Algorithmic Squava Players
I have four algorithms in my second attempt at writing algorithmic “players” for the game of Squava:
- Alpha-beta minimaxing
- Alpha-beta minimaxing with a better static evaluation function
- Monte Carlo Tree Search
- Monte Carlo Tree Search with UCT child selection
At this point, all but plain MCTS (#3 above) regularly beat me. How do my programmatic squava players do against each other?
Algorithmic players Elo ratings
I ran a round-robin tournament to find out which player is best. Four “players”, each one as player 1 and as player 2, to determine if there’s a first-player-advantage. 16 match-ups, 400 games in each match-up, for 6400 games total.
Most Games Won
Ignoring match-ups where the first and second players are the same, there’s 4800 total games. Here’s who won the most games:
Player | Games won |
---|---|
MCTS/UCB1 | 1648 |
A/B+Avoid | 1506 |
AlphaBeta | 1273 |
MCTS/Plain | 373 |
I agree with this ranking. MCTS/UCB1 is the best player, Alpha-Beta minimaxing with the better static valuation function is almost as good. Plain MCTS is easily the worst of the four players.
I think the Alpha-beta minimaxing players aren’t as good because I haven’t discovered the best static valuation function. Additionally, I limited the number of moves an Alpha-beta player looks ahead at the beginning of the game. There’s so many response moves at the beginning of the game that a large look ahead takes a very long time. For the first 4 moves, I limit the look ahead to 8 further moves. Between 5 and 10 moves into the game, I limit look ahead to 10, and after 10 moves into the game, look ahead limited to 12 further moves. Alpha-beta minimaxing players absolutely do not look ahead to the end of the game until maybe the 8th move of a game. When playing against an Alpha-beta minimaxing player, humans will notice a large increase in computer computation time at the 5th move.
More nuanced view
First | Second | First wins | Second wins | Mean moves | Median moves | Min | Max | |
---|---|---|---|---|---|---|---|---|
A | A | 189 | 211 | 19.52 | 21 | 13 | 24 | |
A | G | 146 | 254 | 19.48 | 20 | 13 | 24 | |
A | M | 344 | 56 | 14.18 | 13 | 7 | 25 | |
A | U | 207 | 193 | 17.59 | 19 | 9 | 25 | |
G | A | 239 | 161 | 19.13 | 21 | 11 | 24 | |
G | G | 195 | 205 | 19.30 | 21 | 12 | 24 | |
G | M | 358 | 42 | 13.85 | 13 | 7 | 25 | |
G | U | 213 | 187 | 17.63 | 18.5 | 9 | 25 | |
M | A | 93 | 307 | 15.60 | 14 | 8 | 24 | |
M | G | 82 | 318 | 15.15 | 14 | 8 | 24 | |
M | M | 274 | 126 | 12.21 | 11 | 7 | 24 | |
M | U | 79 | 321 | 14.65 | 14 | 8 | 24 | |
U | A | 292 | 108 | 17.77 | 18 | 10 | 24 | |
U | G | 276 | 124 | 18.61 | 19 | 10 | 24 | |
U | M | 379 | 21 | 11.99 | 11 | 7 | 24 | |
U | U | 188 | 212 | 17.34 | 19 | 11 | 23 |
- A: Alpha-beta minimaxing
- G: Alpha-beta minimaxing with a somewhat better static evaluation function
- M: Monte Carlo Tree Search
- U: Monte Carlo Tree Search with UCT child node selection
Comparing self-competing players
I consider the A-A, G-G and U-U lines in the table above to be 50-50. The M-M line is not Why isn’t the M vs M competition 50:50?
Plain Monte Carlo Tree Search does only a single playout per new child node. It’s common for it to find a single losing playout on a child node that if examined further, would end up as a good move. The MCTS algorithm doesn’t allow further exploration of consequences of a move that it (randomly!) finds a loss for. It ends up picking some bad moves. I think this explains why plain Monte Carlo Tree Search scores the worst in every match-up. Monte Carlo Tree Search with UCT child selection remedies this by giving a higher score (for search) to some moves that have relatively unexplored consequences.
Does first or second player have an advantage?
Player | wins moving 1st | wins moving 2nd |
---|---|---|
MCTS/UCB1 | 947 | 701 |
A/B+Avoid | 810 | 696 |
AlphaBeta | 697 | 576 |
MCTS/Plain | 254 | 119 |
Looks like maybe the first player has an advantage, although that advantage isn’t overwhelming.
The lines for A-A, G-G, M-A and M-G in the “More Nuanced View” table above could fool you into thinking that the Alpha-beta minimaxing algorithms have a second player advantage. I don’t think that’s true, I believe the scores are an artifact of randomness for the A-A and G-G cases, and the fact that plain MCTS is the worst player for the M-A and M-G cases.
