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This page allows you to search for games which contain specific concepts associated with the concepts.
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1 Properties: General properties of the game.
1.1 Format: Format of the game.
1.1.1 Time: Time model.
    1.1.1.1 Discrete: Players move at discrete intervals.
    1.1.1.2 Realtime: Moves not discrete.
1.1.2 Turns: Player turns.
    1.1.2.1 Alternating: Players take turns moving.
    1.1.2.2 Simultaneous: Players can move at the same time.
    1.1.3 Stochastic: Game involves chance elements.
    1.1.4 Hidden Information: Game involves hidden information.
    1.1.5 Match: Match game.
1.1.6 Asymmetric: Asymmetry in rules and/or forces.
1.1.6.1 Asymmetric Rules: Players have different rules.
    1.1.6.1.1 Asymmetric Play Rules: Players have different play rules.
    1.1.6.1.2 Asymmetric End Rules: Players have different end rules.
1.1.6.2 Asymmetric Forces: Players have different forces.
    1.1.6.2.1 Asymmetric Setup: Different starting positions for each player.
    1.1.6.2.2 Asymmetric Pieces Type: Different piece types owned by each player.
1.2 Players: Players of the game.
1.2.1 Num Players (IntegerData): Number of players.
    1.2.1.1 Simulation: No players (environment runs the game).
    1.2.1.2 Solitaire: Single player.
    1.2.1.3 Two Player: Two players.
    1.2.1.4 Multiplayer: More than two players.
    1.2.2 Players With Directions: Players are using directions.
1.3 Cooperation: Players have to cooperate.
    1.3.1 Team: Game involves teams of players.
    1.3.2 Coalition: Players may form coalitions.
1.4 Puzzle: Type of puzzle.
    1.4.1 Deduction Puzzle: Solution can be deduced.
    1.4.2 Planning Puzzle: Solution is reached in moving pieces.
2 Equipment: Equipment for playing the game.
2.1 Container: Containers that hold components.
2.1.1 Board: Board shared by player for playing the game.
2.1.1.1 Shape: The shape of the board.
    2.1.1.1.1 Square Shape: Square shape.
    2.1.1.1.2 Hex Shape: Hexagonal shape.
    2.1.1.1.3 Triangle Shape: Triangle shape.
    2.1.1.1.4 Diamond Shape: Diamond shape.
    2.1.1.1.5 Rectangle Shape: Rectangle shape.
    2.1.1.1.6 Spiral Shape: Spirale shape.
    2.1.1.1.7 Circle Shape: Circle shape.
    2.1.1.1.8 Prism Shape: Prism shape.
    2.1.1.1.9 Star Shape: Star shape.
    2.1.1.1.10 Parallelogram Shape: Parallelogram shape.
    2.1.1.1.11 Square Pyramidal Shape: Square Pyramidal shape.
    2.1.1.1.12 Rectangle Pyramidal Shape: Rectangle Pyramidal shape.
    2.1.1.1.13 Regular Shape: Regular shape.
    2.1.1.1.14 Polygon Shape: General polygonal shape.
    2.1.1.1.15 Target Shape: Target shape.
2.1.1.2 Tiling: The tiling of the board.
    2.1.1.2.1 Square Tiling: Square tiling.
    2.1.1.2.2 Hex Tiling: Hexagonal tiling.
    2.1.1.2.3 Triangle Tiling: Triangle tiling.
    2.1.1.2.4 Brick Tiling: Brick tiling.
    2.1.1.2.5 Semi Regular Tiling: Semi regular tiling.
