Build the highest stack in your goal.
Generated at 07/08/2021, 10:22 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!
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.
You may move grey pieces with your stacks; empty spaces are no longer counted when moving.
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!
General comments:
Play: Combinatorial
Family: Combinatorial 2017
Mechanism(s): Race,Movement
BGG Entry | 27 |
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BGG Rating | 6.74667 |
#Voters | 60 |
SD | 0.997742 |
BGG Weight | 2.6 |
#Voters | 5 |
Year | 2017 |
User | Rating | Comment |
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sagi | 7 | A 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. |
mrraow | 7 | An 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! |
gidorah | 7 | |
kathuna | 7 | |
bayspiel | N/A | 18.03.01.03 |
Master Thomas | 8 | |
branstonoriginal | 5 | |
Macinbond | 7 | |
superbini | 7 | |
Observer9 | 7 | |
Arara | 6.5 | Generally I don‘t like abstract games. But this is really a nice one. |
Zeppi | 6 | |
Michiel | 7 | Simple abstract game, takes a couple of plays to master. |
Michazhn | N/A | Homemade version! |
rayzg | 6.5 | Impressively 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 Robino | 8 | |
Celtic Joker | 5 | |
Stephan Valkyser | 7.3 | Quick abstract with very straight-forward action. |
Ninjastar | 7 | |
schwarzspecht | 7 | |
at010 | 7 | |
vazkez_javi | 8 | |
Handballer | 6 | |
Mal17 | 7.5 | |
Dada77 | 7 | |
stambi1 | 6 | |
gevati | 7 | |
Wentu | 7.2 | like 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_Davidus | 8 | |
Magdeburger | 7 | |
Brettspielduett | 7 | |
vilvoh | 6 | |
yencool | 8 | |
Venom71 | 6.7 | |
ziph4 | 8 | This 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! |
cherokeee | 8 | |
Pfahrer | 8 | |
AbstractStrategy | 8 | Great 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 Wizard | N/A | DIY |
shotokanguy | 5 | Ok abstract filler if you’ve got poker chips handy. Mainly a counting game. I suppose it could be solved pretty easily with a computer. |
ryoga121 | 5 | Juego simple de estrategia, abstracto. Mejor un P&P |
grasa_total | 5 | In 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. |
russ | 6 | 27 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. |
ecoboardgeek123 | 5.1 | DIY |
davilde | 7 | Simple, rapide, tendu |
Myszak | 9 | Home-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 |
Lecaro | 6 | |
KingKobra | 7 | |
lucabellu | 6 | |
montsegur | 6 | |
cactusse | 7 | |
kawdjer | 6 | |
Reuner | 6 | |
Kaffedrake | 4 | Tactical 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. |
sebastian85 | 7 | |
warta | 6 | |
Camponotus | 5 | |
dtivadar | N/A | ESSEN 2017 |
bluebee2 | 7 | PnP. Used Reversi pieces and wooden disks from Agricola |
Pedrator | 8 | Clever 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! |
Klausi300 | 7 | 7 |
captncavern | 7 | |
kadus | 7 | |
AndrePOR | N/A | Print & Play Edition |
pezpimp | 8 | What 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. |
Size (bytes) | 24242 |
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Reference Size | 10293 |
Ratio | 2.36 |
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.
Playouts per second | 100922.43 (9.91µs/playout) |
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Reference Size | 608753.88 (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.
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]
Label | Its/s | SD | Nodes/s | SD | Game length | SD |
---|---|---|---|---|---|---|
Random playout | 338,834 | 3,801 | 8,047,651 | 90,500 | 24 | 4 |
search.UCT | 332,694 | 31,200 | 32 | 6 |
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: White win % | 56.15±3.09 | Includes draws = 50% |
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2: Black win % | 43.85±3.05 | Includes draws = 50% |
Draw % | 15.10 | Percentage of games where all players draw. |
Decisive % | 84.90 | 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) | 593 | 76 | 253 | 922 | 0.6537 <= 0.6844 <= 0.7136 | 47.61 | 8.24 | 44.14 | 23.94 |
4 | UCT (its=5) | 593 | 75 | 304 | 972 | 0.6181 <= 0.6487 <= 0.6780 | 46.30 | 7.72 | 45.99 | 23.72 |
9 | UCT (its=24) | 602 | 58 | 197 | 857 | 0.7058 <= 0.7363 <= 0.7647 | 45.04 | 6.77 | 48.19 | 24.36 |
10 | UCT (its=67) | 600 | 62 | 280 | 942 | 0.6392 <= 0.6699 <= 0.6991 | 44.06 | 6.58 | 49.36 | 24.87 |
11 | UCT (its=181) | 597 | 68 | 326 | 991 | 0.6063 <= 0.6367 <= 0.6661 | 44.20 | 6.86 | 48.94 | 25.26 |
12 | UCT (its=491) | 600 | 62 | 304 | 966 | 0.6226 <= 0.6532 <= 0.6826 | 41.61 | 6.42 | 51.97 | 26.13 |
13 | UCT (its=1336) | 607 | 47 | 282 | 936 | 0.6429 <= 0.6736 <= 0.7029 | 41.03 | 5.02 | 53.95 | 26.95 |
14 | UCT (its=3631) | 599 | 63 | 269 | 931 | 0.6465 <= 0.6772 <= 0.7065 | 39.42 | 6.77 | 53.81 | 28.57 |
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.
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 | 21.62 | |
---|---|---|
Branching factor | 4.91 |   |
Complexity | 10^11.07 | Based on game length and branching factor |
Samples | 1000 | Quantity of logged games played |
Board Size | 9 | Quantity of distinct board cells |
---|---|---|
Distinct actions | 490 | Quantity of distinct moves (e.g. "e4") regardless of position in game tree |
Killer moves | 14 | A '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 moves | 77 | A good move is selected by the AI more than the average |
Bad moves | 412 | A bad move is selected by the AI less than the average |
Terrible moves | 178 | A 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. |
Samples | 1000 | Quantity of logged games played |
A mean of 77.45% of board locations were used per game.
Colour and size show the frequency of visits.
Game length frequencies.
Mean | 29.27 |
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Mode | [27, 32] |
Median | 17.0 |
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 20% of the game turns. Ai Ai found 8 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 | 36.27 | 37.75 | 34.69 |
Mean no. of effective moves | 1.62 | 2.00 | 1.21 |
Effective game space | 10^4.96 | 10^3.46 | 10^1.51 |
Mean % of good moves | 9.38 | 10.51 | 8.17 |
Mean no. of good moves | 0.76 | 0.93 | 0.57 |
Good move game space | 10^2.08 | 10^1.78 | 10^0.30 |
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.
Measure | Value | Description |
---|---|---|
Hot turns | 68.97% | A hot turn is one where making a move is better than doing nothing. |
Momentum | 3.45% | % of turns where a player improved their score. |
Correction | 24.14% | % of turns where the score headed back towards equality. |
Depth | 8.30% | Difference in evaluation between a short and long search. |
Drama | 0.00% | How much the winner was behind before their final victory. |
Foulup Factor | 27.59% | Moves that looked better than the best move after a short search. |
Surprising turns | 13.79% | Turns that looked bad after a short search, but good after a long one. |
Last lead change | 41.38% | Distance through game when the lead changed for the last time. |
Decisiveness | 51.72% | 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.)
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 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
1 | 9 | 90 | 819 | 7380 | 66429 | 569694 | 4472091 | 33918534 |
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.
No solutions found to depth 8.
Puzzle | Solution |
---|---|
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.