Full Report for 27 by Laurent Escoffier

Full Report for 27 by Laurent Escoffier

Build the highest stack in your goal.

Generated at 07/08/2021, 10:22 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!

Standard game

Each turn, pick up part of a stack you control, and move it a distance equal exactly to the number of stacks you control.

The game ends when neither player can move.

The player with the highest stack in their goal is the winner.

Advanced game

You may move grey pieces with your stacks; empty spaces are no longer counted when moving.

Difficult game

You may move grey and red pieces with your stacks; empty spaces are no longer counted when moving.

Liner notes; the most interesting thing here was the board/piece representation. Usually, I pre-generate all of the piece graphics at the start of the game, but in theory here you could have a single piece of height 27, and a vast number of orderings of the coloured pieces in that stack! For that reason, I had to rewrite my display code to allow piece graphics to be created generically, something I have subsequently re-used elsewhere. Note to self, I should go back and use this for Tak as well!

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2017

Mechanism(s): Race,Movement

BGG Stats

BGG Entry27
BGG Rating6.74667
#Voters60
SD0.997742
BGG Weight2.6
#Voters5
Year2017

BGG Ratings and Comments

UserRatingComment
sagi7A great abstract game with minimalistic rules and components. It's very hard (for me at least) to think a couple of turns ahead, considering all the options. This leads to interesting decisions, evaluating how many discs of which tower to move.
mrraow7An interesting cage-fight, with pleasingly minimal components. Overall, I'm not sure how I feel about this. There are cold phases, where you must peel pieces off your stacks one at a time, and places where you can dash for the finish line. It bears some of the faults I associate with nim-family games, in that a position can go from opaque to solved over the course of a single move; but further play may allow for more complex strategy. Playable in Ai Ai. Liner notes; the most interesting thing here was the board/piece representation. Usually, I pre-generate all of the piece graphics at the start of the game, but in theory here you could have a single piece of height 27, and a vast number of orderings of the coloured pieces in that stack! For that reason, I had to rewrite my display code to allow piece graphics to be created generically, something I have subsequently re-used elsewhere. Note to self, I should go back and use this for Tak as well!
gidorah7
kathuna7
bayspielN/A18.03.01.03
Master Thomas8
branstonoriginal5
Macinbond7
superbini7
Observer97
Arara6.5Generally I don‘t like abstract games. But this is really a nice one.
Zeppi6
Michiel7Simple abstract game, takes a couple of plays to master.
MichazhnN/AHomemade version!
rayzg6.5Impressively minimalist game! But I think I'm not a big fan of abstracts where the number of pieces in a stack dictates exactly how many spots it can move. These games compel players to plan their moves ahead more carefully and precisely. Actually, I think I just don't like counting spaces ...
Paolo Robino8
Celtic Joker5
Stephan Valkyser7.3Quick abstract with very straight-forward action.
Ninjastar7
schwarzspecht7
at0107
vazkez_javi8
Handballer6
Mal177.5
Dada777
stambi16
gevati7
Wentu7.2like its brother Nonaga, it is simple, fast and enjoyable but i i think it is easily solvable and shortlived. still, 7 for the nice machanics
Emperor_Davidus8
Magdeburger7
Brettspielduett7
vilvoh6
yencool8
Venom716.7
ziph48This is one of those abstract games that mankind "discovers" rather than "invents". A super simple and clean set of rules, but an amazing depth! A high one-more-game value!
cherokeee8
Pfahrer8
AbstractStrategy8Great game! A bit of a brain burner for people like myself who like that kind of thing. Not sure why ANYONE is giving this game a 'light' rating in terms of complexity. They're playing it wrong. Those people must just be randomly moving their counters without strategising with the hope they'll randomly win. This game is DEEP! The only thing I would suggest is that the wording in the rules needs to be made clearer. People are used to moving stacks by the number or counters in the stack NOT by the number of stacks. If you introduce an unusual mechanic then you have to word that very clearly otherwise people read any ambiguity to be what they are familiar with rather than what they are unfamiliar with. Like one of the questioners in the forum for this page I originally thought the game was useless because the first player (if he/she had a brain) would always win on the first move. This is untrue but that's not what I got from reading the rules. This needs to be changed to make the proper movement mechanic CLEAR. Love the the game though when played properly. AMAZING!
Little WizardN/ADIY
shotokanguy5Ok abstract filler if you’ve got poker chips handy. Mainly a counting game. I suppose it could be solved pretty easily with a computer.
ryoga1215Juego simple de estrategia, abstracto. Mejor un P&P
grasa_total5In my one game, there was a brief stare-down in the center board and then suddenly it was over, the big stacks having moved past each other. More interesting play would require holding more pieces back to threaten opponents arriving home, I think? I don't know if that's a good strategy, though.
russ627 is a simple one-dimensional game (which thus reminds me a bit of another one-dimensional game we played a few months earlier by Claude Leroy: Pantarei). You're trying to move your disks to the far end of the line. Each turn you can pick up part of one of your stacks and move it forward exactly as many spaces as the number of stacks you currently have. It's a nice quick sort of "filler" abstract.
ecoboardgeek1235.1DIY
davilde7Simple, rapide, tendu
Myszak9Home-made version. Big success with my most frequent opponents. Minimalized to 2x9 tokens = easy portable for pub tables = planks as areas;-). Top in its class, recommended. I wish there is some similar game playable at more players, too
Lecaro6
KingKobra7
lucabellu6
montsegur6
cactusse7
kawdjer6
Reuner6
Kaffedrake4Tactical stacking/crossing game with one-dimensional topology. Appears likely to break down into nim-like local situations like shooting discs at the same contested stack. The ability in the advanced game of messing with the board is a nice touch, but doesn't seem to fundamentally shake up the game.
sebastian857
warta6
Camponotus5
dtivadarN/AESSEN 2017
bluebee27PnP. Used Reversi pieces and wooden disks from Agricola
Pedrator8Clever little abstract game that you can take with you and play almost anywhere. I really like the compact size of this collection. After playing a few more times I really like it. It's clever, portable, fun. Excellent game that any abstract games fan should own. Fantastic!
Klausi30077
captncavern7
kadus7
AndrePORN/APrint & Play Edition
pezpimp8What a simple mechanic, simply move your tower towards your opponents starting tile by the number of stacks that you have. The goal is to get to the opponents starting space with the largest stack. You can split your pieces as you wish and whoever is on top controls the stack. It looks and sounds so simple but it is quite fun, a filler for two with the right amount of strategy. Quite enjoyed this one.