    2.1.1.2.6 Celtic Tiling: Celtic tiling.
    2.1.1.2.7 Morris Tiling: Morris tiling.
    2.1.1.2.8 Quad Hex Tiling: QuadHex tiling.
    2.1.1.2.9 Circle Tiling: Circle tiling.
    2.1.1.2.10 Concentric Tiling: Concentric tiling.
    2.1.1.2.11 Spiral Tiling: Spiral tiling.
    2.1.1.2.12 Alquerque Tiling: Alquerque tiling.
2.1.1.3 Mancala Board: Mancala board.
    2.1.1.3.1 Mancala Stores: Mancala board with stores.
    2.1.1.3.2 Mancala Two Rows: Mancala board with 2 rows.
    2.1.1.3.3 Mancala Three Rows: Mancala board with 3 rows.
    2.1.1.3.4 Mancala Four Rows: Mancala board with 4 rows.
    2.1.1.3.5 Mancala Six Rows: Mancala board with 6 rows.
    2.1.1.3.6 Mancala Circular: Mancala board with circular tiling.
2.1.1.4 Alquerque Board: Alquerque board.
    2.1.1.4.1 Alquerque Board With One Triangle: Alquerque board with one triangle extension.
    2.1.1.4.2 Alquerque Board With Two Triangles: Alquerque board with two triangle extensions.
    2.1.1.4.3 Alquerque Board With Four Triangles: Alquerque board with four triangle extensions.
    2.1.1.4.4 Alquerque Board With Eight Triangles: Alquerque board with eight triangle extensions.
2.1.1.5 Three Mens Morris Board: Three Men's Morris Board.
    2.1.1.5.1 Three Mens Morris Board With Two Triangles: Three Men's Morris Board with two triangle extensions.
    2.1.1.6 Nine Mens Morris Board: Nine Men's Morris board.
    2.1.1.7 Star Board: Star board.
    2.1.1.8 Cross Board: Cross board.
    2.1.1.9 Kints Board: Kints board.
    2.1.1.10 Pachisi Board: Pachisi board.
    2.1.1.11 Forty Stones With Four Gaps Board: Forty Stones in a circle with four gaps after each 10 stones.
2.1.1.12 Track: The board has a track.
    2.1.1.12.1 Track Loop: A track is a loop.
    2.1.1.12.2 Track Owned: A track is owned.
    2.1.1.13 Hints: The board has some hints.
    2.1.1.14 Region: The board has regions.
    2.1.1.15 Boardless: Game is played on an implied grid.
2.1.1.16 Playable Sites: Playable sites.
    2.1.1.16.1 Vertex: Use Vertices.
    2.1.1.16.2 Cell: Use cells.
    2.1.1.16.3 Edge: Use edges.
    2.1.1.16.4 Num Playable Sites On Board (IntegerData): Number of playables sites on the board.
    2.1.1.17 Num Columns (IntegerData): Number of columns of the board.
    2.1.1.18 Num Rows (IntegerData): Number of rows of the board.
    2.1.1.19 Num Corners (IntegerData): Number of corners of the board.
    2.1.1.20 Num Directions (DoubleData): Average number of directions of each playable site on the board.
    2.1.1.21 Num Orthogonal Directions (DoubleData): Average number of orthogonal directions of each playable site on the board.
    2.1.1.22 Num Diagonal Directions (DoubleData): Average number of diagonal directions of each playable site on the board.
    2.1.1.23 Num Adjacent Directions (DoubleData): Average number of adjacent directions of each playable site on the board.
    2.1.1.24 Num Off Diagonal Directions (DoubleData): Average number of off diagonal directions of each playable site on the board.