Do players win outright, or force the other player to lose?
Squava the game has outright wins (getting 4-in-a-row) and outright losses (getting 3-in-a-row, without 4-in-a-row). Do players win outright or force the other player into a loss?
First | Second | First won | Second lost | Second won | First lost |
---|---|---|---|---|---|
U | A | 157 | 135 | 94 | 14 |
U | G | 103 | 173 | 95 | 29 |
U | M | 359 | 20 | 13 | 8 |
G | A | 153 | 86 | 31 | 130 |
G | M | 351 | 7 | 2 | 40 |
G | U | 208 | 5 | 16 | 171 |
A | G | 95 | 51 | 72 | 182 |
A | M | 338 | 6 | 1 | 55 |
A | U | 203 | 4 | 20 | 173 |
M | A | 38 | 55 | 283 | 24 |
M | G | 38 | 44 | 296 | 22 |
M | U | 41 | 38 | 286 | 35 |
Looks like the Alpha-beta minimaxing players tend to win outright, while the MCTS/UCB1 player mixes up wins and forcing losses. The plain MCTS player lets other players win outright. It kind of sucks.
Game length
Here’s a histogram of the length of games in my tournament.
13- and 21-move games predominate.
The first player won outright all of the 13-move games, but all 4 players won some 21-move games.
Of the 785 21-move games, the first player lost outright 705 games, while the first player won outright 80 games. The vast bulk of the 21-move games ended up with the players avoiding 3-in-a-row outright losses.
My thought is that 13-move games are about the practical limit of getting an outright win by setting up an outright loss if the losing player were to block the win. 21-move games are the practical limit of avoiding-a-loss end games.
The plot above shows that Squava does have openings, a middle game, and an end game. Before the 18th move of a game, it’s almost impossible to force an outright loss. If you force a loss on your opponent on move 16 or 17, you’re very wily. Between moves 17 and 20, you can win by outright getting 4-in-a-row, or by cleverly forcing a 3-in-a-row loss on your opponent. After the 21st move, it’s difficult to win, you have to avoid outright losses. An end game begins at about the 21st move.
7 move games
My tournament included 63, 7-move games, the Squava equivalent of chess’ Fool’s Mate. All 64 7-move games were won outright by the first player (of course). The first player was all 4 of the algorithms. The second player was always plain ol’ MCTS. This is more an illustration of plain MCTS lucking into ways to not make obvious blocks than anything else.
25 move games
There’s 25 slots for player’s to fill in on a Squava board. The maximum game length is 25 moves. 21, 25-move games appear in the tournament results, but only 5 unique final boards exist after considering rotations and mirroring. The first player loses all of these games outright, with a forced 3-in-a-row. All of the 25-move games have an Alpha-beta minimaxing player moving first, and an MCTS player moving second. There’s got to be something hidden in that, but I can’t figure it out.
Analysis of first moves
Here’s a count of all the opening moves made during the tournament, in the location in which they’re made:
0 1 2 3 4
0 133 190 127 189 132
1 157 478 187 503 196
2 118 175 1167 201 119
3 189 476 204 476 175
4 149 208 123 192 136
For all intents and purposes, the opening moves are symmetric with respect to reflections.
Folding them all together via reflections, I get this count:
0 1 2 3 4
0 550 779 250 0 0
1 717 1933 391 0 0
2 237 376 1167 0 0
3 0 0 0 0 0
4 0 0 0 0 0
I’m not surprised that 1,1 is the favorite opening move, but 2,2 is confounding. Peiyan Yang’s full game analysis has 2,0; 2,1; 2;2 and 0,2; 1,2 as winning moves for the second player.
The choice of 2,2 as an opening move is down almost exclusively to the MCTS with UCB1 player:
0 1 2 3 4
0 0 0 0 0 0
1 0 190 0 200 0
2 0 0 842 0 0
3 0 185 0 183 0
4 0 0 0 0 0
About half of the time MCTS/UCB1 chose 2,2 as an opening move. Notice the symmetry of it’s opening moves, I think this aligns with the MCTS/UCB1 code being correct. Of those 842 games with 2,2 opening moves, MCTS/UCB1 won outright 290 games, won by forcing a loss on 147 games, and lost 405 games. MCTS/UCB1 won just over half the games it opened with 2,2.
The most common response by far to a 1,1; 1,3; 3,1; or 3,3 opening move is 2,2.
The most common response to a 2,2 opening is one of 1,1; 1,3; 3,1 or 3,3.
Source Code
Github repo of source code for players used in this article.