

In the introduction, I asked some questions...

Is the ladder an inherent property of the UCT algorithm, or of the game?

A little bit of both. There are several very low levels of play which seem consistent across most games. The differences between Hex with and without the swap rule, Hexapawn vs Breakthrough, and Go with various Komi show that the game's resolving power is very much relevant. Balanced openings, critical early decisions, and slow convergence all seem to contribute to longer skill ladders.

Is the ladder length related to the state complexity of the game?

The game rules are more important. 3x3 Go has a very high state space but surprisingly few levels. Hex with swap rule has many more levels than Hex without, despite similar state space sizes. However, given the same rule set on different board sizes, then yes; larger board, larger state space, more levels (seen in Hex, Breakthrough).

How does scaling a game affect the skill ladder?

Larger boards make for more levels - this was very apparent in Hex where it's clear that the game is more interesting, but also true in Breakthrough, even when a human would find no difference.

How does the swap rule affect the skill ladder?

In Hex, the swap rule drastically increased the number of skill levels, presumably because early decisions became more crucial.

What's the best game to play on a 3x3 grid?

On strictly a 3x3 board, Hex with the swap rule has the most skill levels. If you allow stacking then Martian Tic Tac Toe followed by Traffic Lights are best.

What's the best komi for Go on a 3x3 grid?

8.5 gives the longest skill chain; though a more correct answer may be that there is no komi that can result in a balanced game.

Paths Not Travelled, ...

I have focused here on the number of levels of play found, but there are a couple of other interesting points which I haven't analysed in detail. The first of these is, the number of iterations UCT needs to play at the top level. This is related to the number of levels, but there are exceptions. Breakthrough 3x3 has fewer levels than Go, Hex, and Achi but requires more iterations to play at the top level. Why? Also of interest (and not captured here at all), is the minimum amount of iterations required for UCT to play a perfect(ish) game.

UCT Outcome Chains

The graphs in this section show how the first player wins, draws, and losses change as the AI strength increases. As a rule of thumb, you'll see a steady progression towards the game theoretical vlaue; but some games can show surprising trends. Chessline is a particularly interesting example - the combination shown looks like a win for the first player until the AI reaches a strength, after which the second player can force a draw. Note that these results are reproducible and not just features of the RNG.

Hexapawn Outcomes by AI Strength Breakthrough Outcomes by AI Strength
Hex (No Swap) Outcomes by AI Strength Hex (Swap) Outcomes by AI Strength
Achi Outcomes by AI Strength Three Men's Morris Outcomes by AI Strength
Go (8.5 Komi) Outcomes by AI Strength One Eye Go Outcomes by AI Strength
TicTacToe Outcomes by AI Strength Dao Outcomes by AI Strength
Tic Tac Chess Outcomes by AI Strength Chessline (RNP) Outcomes by AI Strength
Sim Outcomes by AI Strength Claustrophobia Outcomes by AI Strength
Tak Outcomes by AI Strength 27 Outcomes by AI Strength
Traffic Lights Outcomes by AI Strength Martian TicTacToe Outcomes by AI Strength
Proteus Outcomes by AI Strength Dots 'n' Boxes Outcomes by AI Strength
Dodo Outcomes by AI Strength  

Level Tables by Game

Key

Let's start with an in-depth look at the results table for Tic Tac Toe; a game universally disparaged by adults, but still played by children. All the other results tables follow the same format.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)5691232259170.6568 <= 0.6876 <= 0.716752.6713.4133.917.43
4UCT (its=5)5711193069960.6026 <= 0.6330 <= 0.662451.6111.9536.456.90
8UCT (its=9)5801022949760.6160 <= 0.6465 <= 0.675954.4110.4535.146.70
17UCT (its=21)5571482799840.6108 <= 0.6413 <= 0.670665.0415.0419.926.53
28UCT (its=61)4433751729900.6064 <= 0.6369 <= 0.666252.2237.889.907.22
47UCT (its=370)313635379850.6096 <= 0.6401 <= 0.669534.6264.470.917.95
48
UCT (its=407)
49
927
24
1000
0.4815 <= 0.5125 <= 0.5434
7.30
92.70
0.00
8.85
49
UCT (its=407)
30
934
36
1000
0.4661 <= 0.4970 <= 0.5279
6.60
93.40
0.00
8.87

The last two lines in this table are greyed out for a reason. Match 101 is the last match between strongAI and weakAI, but strongAI did not exceed the threshhold. Match 102 is strongAI vs strongAI, and you can see here that the draw percentage has reached 100% - UCT is playing at near-perfect play. (I run these reports for a fixed period of time, so this does not indicate the minimum number of iterations for perfect play; only that sufficient time was spent. I may follow up on this in the future.)

Note that even a very small increase in the number of iterations from 1 to 2 makes the UCT algorithm a much better player; I was quite surprised to find that there are so many levels of play in even a game this simple. In fact, this seems pretty much invariant; regardless of the game, we see a number of levels even before the algorithm is capable of sampling every starting move. We could put this down to the nature of the UCT algorithm, but I'd like to think that humans are actually incredibly smart and that even a complete novice starts a few steps up the strategy ladder. It may also be that I've forgotten what it's like to be a young child, and that the levels are something we go through as we learn to play.

Last thing of interest here; the last level (match 49) shows that 69% of games are now draws; even the weak AI is getting close to perfect play. This effectively makes it impossible for another level of play to exist; with most of the games being drawn, the remaining games are not enough to reach our 60% win rate. This is the end of all our skill ladders; it is possible to differentiate between players only in the absence of perfect play.

The other tables and diagrams are hidden below, so they don't scare the natives. Click on the arrow to expand them!

Hexapawn

BGG Page

Hexapawn (1962) is a race across the board, similar to Breakthrough. Pieces move one space forwards, or capture diagonally like chess pawns, but there is no double move.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103039340.6449 <= 0.6756 <= 0.704846.040.0053.964.68
5UCT (its=4)63103569870.6089 <= 0.6393 <= 0.668727.460.0072.544.86
18UCT (its=14)63103669970.6025 <= 0.6329 <= 0.662313.240.0086.765.23
39
UCT (its=102)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
0.00
0.00
100.00
5.61
40
UCT (its=102)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
0.00
0.00
100.00
5.97

Search for levels ended. Close to theoretical value: player 2 wins.

Tic Tac Toe

BGG Page

Tic Tac Toe needs no introduction!

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)5691232259170.6568 <= 0.6876 <= 0.716752.6713.4133.917.43
4UCT (its=5)5711193069960.6026 <= 0.6330 <= 0.662451.6111.9536.456.90
8UCT (its=9)5801022949760.6160 <= 0.6465 <= 0.675954.4110.4535.146.70
17UCT (its=21)5571482799840.6108 <= 0.6413 <= 0.670665.0415.0419.926.53
28UCT (its=61)4433751729900.6064 <= 0.6369 <= 0.666252.2237.889.907.22
47UCT (its=370)313635379850.6096 <= 0.6401 <= 0.669534.6264.470.917.95
48
UCT (its=407)
49
927
24
1000
0.4815 <= 0.5125 <= 0.5434
7.30
92.70
0.00
8.85
49
UCT (its=407)
30
934
36
1000
0.4661 <= 0.4970 <= 0.5279
6.60
93.40
0.00
8.87

Search for levels ended. Close to theoretical value: draw.