    2.1.1.25 Num Outer Sites (IntegerData): Number of outer sites of the board.
    2.1.1.26 Num Inner Sites (IntegerData): Number of inner sites of the board.
    2.1.1.27 Num Layers (IntegerData): Number of layers of the board.
    2.1.1.28 Num Edges (IntegerData): Number of edges of the board.
    2.1.1.29 Num Cells (IntegerData): Number of cells of the board.
    2.1.1.30 Num Vertices (IntegerData): Number of vertices of the board.
    2.1.1.31 Num Perimeter Sites (IntegerData): Number of perimeter sites of the board.
    2.1.1.32 Num Top Sites (IntegerData): Number of top sites of the board.
    2.1.1.33 Num Bottom Sites (IntegerData): Number of bottom sites of the board.
    2.1.1.34 Num Right Sites (IntegerData): Number of right sites of the board.
    2.1.1.35 Num Left Sites (IntegerData): Number of left sites of the board.
    2.1.1.36 Num Centre Sites (IntegerData): Number of centre sites of the board.
    2.1.1.37 Num Convex Corners (IntegerData): Number of convex corners of the board.
    2.1.1.38 Num Concave Corners (IntegerData): Number of concave corners of the board.
    2.1.1.39 Num Phases Board (IntegerData): Number of phases of the board.
    2.1.2 Hand: Player hands for storing own pieces.
    2.1.3 Num Containers (IntegerData): Number of containers.
    2.1.4 Num Playable Sites (IntegerData): Number of playables sites in total.
2.2 Component: Components manipulated by the players.
    2.2.1 Piece: Game is played with pieces.
    2.2.2 Piece Value: Pieces have value.
    2.2.3 Piece Rotation: Pieces have rotations.
    2.2.4 Piece Direction: Pieces have forward direction.
2.2.5 Dice: Game is played with dice.
    2.2.5.1 Dice D2: Game is played with D2 dice.
    2.2.5.2 Dice D3: Game is played with D3 dice.
    2.2.5.3 Dice D4: Game is played with D4 dice.
    2.2.5.4 Dice D6: Game is played with D6 dice.
    2.2.5.5 Biased Dice: Game is played with biased dice.
    2.2.6 Card: Game is played with cards.
    2.2.7 Domino: Game is played with dominoes.
    2.2.8 Large Piece: Game is played with large pieces.
    2.2.9 Tile: Game is played with tiles.
    2.2.10 Num Components Type (IntegerData): Number of component types.
    2.2.11 Num Components Type Per Player (DoubleData): Average number of component types per player.
    2.2.12 Num Dice (IntegerData): Number of dice.
3 Rules: Rules of the game.
3.1 Meta: Global metarules that override all other rules.
3.1.1 Opening Contract: Game involves an opening round equaliser.
    3.1.1.1 Swap Option: Second player may swap colours.
3.1.2 Repetition: Game has repetition checks.
    3.1.2.1 Turn Ko: No repeated piece positions within a single turn.
    3.1.2.2 Situational Turn Ko: No repeated states withing a single turn.
    3.1.2.3 Positional Superko: No repeated piece positions.
    3.1.2.4 Situational Superko: No repeated states.
    3.1.3 Auto Move: Apply all legal moves related to one single site.
3.2 Start: Start rules.
    3.2.1 Pieces Placed On Board: Places initially some pieces on the board.
    3.2.2 Pieces Placed Outside Board: Places initially some pieces (different of shared dice) outside of the board.
    3.2.3 Initial Random Placement: Places initially randomly some pieces.
    3.2.4 Initial Score: Sets initial score.
    3.2.5 Initial Amount: Sets initial amount.
    3.2.6 Initial Pot: Sets initial pot.
    3.2.7 Initial Cost: Sets initially some costs on graph elements.
    3.2.8 Num Start Components Board (DoubleData): Number of components on board at start.
    3.2.9 Num Start Components Hand (DoubleData): Number of components in player hands at start.
    3.2.10 Num Start Components (DoubleData): Number of components at start.
    3.2.11 Num Start Components Board Per Player (DoubleData): Average number of components on board at start per player.
    3.2.12 Num Start Components Hand Per Player (DoubleData): Average number of components in player hands at start per player.