Kolomogorov Complexity Analysis

Size (bytes)24242
Reference Size10293
Ratio2.36

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 second100922.43 (9.91µs/playout)
Reference Size608753.88 (1.64µs/playout)
Ratio (low is good)6.03

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

Not enough data for an accurate prediction, or game does not support hashing

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 playout338,8343,8018,047,65190,500244
search.UCT332,69431,200326

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 %56.15±3.09Includes draws = 50%
2: Black win %43.85±3.05Includes draws = 50%
Draw %15.10Percentage of games where all players draw.
Decisive %84.90Percentage 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         
1UCT (its=2)593762539220.6537 <= 0.6844 <= 0.713647.618.2444.1423.94
4UCT (its=5)593753049720.6181 <= 0.6487 <= 0.678046.307.7245.9923.72
9UCT (its=24)602581978570.7058 <= 0.7363 <= 0.764745.046.7748.1924.36
10UCT (its=67)600622809420.6392 <= 0.6699 <= 0.699144.066.5849.3624.87
11UCT (its=181)597683269910.6063 <= 0.6367 <= 0.666144.206.8648.9425.26
12UCT (its=491)600623049660.6226 <= 0.6532 <= 0.682641.616.4251.9726.13
13UCT (its=1336)607472829360.6429 <= 0.6736 <= 0.702941.035.0253.9526.95
14UCT (its=3631)599632699310.6465 <= 0.6772 <= 0.706539.426.7753.8128.57
15
UCT (its=9870)
373
11
180
564
0.6313 <= 0.6711 <= 0.7086
38.30
1.95
59.75
30.88
16
UCT (its=9870)
494
20
486
1000
0.4731 <= 0.5040 <= 0.5349
28.30
2.00
69.70
32.42

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 length21.62 
Branching factor4.91 
Complexity10^11.07Based on game length and branching factor
Samples1000Quantity of logged games played

Move Classification

Board Size9Quantity of distinct board cells
Distinct actions490Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Killer moves14A 'killer' move is selected by the AI more than 50% of the time
Killers: d1-g1 x 9,h1-i1 x 8,a1-f1 x 3,b1-a1 x 5,g1-f1 x 1,e1-f1 x 10,d1-c1 x 5,d1-f1 x 13,c1-b1 x 4,e1-g1 x 12,g1-h1 x 6,e1-f1 x 1,f1-c1 x 10,d1-i1 x 2
Good moves77A good move is selected by the AI more than the average
Bad moves412A bad move is selected by the AI less than the average
Terrible moves178A terrible move is never selected by the AI
Too many terrible moves to list.
Response distance%51.02%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 77.45% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean29.27
Mode[27, 32]
Median17.0

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 20% of the game turns. Ai Ai found 8 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 2
Mean % of effective moves36.2737.7534.69
Mean no. of effective moves1.622.001.21
Effective game space10^4.9610^3.4610^1.51
Mean % of good moves9.3810.518.17
Mean no. of good moves0.760.930.57
Good move game space10^2.0810^1.7810^0.30

These figures were calculated over a single game.

An effective move is one with score 0.1 of the best move (including the best move). -1 (loss) <= score <= 1 (win)

A good move has a score > 0. Note that when there are no good moves, an multiplier of 1 is used for the game space calculation.

Quality Measures

MeasureValueDescription
Hot turns68.97%A hot turn is one where making a move is better than doing nothing.
Momentum3.45%% of turns where a player improved their score.
Correction24.14%% of turns where the score headed back towards equality.
Depth8.30%Difference in evaluation between a short and long search.
Drama0.00%How much the winner was behind before their final victory.
Foulup Factor27.59%Moves that looked better than the best move after a short search.
Surprising turns13.79%Turns that looked bad after a short search, but good after a long one.
Last lead change41.38%Distance through game when the lead changed for the last time.
Decisiveness51.72%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.)

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.

Positions Reachable at Depth (Includes Transpositions)

012345678
1990819738066429569694447209133918534

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.
Zobrist hashes are not available for this game, so transpositions are included in the counts.

Shortest Game(s)

No solutions found to depth 8.

Puzzles

PuzzleSolution

Black to win in 24 moves

White to win in 25 moves

Black to win in 31 moves

Black to win in 31 moves

Black to win in 31 moves

Black to win in 27 moves

White to win in 21 moves

Black to win in 29 moves

White to win in 21 moves

White to win in 31 moves

White to win in 17 moves

Black to win in 31 moves

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