Achi

BGG Page

Achi is a traditional game from Ghana, similar to Three men's Morris.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63102899200.6552 <= 0.6859 <= 0.715058.590.0041.417.96
5UCT (its=6)63103249550.6301 <= 0.6607 <= 0.690162.510.0037.497.29
12UCT (its=13)63103309610.6260 <= 0.6566 <= 0.686063.890.0036.116.91
19UCT (its=26)63103679980.6019 <= 0.6323 <= 0.661665.730.0034.276.90
27UCT (its=55)63103489790.6140 <= 0.6445 <= 0.673964.860.0035.147.68
38UCT (its=157)63103639940.6044 <= 0.6348 <= 0.664266.600.0033.408.89
47UCT (its=370)631036910000.6006 <= 0.6310 <= 0.660469.300.0030.709.87
58UCT (its=1057)63103479780.6147 <= 0.6452 <= 0.674677.100.0022.9010.58
71
UCT (its=3647)
535
0
465
1000
0.5040 <= 0.5350 <= 0.5657
96.30
0.00
3.70
10.96
72
UCT (its=3647)
499
0
501
1000
0.4681 <= 0.4990 <= 0.5299
99.90
0.00
0.10
11.00

Search for levels ended. Close to theoretical value: player 1 wins.

Go

BGG Page

The oldest surviving strategy game; players score points by surrounding territory. It is usually played on a 19x19 grid, but is non-trivial even on very small grids.

7.5 Komi

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103309610.6260 <= 0.6566 <= 0.686047.030.0052.9714.80
5UCT (its=6)63102739040.6673 <= 0.6980 <= 0.727052.540.0047.4614.61
10UCT (its=11)63103589890.6076 <= 0.6380 <= 0.667456.620.0043.3814.28
15UCT (its=18)63103629930.6050 <= 0.6354 <= 0.664854.380.0045.6213.47
21UCT (its=31)63103579880.6082 <= 0.6387 <= 0.668059.010.0040.9912.78
27UCT (its=56)63103129430.6385 <= 0.6691 <= 0.698462.250.0037.7512.44
34UCT (its=108)63103409710.6193 <= 0.6498 <= 0.679271.580.0028.4212.36
45UCT (its=309)63013639940.6039 <= 0.6343 <= 0.663781.190.1018.7112.02
66
UCT (its=2288)
546
0
454
1000
0.5150 <= 0.5460 <= 0.5766
91.20
0.00
8.80
11.15
67
UCT (its=2288)
508
0
492
1000
0.4770 <= 0.5080 <= 0.5389
94.80
0.00
5.20
11.84

Search for levels ended. Close to theoretical value: player 1 wins.

8.5 Komi

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63103249550.6301 <= 0.6607 <= 0.690149.530.0050.4714.75
6UCT (its=7)63103139440.6378 <= 0.6684 <= 0.697753.280.0046.7214.52
12UCT (its=13)63103389690.6206 <= 0.6512 <= 0.680556.140.0043.8613.75
17UCT (its=21)63103649950.6038 <= 0.6342 <= 0.663556.980.0043.0213.39
22UCT (its=35)63103199500.6336 <= 0.6642 <= 0.693558.320.0041.6812.65
28UCT (its=61)63103189490.6343 <= 0.6649 <= 0.694264.910.0035.0912.18
35UCT (its=119)63103339640.6240 <= 0.6546 <= 0.683971.680.0028.3212.54
45UCT (its=309)631036910000.6006 <= 0.6310 <= 0.660480.300.0019.7011.92
66
UCT (its=2288)
541
0
459
1000
0.5100 <= 0.5410 <= 0.5717
90.50
0.00
9.50
11.03
67
UCT (its=2288)
505
0
495
1000
0.4741 <= 0.5050 <= 0.5359
94.50
0.00
5.50
11.86

Search for levels ended. Close to theoretical value: player 1 wins.

9.0 Komi

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
5UCT (its=6)3805021079890.6076 <= 0.6380 <= 0.66740.0050.7649.2415.15
17UCT (its=21)368525979900.6064 <= 0.6369 <= 0.66620.0053.0346.9713.27
28UCT (its=61)337587669900.6064 <= 0.6369 <= 0.66620.0059.2940.7112.33
44UCT (its=281)292677129810.6122 <= 0.6427 <= 0.67210.0069.0130.9911.96
65
UCT (its=2080)
79
898
23
1000
0.4970 <= 0.5280 <= 0.5588
0.00
89.80
10.20
11.28
66
UCT (its=2080)
37
938
25
1000
0.4750 <= 0.5060 <= 0.5369
0.00
93.80
6.20
11.36

Search for levels ended. Close to theoretical value: draw.

9.5 Komi

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
21
UCT (its=31)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
0.00
0.00
100.00
15.31
22
UCT (its=31)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
0.00
0.00
100.00
16.32

Search for levels ended. Close to theoretical value: player 2 wins.

Breakthrough

BGG Page

Breakthrough is a simple cross-the-board game. Pieces move forwards or diagonally forwards, and capture diagonally forards only. It is usually played on a 7x7 grid or larger.

3x3

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103269570.6287 <= 0.6594 <= 0.688764.790.0035.214.31
5UCT (its=6)63103689990.6013 <= 0.6316 <= 0.661064.360.0035.644.40
13UCT (its=14)63103349650.6233 <= 0.6539 <= 0.683262.380.0037.624.55
25UCT (its=43)63103279580.6281 <= 0.6587 <= 0.688047.600.0052.405.23
37UCT (its=134)63103169470.6357 <= 0.6663 <= 0.695662.620.0037.385.75
90
UCT (its=20993)
590
0
410
1000
0.5592 <= 0.5900 <= 0.6201
91.00
0.00
9.00
6.13
91
UCT (its=20993)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
100.00
0.00
0.00
6.04

Search for levels ended. Close to theoretical value: player 1 wins.

3x4

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63103229530.6315 <= 0.6621 <= 0.691461.490.0038.514.55
8UCT (its=9)63103669970.6025 <= 0.6329 <= 0.662361.990.0038.014.38
14UCT (its=16)631036910000.6006 <= 0.6310 <= 0.660462.700.0037.304.42
23UCT (its=38)63103689990.6013 <= 0.6316 <= 0.661059.560.0040.444.87
37UCT (its=144)63103469770.6153 <= 0.6459 <= 0.675246.470.0053.535.55
56UCT (its=882)63103439740.6173 <= 0.6478 <= 0.677258.320.0041.686.06
62UCT (its=1562)63103669970.6025 <= 0.6329 <= 0.662385.860.0014.146.49
83
UCT (its=11563)
503
0
497
1000
0.4721 <= 0.5030 <= 0.5339
99.70
0.00
0.30
6.87
84
UCT (its=11563)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
100.00
0.00
0.00
6.85

Search for levels ended. Close to theoretical value: player 1 wins.

3x5

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63103319620.6253 <= 0.6559 <= 0.685356.960.0043.044.95
10UCT (its=11)63103109410.6399 <= 0.6706 <= 0.699855.690.0044.314.42
16UCT (its=19)63103519820.6121 <= 0.6426 <= 0.671960.900.0039.104.17
23UCT (its=37)63103359660.6226 <= 0.6532 <= 0.682664.390.0035.614.14
30UCT (its=72)63103319620.6253 <= 0.6559 <= 0.685361.540.0038.464.45
38UCT (its=155)63103259560.6294 <= 0.6600 <= 0.689451.780.0048.225.51
64UCT (its=1847)63103649950.6038 <= 0.6342 <= 0.663552.160.0047.845.65
70UCT (its=3271)63103439740.6173 <= 0.6478 <= 0.677257.290.0042.715.85
74UCT (its=4789)63103609910.6063 <= 0.6367 <= 0.666183.050.0016.956.54
95
UCT (its=35443)
522
0
478
1000
0.4910 <= 0.5220 <= 0.5528
97.80
0.00
2.20
6.82
96
UCT (its=35443)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
100.00
0.00
0.00
6.82

Search for levels ended. Close to theoretical value: player 1 wins.