    3.2.13 Num Start Components Per Player (DoubleData): Average number of components at start per player.
3.3 Play: Rules of general play.
3.3.1 Moves: Moves.
3.3.1.1 Moves Decision: Moves.
3.3.1.1.1 No Site Moves: Moves.
3.3.1.1.1.1 Bet Decision: Decide to bet.
    3.3.1.1.1.1.1 Bet Decision Frequency (DoubleData): Frequency of Bet Decision move.
3.3.1.1.1.2 Vote Decision: Decide to vote.
    3.3.1.1.1.2.1 Vote Decision Frequency (DoubleData): Frequency of Vote Decision move.
3.3.1.1.1.3 Swap Players Decision: Decide to swap players.
    3.3.1.1.1.3.1 Swap Players Decision Frequency (DoubleData): Frequency of Swap Players Decision move.
3.3.1.1.1.4 Choose Trump Suit Decision: Choose the trump suit.
    3.3.1.1.1.4.1 Choose Trump Suit Decision Frequency (DoubleData): Frequency of Choose Trump Suit Decision move.
3.3.1.1.1.5 Pass Decision: Decide to pass a turn.
    3.3.1.1.1.5.1 Pass Decision Frequency (DoubleData): Frequency of Pass Decision move.
3.3.1.1.1.6 Propose Decision: Decide to propose.
    3.3.1.1.1.6.1 Propose Decision Frequency (DoubleData): Frequency of Propose Decision move.
3.3.1.1.2 Single Site Moves: Moves.
3.3.1.1.2.1 Add Decision: Decide to add pieces.
    3.3.1.1.2.1.1 Add Decision Frequency (DoubleData): Frequency of Add Decision move.
3.3.1.1.2.2 Promotion Decision: Promote move.
    3.3.1.1.2.2.1 Promotion Decision Frequency (DoubleData): Frequency of Promotion Decision move.
3.3.1.1.2.3 Remove Decision: Decide to remove pieces.
    3.3.1.1.2.3.1 Remove Decision Frequency (DoubleData): Frequency of Remove Decision move.
3.3.1.1.2.4 Rotation Decision: Rotation move.
    3.3.1.1.2.4.1 Rotation Decision Frequency (DoubleData): Frequency of Rotation Decision move.
3.3.1.1.3 Two Sites Moves: Moves.
3.3.1.1.3.1 Step Decision: Decide to step.
    3.3.1.1.3.1.1 Step Decision Frequency (DoubleData): Frequency of Step Decision move.
3.3.1.1.3.1.2 Step Decision To Empty: Decide to step to an empty site.
    3.3.1.1.3.1.2.1 Step Decision To Empty Frequency (DoubleData): Frequency of Step Decision To Empty move.
3.3.1.1.3.1.3 Step Decision To Friend: Decide to step to a friend piece.
    3.3.1.1.3.1.3.1 Step Decision To Friend Frequency (DoubleData): Frequency of Step Decision To Friend move.
3.3.1.1.3.1.4 Step Decision To Enemy: Decide to step to an enemy piece.
    3.3.1.1.3.1.4.1 Step Decision To Enemy Frequency (DoubleData): Frequency of Step Decision To Enemy move.
3.3.1.1.3.2 Slide Decision: Decide to slide.
    3.3.1.1.3.2.1 Slide Decision Frequency (DoubleData): Frequency of Slide Decision move.
3.3.1.1.3.2.2 Slide Decision To Empty: Slide move.
    3.3.1.1.3.2.2.1 Slide Decision To Empty Frequency (DoubleData): Frequency of Slide Decision To Empty move.
3.3.1.1.3.2.3 Slide Decision To Enemy: Slide move.
    3.3.1.1.3.2.3.1 Slide Decision To Enemy Frequency (DoubleData): Frequency of Slide Decision To Enemy move.
3.3.1.1.3.2.4 Slide Decision To Friend: Slide move.