3x6

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63103479780.6147 <= 0.6452 <= 0.674659.710.0040.295.09
12UCT (its=13)63103399700.6200 <= 0.6505 <= 0.679951.550.0048.454.57
18UCT (its=21)63103259560.6294 <= 0.6600 <= 0.689453.870.0046.134.11
23UCT (its=34)63103539840.6108 <= 0.6413 <= 0.670664.530.0035.473.80
32UCT (its=81)63103369670.6220 <= 0.6525 <= 0.681963.810.0036.193.89
38UCT (its=143)63103459760.6160 <= 0.6465 <= 0.675958.090.0041.914.70
46UCT (its=307)63103579880.6082 <= 0.6387 <= 0.668047.060.0052.945.73
79UCT (its=7133)631036910000.6006 <= 0.6310 <= 0.660451.300.0048.705.93
81UCT (its=8631)63103629930.6050 <= 0.6354 <= 0.664864.850.0035.156.09
103
UCT (its=70255)
615
0
385
1000
0.5845 <= 0.6150 <= 0.6447
88.50
0.00
11.50
6.67
104
UCT (its=70255)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
100.00
0.00
0.00
6.84

Search for levels ended. Close to theoretical value: player 1 wins.

Three Men's Morris

BGG Page

Three Men's Morris is strongly related to Achi (the main difference being the piece count), and a direct ancestor of Nine Men's Morris. Make a line of three to win. Unlike Tic Tac Toe, however, there are just three pieces per side, and a movement phase.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)584932949710.6188 <= 0.6493 <= 0.678748.099.5842.3310.79
5UCT (its=6)62853139460.6358 <= 0.6665 <= 0.695855.710.5343.768.16
9UCT (its=10)63103419720.6186 <= 0.6492 <= 0.678562.860.0037.146.80
18UCT (its=23)63103589890.6076 <= 0.6380 <= 0.667464.510.0035.496.26
25UCT (its=45)63103689990.6013 <= 0.6316 <= 0.661068.370.0031.636.42
30UCT (its=73)63103419720.6186 <= 0.6492 <= 0.678562.860.0037.147.40
33UCT (its=98)622173419800.6129 <= 0.6434 <= 0.672755.101.7343.168.64
37UCT (its=143)5801022929740.6173 <= 0.6478 <= 0.677252.4610.4737.0610.43
47UCT (its=370)4832962109890.6076 <= 0.6380 <= 0.667442.4729.9327.6012.89
85
UCT (its=13851)
153
847
0
1000
0.5456 <= 0.5765 <= 0.6068
7.30
84.70
8.00
18.43
86
UCT (its=13851)
0
1000
0
1000
0.4691 <= 0.5000 <= 0.5309
0.00
100.00
0.00
20.00

Search for levels ended. Close to theoretical value: draw.

Hex

BGG Page

It doesn't get much simpler than this! Place a piece each turn, try to make a line across the board. The pie (swap) rule is usually used to offset the first player advantage. The game is usually played on 7x7 or larger boards.

3x3 (Swap)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103009310.6471 <= 0.6778 <= 0.707054.890.0045.117.50
4UCT (its=5)63103469770.6153 <= 0.6459 <= 0.675249.740.0050.267.22
8UCT (its=9)63103099400.6406 <= 0.6713 <= 0.700650.960.0049.046.94
13UCT (its=14)63103589890.6076 <= 0.6380 <= 0.667450.350.0049.656.82
20UCT (its=28)63103619920.6057 <= 0.6361 <= 0.665547.680.0052.326.74
29UCT (its=67)63103549850.6102 <= 0.6406 <= 0.670038.780.0061.226.71
42UCT (its=230)63103429730.6180 <= 0.6485 <= 0.677928.780.0071.226.76
48UCT (its=407)63103469770.6153 <= 0.6459 <= 0.675229.890.0070.117.12
55UCT (its=794)63103209510.6329 <= 0.6635 <= 0.692837.120.0062.887.42
59UCT (its=1162)63103439740.6173 <= 0.6478 <= 0.677230.390.0069.617.21
97
UCT (its=43470)
553
0
447
1000
0.5220 <= 0.5530 <= 0.5836
5.30
0.00
94.70
7.35
98
UCT (its=43470)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
0.00
0.00
100.00
7.84

Search for levels ended. Close to theoretical value: player 2 wins.

3x3 (No Swap)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103139440.6378 <= 0.6684 <= 0.697755.610.0044.397.40
4UCT (its=5)63103569870.6089 <= 0.6393 <= 0.668749.750.0050.257.08
8UCT (its=9)63103559860.6095 <= 0.6400 <= 0.669352.540.0047.466.77
14UCT (its=16)63103649950.6038 <= 0.6342 <= 0.663557.190.0042.816.45
22UCT (its=34)63103549850.6102 <= 0.6406 <= 0.670067.410.0032.596.21
32UCT (its=89)63103599900.6069 <= 0.6374 <= 0.666768.480.0031.525.91
45UCT (its=306)63103379680.6213 <= 0.6519 <= 0.681282.130.0017.875.57
66
UCT (its=2265)
540
0
460
1000
0.5090 <= 0.5400 <= 0.5707
96.00
0.00
4.00
5.20
67
UCT (its=2265)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
100.00
0.00
0.00
5.01

Search for levels ended. Close to theoretical value: player 1 wins.

4x4 (Swap)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63102959260.6507 <= 0.6814 <= 0.710653.560.0046.4413.26
5UCT (its=6)63103219520.6322 <= 0.6628 <= 0.692157.670.0042.3312.48
9UCT (its=10)63103479780.6147 <= 0.6452 <= 0.674659.920.0040.0812.11
15UCT (its=16)63103259560.6294 <= 0.6600 <= 0.689458.890.0041.1111.39
19UCT (its=23)63103369670.6220 <= 0.6525 <= 0.681957.810.0042.1910.89
24UCT (its=38)63103479780.6147 <= 0.6452 <= 0.674657.060.0042.9410.20
30UCT (its=67)63103619920.6057 <= 0.6361 <= 0.665558.570.0041.439.51
38UCT (its=143)63103329630.6247 <= 0.6552 <= 0.684657.420.0042.589.16
46UCT (its=307)63103639940.6044 <= 0.6348 <= 0.664257.340.0042.668.76
55UCT (its=724)63103199500.6336 <= 0.6642 <= 0.693552.420.0047.588.56
64UCT (its=1708)63103299600.6267 <= 0.6573 <= 0.686639.690.0060.318.37
75UCT (its=4872)63103189490.6343 <= 0.6649 <= 0.694223.600.0076.408.57
96
UCT (its=36052)
585
0
415
1000
0.5542 <= 0.5850 <= 0.6152
8.50
0.00
91.50
9.41
97
UCT (its=36052)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
0.00
0.00
100.00
9.81

Search for levels ended. Close to theoretical value: player 2 wins.

5x5 (Swap)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103659960.6031 <= 0.6335 <= 0.662950.100.0049.9020.55
5UCT (its=6)63103239540.6308 <= 0.6614 <= 0.690850.100.0049.9020.00
11UCT (its=12)63102969270.6500 <= 0.6807 <= 0.709950.160.0049.8419.22
16UCT (its=17)63103679980.6019 <= 0.6323 <= 0.661646.090.0053.9118.61
22UCT (its=23)63103249550.6301 <= 0.6607 <= 0.690144.710.0055.2917.86
27UCT (its=33)63103479780.6147 <= 0.6452 <= 0.674647.240.0052.7617.14
31UCT (its=49)63103169470.6357 <= 0.6663 <= 0.695652.480.0047.5215.92
37UCT (its=86)63103119420.6392 <= 0.6699 <= 0.699148.620.0051.3814.83
41UCT (its=126)63103449750.6167 <= 0.6472 <= 0.676551.380.0048.6213.95
46UCT (its=204)63103519820.6121 <= 0.6426 <= 0.671954.380.0045.6213.40
51UCT (its=328)63103669970.6025 <= 0.6329 <= 0.662352.360.0047.6412.79
57UCT (its=581)63103469770.6153 <= 0.6459 <= 0.675245.040.0054.9612.54
66UCT (its=1369)63103359660.6226 <= 0.6532 <= 0.682640.790.0059.2112.21
79UCT (its=4726)63103089390.6413 <= 0.6720 <= 0.701335.890.0064.1111.90
90UCT (its=13485)63103529830.6114 <= 0.6419 <= 0.671335.300.0064.7011.94
95UCT (its=21718)63103509810.6127 <= 0.6432 <= 0.672638.530.0061.4712.93
100UCT (its=34977)63103669970.6025 <= 0.6329 <= 0.662342.130.0057.8714.61
107UCT (its=68161)63103469770.6153 <= 0.6459 <= 0.675251.590.0048.4115.20
108
UCT (its=68161)
515
0
485
1000
0.4840 <= 0.5150 <= 0.5459
66.50
0.00
33.50
15.17

Search for levels ended: time limit reached.

Tak

BGG Page

Tak is a connection game based on a fictional game. With stacking, sowing, and variable piece types, it is interesting even on very small boards, but is normally played on 5x5 or larger boards.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)5711192098990.6706 <= 0.7013 <= 0.730344.9413.2441.8218.08
10UCT (its=11)595712969620.6248 <= 0.6554 <= 0.684849.487.3843.1416.52
14UCT (its=16)605512869420.6386 <= 0.6693 <= 0.698649.685.4144.9013.42
19UCT (its=26)615313069520.6316 <= 0.6623 <= 0.691650.633.2646.1110.64
26UCT (its=50)622183499890.6076 <= 0.6380 <= 0.667456.931.8241.258.27
38UCT (its=157)62853439760.6155 <= 0.6460 <= 0.675468.240.5131.257.04
44UCT (its=278)625113309660.6221 <= 0.6527 <= 0.682177.021.1421.847.27
50UCT (its=493)62853629950.6033 <= 0.6337 <= 0.663082.710.5016.788.62
59UCT (its=1162)62693619960.6026 <= 0.6330 <= 0.662482.530.9016.5711.56
67UCT (its=2491)624143449820.6121 <= 0.6426 <= 0.671981.161.4317.4115.85
80UCT (its=8600)624143529900.6069 <= 0.6374 <= 0.666784.651.4113.9417.56
85
UCT (its=13851)
513
8
479
1000
0.4860 <= 0.5170 <= 0.5478
96.40
0.80
2.80
18.79
86
UCT (its=13851)
493
10
497
1000
0.4671 <= 0.4980 <= 0.5289
98.30
1.00
0.70
18.63

Search for levels ended. Close to theoretical value: player 1 wins.

Dots and Boxes (3x3 dots)

BGG Page

A popular pen and paper game, with a surprising amount of strategy; games sizes vary temendously, but 3x3 dots is smaller than is reasonable for the game to shine.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)5771082309150.6589 <= 0.6896 <= 0.718852.0211.8036.1711.47
9UCT (its=10)5511592629720.6181 <= 0.6487 <= 0.678059.9816.3623.6611.32
26UCT (its=50)47231821010000.6006 <= 0.6310 <= 0.660447.7031.8020.5011.33
35UCT (its=118)4453721829990.6013 <= 0.6316 <= 0.661049.4537.2413.3111.49
45UCT (its=307)4393831699910.6058 <= 0.6362 <= 0.665650.7638.6510.6011.54
60UCT (its=1281)365531969920.6052 <= 0.6356 <= 0.665039.6253.536.8511.71
80UCT (its=8615)357547789820.6116 <= 0.6421 <= 0.671443.1855.701.1211.61
106UCT (its=102680)4044531369930.6045 <= 0.6349 <= 0.664354.3845.620.0011.81
107
UCT (its=112948)
476
74
450
1000
0.4820 <= 0.5130 <= 0.5439
92.60
7.40
0.00
11.95
108
UCT (its=112948)
475
42
483
1000
0.4651 <= 0.4960 <= 0.5269
95.80
4.20
0.00
11.95

Search for levels ended. Close to theoretical value: player 1 wins.

Sim

BGG Page

An impartial game, and very much one for game theorists to study rather than one you'd want to play!

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103119420.6392 <= 0.6699 <= 0.699141.400.0058.609.90
3UCT (its=4)63102949250.6515 <= 0.6822 <= 0.711440.860.0059.1411.35
10UCT (its=11)63103529830.6114 <= 0.6419 <= 0.671344.860.0055.1412.82
18UCT (its=22)63103679980.6019 <= 0.6323 <= 0.661647.900.0052.1013.52
27UCT (its=52)63103659960.6031 <= 0.6335 <= 0.662944.080.0055.9213.64
34UCT (its=101)63103509810.6127 <= 0.6432 <= 0.672642.000.0058.0013.76
42UCT (its=216)63103119420.6392 <= 0.6699 <= 0.699134.820.0065.1813.90
51UCT (its=510)63103449750.6167 <= 0.6472 <= 0.676526.560.0073.4413.99
62UCT (its=1455)63103299600.6267 <= 0.6573 <= 0.686620.310.0079.6913.93
74UCT (its=4567)63103479780.6147 <= 0.6452 <= 0.674615.750.0084.2513.78
95UCT (its=33799)63103149450.6371 <= 0.6677 <= 0.697019.890.0080.1113.83
116
UCT (its=250118)
541
0
459
1000
0.5100 <= 0.5410 <= 0.5717
4.10
0.00
95.90
13.67
117
UCT (its=250118)
500
0
500
1000
0.4691 <= 0.5000 <= 0.5309
0.00
0.00
100.00
13.55

Search for levels ended. Close to theoretical value: player 2 wins.

Martian Tic Tac Toe

BGG Page

A 3-in-a-row game designed for the Icehouse system; the different piece types and cycling mechanism make this interesting (and very hard to analyse!) even on very small boards.

<
MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)622172849230.6524 <= 0.6831 <= 0.712347.781.8450.3833.25
10UCT (its=11)63013329630.6241 <= 0.6547 <= 0.684151.300.1048.6022.21
14UCT (its=16)63103479780.6147 <= 0.6452 <= 0.674655.830.0044.1716.81
19UCT (its=26)63103499800.6134 <= 0.6439 <= 0.673258.880.0041.1212.39
28UCT (its=61)63103619920.6057 <= 0.6361 <= 0.665559.170.0040.8311.58
33UCT (its=98)63103409710.6193 <= 0.6498 <= 0.679256.950.0043.0513.47
36UCT (its=130)63103469770.6153 <= 0.6459 <= 0.675254.040.0045.9618.89
39UCT (its=173)63102979280.6493 <= 0.6800 <= 0.709253.120.0046.8825.40
42UCT (its=230)63013389690.6201 <= 0.6507 <= 0.680048.190.1051.7032.93
48UCT (its=407)63023269580.6281 <= 0.6587 <= 0.688049.370.2150.4236.41
54UCT (its=722)63103549850.6102 <= 0.6406 <= 0.670051.370.0048.6336.15
62UCT (its=1547)63103569870.6089 <= 0.6393 <= 0.668747.320.0052.6834.35
68UCT (its=2740)63103429730.6180 <= 0.6485 <= 0.677950.570.0049.4335.98
72UCT (its=4012)62863369700.6200 <= 0.6505 <= 0.679948.040.6251.3438.54
76UCT (its=5874)62942839160.6581 <= 0.6889 <= 0.718055.130.4444.4339.53
80UCT (its=8600)624133449810.6122 <= 0.6427 <= 0.672154.331.3344.3441.26
83
UCT (its=11447)
588
29
383
1000
0.5718 <= 0.6025 <= 0.6324
54.60
2.90
42.50
44.67
84
UCT (its=11447)
502
21
477
1000
0.4815 <= 0.5125 <= 0.5434
56.20
2.10
41.70
45.59

Search for levels ended: time limit reached.