    3.3.1.1.3.2.4.1 Slide Decision To Friend Frequency (DoubleData): Frequency of Slide Decision To Friend move.
3.3.1.1.3.3 Leap Decision: Decide to leap.
    3.3.1.1.3.3.1 Leap Decision Frequency (DoubleData): Frequency of Leap Decision Decision move.
3.3.1.1.3.3.2 Leap Decision To Empty: Decide to leap to an empty site.
    3.3.1.1.3.3.2.1 Leap Decision To Empty Frequency (DoubleData): Frequency of Leap Decision To Empty move.
3.3.1.1.3.3.3 Leap Decision To Friend: Decide to leap to a friend piece.
    3.3.1.1.3.3.3.1 Leap Decision To Friend Frequency (DoubleData): Frequency of Leap Decision To Friend move.
3.3.1.1.3.3.4 Leap Decision To Enemy: Decide to leap to an enemy piece.
    3.3.1.1.3.3.4.1 Leap Decision To Enemy Frequency (DoubleData): Frequency of Leap Decision To Enemy move.
3.3.1.1.3.4 Hop Decision: Decide to hop.
    3.3.1.1.3.4.1 Hop Decision Frequency (DoubleData): Frequency of Hop Decision move.
3.3.1.1.3.4.2 Hop Decision More Than One: Hop more than one site.
    3.3.1.1.3.4.2.1 Hop Decision More Than One Frequency (DoubleData): Frequency of Hop Decision More Than One move.
3.3.1.1.3.4.3 Hop Decision Enemy To Empty: Hop an enemy to an empty site.
    3.3.1.1.3.4.3.1 Hop Decision Enemy To Empty Frequency (DoubleData): Frequency of Hop Decision Enemy To Empty move.
3.3.1.1.3.4.4 Hop Decision Friend To Empty: Hop a friend to an empty site.
    3.3.1.1.3.4.4.1 Hop Decision Friend To Empty Frequency (DoubleData): Frequency of Hop DecisionFriend To Empty move.
3.3.1.1.3.4.5 Hop Decision Enemy To Friend: Hop an enemy to a friend piece.
    3.3.1.1.3.4.5.1 Hop Decision Enemy To Friend Frequency (DoubleData): Frequency of Hop Decision Enemy To Friend move.
3.3.1.1.3.4.6 Hop Decision Friend To Friend: Hop a friend to a friend piece.
    3.3.1.1.3.4.6.1 Hop Decision Friend To Friend Frequency (DoubleData): Frequency of Hop Decision Friend To Friend move.
3.3.1.1.3.4.7 Hop Decision Enemy To Enemy: Hop an enemy to a enemy piece.
    3.3.1.1.3.4.7.1 Hop Decision Enemy To Enemy Frequency (DoubleData): Frequency of Hop Decision Enemy To Enemy move.
3.3.1.1.3.4.8 Hop Decision Friend To Enemy: Hop a friend to an enemy piece.
    3.3.1.1.3.4.8.1 Hop Decision Friend To Enemy Frequency (DoubleData): Frequency of Hop Decision Friend To Enemy move.
3.3.1.1.3.5 From To Decision: Decide to move a piece from a site to another.
    3.3.1.1.3.5.1 From To Decision Frequency (DoubleData): Frequency of FromTo Decision move.
3.3.1.1.3.5.2 From To Decision Within Board: Move a piece from a site to another withing the board.
    3.3.1.1.3.5.2.1 From To Decision Within Board Frequency (DoubleData): Frequency of FromTo Decision Within Board move.
3.3.1.1.3.5.3 From To Decision Between Containers: Move a piece from a site to another between 2 different containers.
    3.3.1.1.3.5.3.1 From To Decision Between Containers Frequency (DoubleData): Frequency of FromTo Decision Between Containers move.