Traffic Lights

BGG Page

Another make a line game. As with Martian Tic tac Toe, the ability to play multiple times in the same space gives this game more depth than tic tac toe. The impartial nature makes this a game of not losing rather than winning, so games are long. Result: hard to analyse; I'm not sure it's fun to play, though!

3x3

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63102959260.6507 <= 0.6814 <= 0.710650.540.0049.4619.16
6UCT (its=7)63103589890.6076 <= 0.6380 <= 0.667451.370.0048.6318.57
10UCT (its=11)63103659960.6031 <= 0.6335 <= 0.662949.500.0050.5018.04
16UCT (its=19)63103439740.6173 <= 0.6478 <= 0.677251.330.0048.6717.66
23UCT (its=38)63103579880.6082 <= 0.6387 <= 0.668049.490.0050.5118.14
27UCT (its=55)63103349650.6233 <= 0.6539 <= 0.683250.360.0049.6419.15
31UCT (its=81)63103549850.6102 <= 0.6406 <= 0.670054.420.0045.5820.61
50UCT (its=493)631036910000.6006 <= 0.6310 <= 0.660456.900.0043.1021.59
70UCT (its=3316)63103679980.6019 <= 0.6323 <= 0.661661.920.0038.0821.87
83UCT (its=11447)63103539840.6108 <= 0.6413 <= 0.670665.140.0034.8621.96
95UCT (its=35926)63103579880.6082 <= 0.6387 <= 0.668064.680.0035.3221.98
108UCT (its=124026)63103459760.6160 <= 0.6465 <= 0.675969.360.0030.6421.99
117
UCT (its=292446)
585
0
415
1000
0.5542 <= 0.5850 <= 0.6152
74.90
0.00
25.10
22.07
118
UCT (its=292446)
484
0
516
1000
0.4531 <= 0.4840 <= 0.5150
78.80
0.00
21.20
21.99

Search for levels ended. Close to theoretical value: player 1 wins.

3x4

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103669970.6025 <= 0.6329 <= 0.662347.940.0052.0623.82
8UCT (its=9)63103169470.6357 <= 0.6663 <= 0.695652.270.0047.7322.89
12UCT (its=13)63103279580.6281 <= 0.6587 <= 0.688050.940.0049.0621.77
15UCT (its=18)63103279580.6281 <= 0.6587 <= 0.688050.100.0049.9020.97
25UCT (its=46)63103339640.6240 <= 0.6546 <= 0.683950.930.0049.0721.49
31UCT (its=81)63102889190.6559 <= 0.6866 <= 0.715846.250.0053.7522.13
34UCT (its=107)63103169470.6357 <= 0.6663 <= 0.695642.980.0057.0224.07
37UCT (its=143)63103449750.6167 <= 0.6472 <= 0.676539.280.0060.7226.21
57UCT (its=962)631036910000.6006 <= 0.6310 <= 0.660431.100.0068.9027.57
93UCT (its=29743)63103389690.6206 <= 0.6512 <= 0.680531.370.0068.6327.88
112UCT (its=181904)63103239540.6308 <= 0.6614 <= 0.690827.670.0072.3327.90
114
UCT (its=220104)
538
0
462
1000
0.5070 <= 0.5380 <= 0.5687
23.60
0.00
76.40
28.11
115
UCT (its=220104)
517
0
483
1000
0.4860 <= 0.5170 <= 0.5478
22.90
0.00
77.10
28.05

Search for levels ended: time limit reached.

27

BGG Page

A boardless (or 1x9 board, depending on your viewpoint) race game with stacking pieces.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)585912569320.6458 <= 0.6765 <= 0.705848.619.7641.6323.71
4UCT (its=5)5811002859660.6226 <= 0.6532 <= 0.682644.9310.3544.7224.19
11UCT (its=12)584933219980.6014 <= 0.6318 <= 0.661145.199.3245.4924.28
20UCT (its=28)593763249930.6050 <= 0.6354 <= 0.664844.017.6548.3424.61
27UCT (its=55)597683329970.6025 <= 0.6329 <= 0.662340.426.8252.7624.83
36UCT (its=130)595713149800.6129 <= 0.6434 <= 0.672744.087.2448.6725.27
46UCT (its=337)597673149780.6142 <= 0.6447 <= 0.674139.886.8553.2725.96
56UCT (its=873)601593239830.6109 <= 0.6414 <= 0.670840.286.0053.7126.74
64UCT (its=1872)597673299930.6045 <= 0.6349 <= 0.664340.896.7552.3727.91
71UCT (its=3647)599643339960.6031 <= 0.6335 <= 0.662939.666.4353.9229.11
78UCT (its=7108)614333239700.6194 <= 0.6500 <= 0.679438.763.4057.8430.89
86UCT (its=15236)624143539910.6063 <= 0.6367 <= 0.666125.131.4173.4631.90
101
UCT (its=63645)
479
81
402
962
0.5084 <= 0.5400 <= 0.5713
8.52
8.42
83.06
33.21
102
UCT (its=63645)
483
4
513
1000
0.4541 <= 0.4850 <= 0.5160
8.80
0.40
90.80
33.97

Search for levels ended. Close to theoretical value: player 2 wins.

Tic Tac Chess

Published in Omni magazine long ago, this is a precursor to Proteus (by the same designer).

Play

First take turns placing your pieces on the board.

Once all pieces are on the board, take turns moving your pieces, as follows:

King
One space in any direction, or jump over an adjacent piece.
Queen
One or two spaces in any direction, or jump over an adjacent piece.
Rook
One or two spaces orthogonally, or jump over an adjacent piece.

Goal

The first to make a line of three (orthogonally or diagonally) wins.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)582981728520.7101 <= 0.7406 <= 0.768947.3011.5041.209.37
5UCT (its=6)624133399760.6155 <= 0.6460 <= 0.675457.991.3340.687.53
14UCT (its=15)63023649960.6031 <= 0.6335 <= 0.662966.470.2033.336.50
28UCT (its=33)63013449750.6161 <= 0.6467 <= 0.676066.970.1032.926.41
33UCT (its=53)610423329840.6108 <= 0.6413 <= 0.670665.044.2730.697.43
38UCT (its=85)5351922459720.6186 <= 0.6492 <= 0.678547.8419.7532.419.73
48UCT (its=220)4074481409950.6038 <= 0.6342 <= 0.663527.8445.0327.1412.00
82UCT (its=5615)27870609840.6108 <= 0.6413 <= 0.670617.5871.7510.6713.94
103
UCT (its=41553)
0
1000
0
1000
0.4691 <= 0.5000 <= 0.5309
0.00
100.00
0.00
16.00
104
UCT (its=41553)
0
1000
0
1000
0.4691 <= 0.5000 <= 0.5309
0.00
100.00
0.00
16.00

Search for levels ended. Close to theoretical value: draw.

Chessline

Inspired by Tic Tac Chess, but with changes for playability and balance.

Play

First, choose the matchup. Each player will be placing three pieces, but these do not need to be equal; this allows handicapping of the first player to offset any advantage. Different matchups can have very different outcomes, and there are a lot to explore!

Next, take turns placing your pieces on the board.

Once all pieces are on the board, take turns moving your pieces, as follows:

King
One space in any direction, like a chess king.
Queen
One or two spaces in any direction, like a chess queen.
Rook
One or two spaces orthogonally, like s chess rook.
Bishop
One or two spaces diagonally, like s chess bishop.
Knight
Wherever a queen can't move (like a chess Knight!).
Pawn
One space orthogonally - no matching chess piece!

Goal

The first to make a line of three (orthogonally or diagonally) wins.

Chessline (KQB)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Win%p1 Score % (wins+draws/2)Draw%Game Length
0Random        
1UCT (its=2)6172834298760.89 <= 63.93 <= 66.8729.18 <= 32.02 <= 34.992.8411.78
5UCT (its=6)631031894963.43 <= 66.49 <= 69.4232.84 <= 35.83 <= 38.930.008.97
10UCT (its=11)6310369100060.06 <= 63.10 <= 66.0433.87 <= 36.80 <= 39.830.007.19
20UCT (its=21)631034897961.40 <= 64.45 <= 67.3936.21 <= 39.22 <= 42.320.006.66
31UCT (its=43)630133796862.08 <= 65.13 <= 68.0737.70 <= 40.75 <= 43.880.107.12
35UCT (its=64)6241436099860.19 <= 63.23 <= 66.1633.94 <= 36.87 <= 39.911.408.96
40UCT (its=103)5996330796962.01 <= 65.07 <= 68.0033.00 <= 35.96 <= 39.046.5012.00
47UCT (its=200)54118027899960.13 <= 63.16 <= 66.1031.26 <= 34.13 <= 37.1318.0215.08
57UCT (its=518)47630916895363.10 <= 66.16 <= 69.0935.22 <= 38.25 <= 41.3732.4218.06
67UCT (its=1344)395472133100060.06 <= 63.10 <= 66.0439.47 <= 42.50 <= 45.5947.2020.03
78UCT (its=3835)3196235499660.26 <= 63.30 <= 66.2449.86 <= 52.96 <= 56.0462.5523.13
85UCT (its=7474)39846510396662.21 <= 65.27 <= 68.2161.37 <= 64.44 <= 67.4048.1425.66
115UCT (its=130411)500261239100060.01 <= 63.05 <= 65.9960.01 <= 63.05 <= 65.9926.1022.85
116
UCT (its=143452)
369
0
370
739
46.34 <= 49.93 <= 53.53
46.34 <= 49.93 <= 53.53
0.00
18.37
117
UCT (its=143452)
369
0
370
739
46.34 <= 49.93 <= 53.53
46.34 <= 49.93 <= 53.53
0.00
18.55

Chessline (QNB)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)616303249700.6200 <= 0.6505 <= 0.679950.213.0946.7011.74
4UCT (its=5)62853039360.6429 <= 0.6736 <= 0.702954.590.5344.879.18
8UCT (its=9)63103649950.6038 <= 0.6342 <= 0.663555.380.0044.627.78
19UCT (its=20)63013389690.6201 <= 0.6507 <= 0.680063.570.1036.336.97
30UCT (its=40)62943309630.6247 <= 0.6552 <= 0.684662.100.4237.497.24
36UCT (its=70)615313169620.6248 <= 0.6554 <= 0.684859.363.2237.429.03
42UCT (its=124)582983199990.6013 <= 0.6316 <= 0.661045.959.8144.2411.70
49UCT (its=242)5361892739980.6014 <= 0.6318 <= 0.661137.8818.9443.1914.04
57UCT (its=518)4812992099890.6071 <= 0.6375 <= 0.666931.8530.2337.9216.39
66UCT (its=1222)372517819700.6194 <= 0.6500 <= 0.679425.1553.3021.5520.82
76UCT (its=3170)340581629830.6109 <= 0.6414 <= 0.670834.1859.106.7122.50
113UCT (its=107777)47231721110000.6001 <= 0.6305 <= 0.659968.2031.700.1018.11
114
UCT (its=107777)
336
85
328
749
0.4696 <= 0.5053 <= 0.5410
88.65
11.35
0.00
14.32

Chessline (RBN)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)613352949420.6386 <= 0.6693 <= 0.698651.493.7244.8011.88
4UCT (its=5)62773559890.6071 <= 0.6375 <= 0.666953.290.7146.019.36
10UCT (its=11)63013279580.6275 <= 0.6581 <= 0.687558.250.1041.657.70
21UCT (its=22)63023659970.6025 <= 0.6329 <= 0.662364.490.2035.316.98
32UCT (its=48)624133529890.6071 <= 0.6375 <= 0.666958.851.3139.847.91
38UCT (its=85)612373489970.6020 <= 0.6324 <= 0.661853.363.7142.939.68
45UCT (its=165)589832899610.6255 <= 0.6561 <= 0.685441.738.6449.6412.03
55UCT (its=428)5521572699780.6142 <= 0.6447 <= 0.674136.6116.0547.3413.94
63UCT (its=918)5421782479670.6220 <= 0.6525 <= 0.681934.6418.4146.9515.26
70UCT (its=1789)5242142439810.6127 <= 0.6432 <= 0.672634.9621.8143.2216.91
74UCT (its=2619)5172272139570.6282 <= 0.6588 <= 0.688247.4423.7228.8417.69
79UCT (its=4219)4922782049740.6173 <= 0.6478 <= 0.677259.1428.5412.3217.77
107UCT (its=60837)5311992669960.6026 <= 0.6330 <= 0.662476.7119.983.3117.24
115
UCT (its=130411)
377
23
359
759
0.4763 <= 0.5119 <= 0.5473
96.97
3.03
0.00
18.60
116
UCT (its=130411)
366
6
367
739
0.4634 <= 0.4993 <= 0.5353
99.19
0.81
0.00
17.71

Chessline (KQR)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63103319620.6253 <= 0.6559 <= 0.685351.140.0048.8611.65
6UCT (its=7)63103469770.6153 <= 0.6459 <= 0.675255.890.0044.118.87
11UCT (its=12)63103599900.6069 <= 0.6374 <= 0.666762.830.0037.177.23
21UCT (its=22)63103639940.6044 <= 0.6348 <= 0.664266.600.0033.406.54
31UCT (its=43)63103599900.6069 <= 0.6374 <= 0.666765.050.0034.956.78
35UCT (its=64)63103299600.6267 <= 0.6573 <= 0.686661.980.0038.028.13
39UCT (its=93)63103179480.6350 <= 0.6656 <= 0.694958.120.0041.8811.92
44UCT (its=150)62853079400.6401 <= 0.6707 <= 0.700052.230.5347.2318.82
49UCT (its=242)5731162899780.6147 <= 0.6452 <= 0.674642.6411.8645.5033.60
55UCT (its=428)4852912129880.6077 <= 0.6382 <= 0.667531.9829.4538.5648.54
60UCT (its=690)3745131119980.6014 <= 0.6318 <= 0.661123.8551.4024.7566.04
68UCT (its=1479)299663199810.6122 <= 0.6427 <= 0.672115.4967.5816.9279.48
71
UCT (its=1968)
46
929
25
1000
0.4795 <= 0.5105 <= 0.5414
3.00
92.90
4.10
94.45
72
UCT (its=1968)
30
952
18
1000
0.4750 <= 0.5060 <= 0.5369
2.20
95.20
2.60
96.11

Search for levels ended. Close to theoretical value: draw.

Chessline (QRN)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103299600.6267 <= 0.6573 <= 0.686651.350.0048.6512.37
5UCT (its=6)63103019320.6463 <= 0.6770 <= 0.706355.260.0044.749.08
11UCT (its=12)63103499800.6134 <= 0.6439 <= 0.673261.330.0038.677.47
20UCT (its=21)63103679980.6019 <= 0.6323 <= 0.661663.330.0036.676.81
30UCT (its=40)63103659960.6031 <= 0.6335 <= 0.662964.560.0035.447.00
35UCT (its=64)63103609910.6063 <= 0.6367 <= 0.666162.460.0037.548.44
40UCT (its=103)63103229530.6315 <= 0.6621 <= 0.691456.660.0043.3411.63
44UCT (its=150)62943639960.6031 <= 0.6335 <= 0.662952.110.4047.4915.09
49UCT (its=242)618262809240.6522 <= 0.6829 <= 0.712151.302.8145.8921.20
55UCT (its=428)5541532649710.6188 <= 0.6493 <= 0.678752.5215.7631.7233.96
66UCT (its=1222)5112402359860.6095 <= 0.6400 <= 0.669358.6224.3417.0440.80
82
UCT (its=5615)
418
250
303
971
0.5278 <= 0.5592 <= 0.5902
72.91
25.75
1.34
45.85
83
UCT (its=5615)
441
110
449
1000
0.4651 <= 0.4960 <= 0.5269
89.00
11.00
0.00
29.03

Search for levels ended. Close to theoretical value: player 1 wins.