3.3.1.1.3.5.4 From To Decision Empty: Move a piece to an empty site.
    3.3.1.1.3.5.4.1 From To Decision Empty Frequency (DoubleData): Frequency of FromTo Decision Empty move.
3.3.1.1.3.5.5 From To Decision Enemy: Move a piece to an enemy site.
    3.3.1.1.3.5.5.1 From To Decision Enemy Frequency (DoubleData): Frequency of FromTo Decision Enemy move.
3.3.1.1.3.5.6 From To Decision Friend: Move a piece to a friend site.
    3.3.1.1.3.5.6.1 From To Decision Friend Frequency (DoubleData): Frequency of FromTo Decision Friend move.
3.3.1.1.3.6 Swap Pieces Decision: Decide to swap pieces.
    3.3.1.1.3.6.1 Swap Pieces Decision Frequency (DoubleData): Frequency of Swap Pieces Decision move.
3.3.1.1.3.7 Shoot Decision: Decide to shoot.
    3.3.1.1.3.7.1 Shoot Decision Frequency (DoubleData): Frequency of Shoot Decision move.
3.3.1.2 Moves Non Decision: Moves.
3.3.1.2.1 Moves Effects: Moves.
3.3.1.2.1.1 Bet Effect: Bet effect.
    3.3.1.2.1.1.1 Bet Effect Frequency: Frequency of Bet Effect.
3.3.1.2.1.2 Vote Effect: Vote effect.
    3.3.1.2.1.2.1 Vote Effect Frequency: Frequency of Vote Effect.
3.3.1.2.1.3 Swap Players Effect: Swap players effect.
    3.3.1.2.1.3.1 Swap Players Effect Frequency: Frequency of Swap Players Effect.
3.3.1.2.1.4 Take Control: Take control of enemy pieces.
    3.3.1.2.1.4.1 Take Control Frequency (DoubleData): Frequency of Take Control.
3.3.1.2.1.5 Pass Effect: Pass a turn.
    3.3.1.2.1.5.1 Pass Effect Frequency: Frequency of Pass Effect.
3.3.1.2.1.6 Roll: Roll at least a die.
    3.3.1.2.1.6.1 Roll Frequency (DoubleData): Frequency of Roll.
3.3.1.2.1.7 Propose Effect: Propose a vote effect.
    3.3.1.2.1.7.1 Propose Effect Frequency (DoubleData): Frequency of Propose Effect.
3.3.1.2.1.8 Add Effect: Add effect.
    3.3.1.2.1.8.1 Add Effect Frequency (DoubleData): Frequency of Add Effect.
3.3.1.2.1.9 Sow: Sowing stones.
    3.3.1.2.1.9.1 Sow Frequency (DoubleData): Frequency of Sow.
3.3.1.2.1.9.2 Sow With Effect: Sowing moves with effect on final hole.
3.3.1.2.1.9.2.1 Sow Capture: Sowing with capture.
    3.3.1.2.1.9.2.1.1 Sow Capture Frequency (DoubleData): Frequency of Sow Capture move.
3.3.1.2.1.9.2.2 Sow Remove: Sowing with seeds removed.
    3.3.1.2.1.9.2.2.1 Sow Remove Frequency (DoubleData): Frequency of Sow Remove move.
3.3.1.2.1.9.2.3 Sow Backtracking: Sowing uses backtracking captures.
    3.3.1.2.1.9.2.3.1 Sow Backtracking Frequency (DoubleData): Frequency of Sow Backtracking move.
3.3.1.2.1.9.3 Sow Properties: Sowing properties.
    3.3.1.2.1.9.3.1 Sow Skip: Sowing in skiping some holes.
    3.3.1.2.1.9.3.2 Sow Origin First: Sowing in the origin hole first.
    3.3.1.2.1.9.3.3 Sow C W: Sowing is performed CW.
    3.3.1.2.1.9.3.4 Sow C C W: Sowing is performed CCW.
3.3.1.2.1.10 Promotion Effect: Promote effect.
    3.3.1.2.1.10.1 Promotion Effect Frequency (DoubleData): Frequency of Promote Effect.
3.3.1.2.1.11 Remove Effect: Remove effect.
    3.3.1.2.1.11.1 Remove Effect Frequency (DoubleData): Frequency of Remove Effect.
3.3.1.2.1.12 Push Effect: Push move.
    3.3.1.2.1.12.1 Push Effect Frequency (DoubleData): Frequency of Push Effect.
3.3.1.2.1.13 Flip: Flip move.
    3.3.1.2.1.13.1 Flip Frequency (DoubleData): Frequency of Flip Effect.
3.3.1.2.1.14 Set Move: Set Moves.
3.3.1.2.1.14.1 Set Next Player: Decide who is the next player.
    3.3.1.2.1.14.1.1 Set Next Player Frequency (DoubleData): Frequency of Set Next Player move.
3.3.1.2.1.14.2 Move Again: Set the next player to the mover.
    3.3.1.2.1.14.2.1 Move Again Frequency (DoubleData): Frequency of Move Again move.
3.3.1.2.1.14.3 Set Value: Set the value of a piece.
    3.3.1.2.1.14.3.1 Set Value Frequency (DoubleData): Frequency of Set Value move.
3.3.1.2.1.14.4 Set Count: Set the count of a piece.
    3.3.1.2.1.14.4.1 Set Count Frequency (DoubleData): Frequency of Set Count move.
3.3.1.2.1.14.5 Set Cost: Set the cost of a graph element.
    3.3.1.2.1.14.5.1 Set Cost Frequency (DoubleData): Frequency of Set Cost move.
3.3.1.2.1.14.6 Set Phase: Set the phase of a graph element.