Chessline (QRB)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63103229530.6315 <= 0.6621 <= 0.691451.630.0048.3711.84
5UCT (its=6)63103609910.6063 <= 0.6367 <= 0.666152.170.0047.839.50
11UCT (its=12)63103619920.6057 <= 0.6361 <= 0.665559.580.0040.427.38
22UCT (its=23)63103539840.6108 <= 0.6413 <= 0.670663.110.0036.896.92
30UCT (its=40)63103599900.6069 <= 0.6374 <= 0.666766.670.0033.336.93
35UCT (its=64)63102979280.6493 <= 0.6800 <= 0.709265.190.0034.818.66
40UCT (its=103)62933099410.6394 <= 0.6700 <= 0.699354.620.3245.0612.43
46UCT (its=182)622172769150.6583 <= 0.6891 <= 0.718250.161.8647.9817.68
51UCT (its=293)610423299810.6127 <= 0.6432 <= 0.672645.974.2849.7525.84
56UCT (its=471)5501612869970.6020 <= 0.6324 <= 0.661838.0116.1545.8437.58
62UCT (its=835)4783052049870.6084 <= 0.6388 <= 0.668231.3130.9037.7947.22
68UCT (its=1479)4743141829700.6200 <= 0.6505 <= 0.679935.6732.3731.9648.79
76
UCT (its=3170)
415
345
225
985
0.5655 <= 0.5964 <= 0.6267
46.90
35.03
18.07
50.40
77
UCT (its=3170)
359
279
362
1000
0.4676 <= 0.4985 <= 0.5294
62.90
27.90
9.20
45.61

Search for levels ended: time limit reached.

Chessline (KBN)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63103489790.6140 <= 0.6445 <= 0.673956.280.0043.7212.66
4UCT (its=5)63103329630.6247 <= 0.6552 <= 0.684653.060.0046.949.48
9UCT (its=10)63103259560.6294 <= 0.6600 <= 0.689455.960.0044.048.35
20UCT (its=21)63103459760.6160 <= 0.6465 <= 0.675963.010.0036.997.30
31UCT (its=43)63103559860.6095 <= 0.6400 <= 0.669359.840.0040.167.73
37UCT (its=77)63023469780.6147 <= 0.6452 <= 0.674657.160.2042.649.51
43UCT (its=136)625113319670.6214 <= 0.6520 <= 0.681447.881.1450.9812.60
51UCT (its=293)608453109630.6241 <= 0.6547 <= 0.684144.344.6750.9917.33
59UCT (its=627)600612879480.6344 <= 0.6651 <= 0.694442.836.4350.7421.37
66UCT (its=1222)5741142679550.6301 <= 0.6607 <= 0.690145.5511.9442.5129.74
70UCT (its=1789)5731152919790.6135 <= 0.6440 <= 0.673452.8111.7535.4433.50
74UCT (its=2619)5741133039900.6064 <= 0.6369 <= 0.666253.7411.4134.8536.47
79UCT (its=4219)5521572629710.6188 <= 0.6493 <= 0.678758.7016.1725.1339.58
80
UCT (its=4641)
386
250
364
1000
0.4800 <= 0.5110 <= 0.5419
59.40
25.00
15.60
44.06
81
UCT (its=4641)
380
239
381
1000
0.4686 <= 0.4995 <= 0.5304
63.80
23.90
12.30
41.44

Search for levels ended: time limit reached.

Chessline (KRN)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63102719020.6688 <= 0.6996 <= 0.728654.100.0045.9011.99
5UCT (its=6)63103519820.6121 <= 0.6426 <= 0.671956.420.0043.589.38
11UCT (its=12)63103559860.6095 <= 0.6400 <= 0.669362.470.0037.537.63
23UCT (its=24)63103629930.6050 <= 0.6354 <= 0.664863.240.0036.767.02
31UCT (its=43)63103639940.6044 <= 0.6348 <= 0.664266.400.0033.607.30
36UCT (its=70)63103359660.6226 <= 0.6532 <= 0.682659.420.0040.589.45
42UCT (its=124)62943199520.6322 <= 0.6628 <= 0.692153.780.4245.8011.90
48UCT (its=220)624133579940.6039 <= 0.6343 <= 0.663750.911.3147.7915.57
54UCT (its=389)600623089700.6200 <= 0.6505 <= 0.679953.406.3940.2121.01
65UCT (its=1111)5511592499590.6268 <= 0.6575 <= 0.686847.3416.5836.0830.71
77UCT (its=3487)4842932119880.6077 <= 0.6382 <= 0.667543.0229.6627.3339.29
83
UCT (its=6177)
291
568
141
1000
0.5441 <= 0.5750 <= 0.6053
34.90
56.80
8.30
62.15
84
UCT (its=6177)
144
703
153
1000
0.4646 <= 0.4955 <= 0.5264
29.40
70.30
0.30
74.05

Search for levels ended: time limit reached.

Chessline (KRB)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63013449750.6161 <= 0.6467 <= 0.676053.440.1046.4612.98
4UCT (its=5)63103229530.6315 <= 0.6621 <= 0.691454.140.0045.8610.08
8UCT (its=9)63103689990.6013 <= 0.6316 <= 0.661055.960.0044.048.21
17UCT (its=18)63103559860.6095 <= 0.6400 <= 0.669361.050.0038.957.10
30UCT (its=40)63103119420.6392 <= 0.6699 <= 0.699163.690.0036.317.27
35UCT (its=64)63103359660.6226 <= 0.6532 <= 0.682662.940.0037.069.13
40UCT (its=103)62853579900.6064 <= 0.6369 <= 0.666252.320.5147.1713.50
46UCT (its=182)623163549930.6050 <= 0.6354 <= 0.664845.921.6152.4718.54
53UCT (its=354)618263339770.6153 <= 0.6459 <= 0.675242.482.6654.8621.55
60UCT (its=690)614333329790.6135 <= 0.6440 <= 0.673440.353.3756.2822.04
65UCT (its=1111)607473089620.6248 <= 0.6554 <= 0.684840.234.8954.8924.01
70UCT (its=1789)598663209840.6108 <= 0.6413 <= 0.670647.156.7146.1428.17
77UCT (its=3487)613363299780.6147 <= 0.6452 <= 0.674660.123.6836.2028.03
82
UCT (its=5615)
613
15
372
1000
0.5900 <= 0.6205 <= 0.6501
80.30
1.50
18.20
28.29
83
UCT (its=5615)
482
12
506
1000
0.4571 <= 0.4880 <= 0.5190
91.60
1.20
7.20
28.60

Search for levels ended. Close to theoretical value: player 1 wins.

Chessline (KQN)

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63013409710.6188 <= 0.6493 <= 0.678753.550.1046.3412.26
4UCT (its=5)63103349650.6233 <= 0.6539 <= 0.683253.260.0046.749.60
8UCT (its=9)63103179480.6350 <= 0.6656 <= 0.694955.380.0044.627.94
14UCT (its=15)63103679980.6019 <= 0.6323 <= 0.661662.930.0037.077.07
27UCT (its=30)63103329630.6247 <= 0.6552 <= 0.684665.520.0034.486.65
32UCT (its=48)63103639940.6044 <= 0.6348 <= 0.664264.590.0035.417.30
37UCT (its=77)63103399700.6200 <= 0.6505 <= 0.679961.240.0038.768.93
42UCT (its=124)63103639940.6044 <= 0.6348 <= 0.664255.940.0044.0610.96
48UCT (its=220)62933269580.6275 <= 0.6581 <= 0.687555.010.3144.6813.16
54UCT (its=389)610422819330.6456 <= 0.6763 <= 0.705653.594.5041.9119.52
62UCT (its=835)5681252929850.6096 <= 0.6401 <= 0.669565.7912.6921.5226.09
89
UCT (its=10942)
538
157
305
1000
0.5860 <= 0.6165 <= 0.6461
78.90
15.70
5.40
31.63
90
UCT (its=10942)
466
77
457
1000
0.4736 <= 0.5045 <= 0.5354
92.30
7.70
0.00
27.00

Search for levels ended. Close to theoretical value: player 1 wins.

Proteus

BGG Page

This is a game with shifting rules; including goal and movement!

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)4473681249390.6413 <= 0.6720 <= 0.701330.4639.1930.3524.24
7UCT (its=8)5491642729850.6102 <= 0.6406 <= 0.670042.1316.6541.2222.53
14UCT (its=15)599642929550.6301 <= 0.6607 <= 0.690145.976.7047.3320.78
24UCT (its=25)621193309700.6194 <= 0.6500 <= 0.679448.041.9650.0018.92
38UCT (its=39)622183599990.6013 <= 0.6316 <= 0.661048.251.8049.9518.66
82UCT (its=98)611403339840.6108 <= 0.6413 <= 0.670643.804.0752.1318.97
88UCT (its=174)587873209940.6039 <= 0.6343 <= 0.663742.058.7549.2019.85
94UCT (its=308)5551522699760.6160 <= 0.6465 <= 0.675938.4215.5746.0020.45
103UCT (its=725)5042541969540.6308 <= 0.6614 <= 0.690831.9726.6241.4021.30
115UCT (its=2276)4543531679740.6168 <= 0.6473 <= 0.676726.4936.2437.2722.56
125UCT (its=5904)4204211509910.6058 <= 0.6362 <= 0.665625.1342.4832.3923.37
137UCT (its=18530)4004611269870.6084 <= 0.6388 <= 0.668224.4246.7128.8823.87
138
UCT (its=20383)
251
501
248
1000
0.4706 <= 0.5015 <= 0.5324
18.20
50.10
31.70
24.05
139
UCT (its=20383)
248
501
251
1000
0.4676 <= 0.4985 <= 0.5294
20.10
50.10
29.80
24.18

Search for levels ended: time limit reached.

BGG Page

A slightly larger make-a-pattern game.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
3UCT (its=4)320621499900.6064 <= 0.6369 <= 0.666218.8962.7318.3825.87
9UCT (its=10)4393831469680.6208 <= 0.6513 <= 0.680731.3039.5729.1323.77
18UCT (its=23)5341942499770.6153 <= 0.6459 <= 0.675239.2019.8640.9420.38
29UCT (its=67)5601422889900.6069 <= 0.6374 <= 0.666744.4414.3441.2119.44
36UCT (its=130)5252121869230.6529 <= 0.6836 <= 0.712839.5422.9737.4920.48
45UCT (its=307)3994641309930.6050 <= 0.6354 <= 0.664828.5046.7324.7723.46
80UCT (its=8615)292677289970.6020 <= 0.6324 <= 0.661816.0567.9016.0525.63
86
UCT (its=15263)
22
973
5
1000
0.4775 <= 0.5085 <= 0.5394
1.20
97.30
1.50
29.66
87
UCT (its=15263)
3
991
6
1000
0.4676 <= 0.4985 <= 0.5294
0.40
99.10
0.50
29.92

Search for levels ended. Close to theoretical value: draw.

One Eyed Go (1.0 komi)

Go, but without the suicide rule.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)602583259850.6102 <= 0.6406 <= 0.670047.315.8946.8011.31
4UCT (its=5)5781052979800.6129 <= 0.6434 <= 0.672749.9010.7139.3911.61
11UCT (its=12)5331962169450.6371 <= 0.6677 <= 0.697042.0120.7437.2511.30
19UCT (its=26)4862892009750.6161 <= 0.6467 <= 0.676039.6929.6430.6711.13
32UCT (its=90)3535569110000.6006 <= 0.6310 <= 0.660424.3055.6020.1010.37
53
UCT (its=663)
66
917
17
1000
0.4935 <= 0.5245 <= 0.5553
5.00
91.70
3.30
9.19
54
UCT (its=663)
7
980
13
1000
0.4661 <= 0.4970 <= 0.5279
2.00
98.00
0.00
9.07

Search for levels ended. Close to theoretical value: draw.

Claustrophobia (7 Spots)

Each connection between spaces can only be used once, resulting in a gradually shrinking board.

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63102348650.6989 <= 0.7295 <= 0.758054.340.0045.6618.92
4UCT (its=5)63103479780.6147 <= 0.6452 <= 0.674652.560.0047.4418.75
14UCT (its=14)63103349650.6233 <= 0.6539 <= 0.683258.450.0041.5518.71
23UCT (its=33)63103069370.6427 <= 0.6734 <= 0.702759.980.0040.0218.79
32UCT (its=79)63103689990.6013 <= 0.6316 <= 0.661063.960.0036.0419.04
43UCT (its=224)63103519820.6121 <= 0.6426 <= 0.671966.190.0033.8119.11
52UCT (its=529)631036910000.6006 <= 0.6310 <= 0.660469.500.0030.5019.12
62UCT (its=1373)63103439740.6173 <= 0.6478 <= 0.677270.230.0029.7719.12
72UCT (its=3560)63103609910.6063 <= 0.6367 <= 0.666175.980.0024.0219.22
82UCT (its=9234)63103629930.6050 <= 0.6354 <= 0.664881.970.0018.0319.11
83
UCT (its=10157)
519
0
481
1000
0.4880 <= 0.5190 <= 0.5498
93.10
0.00
6.90
19.05
84
UCT (its=10157)
507
0
493
1000
0.4760 <= 0.5070 <= 0.5379
92.70
0.00
7.30
19.26

Search for levels ended. Close to theoretical value: player 1 wins.

Dodo (Size 3)

Race to stalemate yourself!

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
1UCT (its=2)63102598900.6783 <= 0.7090 <= 0.737954.830.0045.1736.99
3UCT (its=4)63103669970.6025 <= 0.6329 <= 0.662355.770.0044.2337.04
7UCT (its=8)63103659960.6031 <= 0.6335 <= 0.662953.920.0046.0837.96
14UCT (its=16)63103219520.6322 <= 0.6628 <= 0.692153.890.0046.1138.02
21UCT (its=31)63103649950.6038 <= 0.6342 <= 0.663556.180.0043.8238.00
28UCT (its=61)63103659960.6031 <= 0.6335 <= 0.662952.510.0047.4938.87
34UCT (its=107)63103629930.6050 <= 0.6354 <= 0.664855.190.0044.8138.93
41UCT (its=209)63103589890.6076 <= 0.6380 <= 0.667456.620.0043.3839.90
47UCT (its=370)63103659960.6031 <= 0.6335 <= 0.662952.710.0047.2940.22
53UCT (its=656)63103309610.6260 <= 0.6566 <= 0.686053.070.0046.9341.17
61UCT (its=1406)631036910000.6006 <= 0.6310 <= 0.660452.300.0047.7041.38
69UCT (its=3014)63103439740.6173 <= 0.6478 <= 0.677253.180.0046.8241.32
70
UCT (its=3014)
490
0
510
1000
0.4591 <= 0.4900 <= 0.5210
54.40
0.00
45.60
41.44

Search for levels ended: time limit reached.