    3.3.1.2.1.14.6.1 Set Phase Frequency (DoubleData): Frequency of Set Phase move.
3.3.1.2.1.14.7 Set Trump Suit: Set the trump suit.
    3.3.1.2.1.14.7.1 Set Trump Suit Frequency (DoubleData): Frequency of Set Trump Suit.
3.3.1.2.1.14.8 Set Rotation: Rotation move.
    3.3.1.2.1.14.8.1 Set Rotation Frequency (DoubleData): Frequency of Set Rotation.
3.3.1.2.1.15 Step Effect: Step effect.
    3.3.1.2.1.15.1 Step Effect Frequency: Frequency of Step Effect.
3.3.1.2.1.16 Slide Effect: Slide effect.
    3.3.1.2.1.16.1 Slide Effect Frequency: Frequency of Slide Effect.
3.3.1.2.1.17 Leap Effect: Leap effect.
    3.3.1.2.1.17.1 Leap Effect Frequency: Frequency of Leap Effect.
3.3.1.2.1.18 Hop Effect: Hop effect.
    3.3.1.2.1.18.1 Hop Effect Frequency: Frequency of Hop Effect.
3.3.1.2.1.19 From To Effect: Effect to move a piece from a site to another.
    3.3.1.2.1.19.1 From To Effect Frequency: Frequency of FromTo Effect.
3.3.1.2.1.20 Swap Pieces Effect: Swap pieces effect.
    3.3.1.2.1.20.1 Swap Pieces Effect Frequency: Frequency of Swap Pieces Effect.
3.3.1.2.1.21 Shoot Effect: Shoot effect.
    3.3.1.2.1.21.1 Shoot Effect Frequency: Frequency of Shoot Effect.
3.3.1.2.2 Moves Operators: Moves.
    3.3.1.2.2.1 Priority: Some moves are priority.
    3.3.1.2.2.2 By Die Move: Each die can correspond to a different move.
    3.3.1.2.2.3 Max Moves In Turn: Maximise the number of moves in a turn.
    3.3.1.2.2.4 Max Distance: Maximise the distance to move.
3.3.2 Capture: Game involved captures.
3.3.2.1 Replacement Capture: Capture in replacing.
    3.3.2.1.1 Replacement Capture Frequency (DoubleData): Frequency of Replacement Capture move.
3.3.2.2 Hop Capture: Capture in hopping.
    3.3.2.2.1 Hop Capture Frequency (DoubleData): Frequency of Hop Capture move.
3.3.2.3 Hop Capture More Than One: Capture in hopping many sites.
    3.3.2.3.1 Hop Capture More Than One Frequency (DoubleData): Frequency of Hop Capture More Than One move.
3.3.2.4 Direction Capture: Capture pieces in a direction.
    3.3.2.4.1 Direction Capture Frequency (DoubleData): Frequency of Direction Capture move.
3.3.2.5 Enclose Capture: Capture in enclosing.
    3.3.2.5.1 Enclose Capture Frequency (DoubleData): Frequency of Enclose Capture move.
3.3.2.6 Custodial Capture: Capture in custodial.
    3.3.2.6.1 Custodial Capture Frequency (DoubleData): Frequency of Custodial Capture move.
3.3.2.7 Intervene Capture: Intervene capture.
    3.3.2.7.1 Intervene Capture Frequency (DoubleData): Frequency of Intervene Capture move.
3.3.2.8 Surround Capture: Capture in surrounding.
    3.3.2.8.1 Surround Capture Frequency (DoubleData): Frequency of Surround Capture move.
3.3.2.9 Capture Sequence: Capture pieces in a sequence at the end of the turn.
    3.3.2.9.1 Capture Sequence Frequency (DoubleData): Frequency of Capture Sequence move.
    3.3.2.10 Max Capture: Maximise the number of captures.
3.3.3 Conditions: Conditions checked.
3.3.3.1 Space Conditions: Space conditions.
    3.3.3.1.1 Line: Line Detection.
    3.3.3.1.2 Connection: Connected regions detection.
    3.3.3.1.3 Group: Detect a group.
    3.3.3.1.4 Contains: Detect if a site is in a region.
    3.3.3.1.5 Loop: Loop detection.
    3.3.3.1.6 Pattern: Pattern detection.
    3.3.3.1.7 Path Extent: Path extent detection.
    3.3.3.1.8 Territory: Territory detection.
    3.3.3.1.9 Fill: Check region filled by pieces.
    3.3.3.1.10 Distance: Check distance between two sites.
3.3.3.2 Move Conditions: Move conditions.
3.3.3.2.1 No Moves: Detect no legal moves.
    3.3.3.2.1.1 No Moves Mover: Detect no legal moves for the mover.
    3.3.3.2.1.2 No Moves Next: Detect no legal moves for the next player.
    3.3.3.2.2 Can Move: Check if a piece (or more) can make specific move(s).
    3.3.3.2.3 Can Not Move: Check if a piece (or more) can not make specific move(s).
3.3.3.3 Piece Conditions: Piece conditions.
3.3.3.3.1 No Piece: No piece detection.
    3.3.3.3.1.1 No Piece Mover: No piece detection for the pieces of the mover.
    3.3.3.3.1.2 No Piece Next: No piece detection for the pieces of the next player.
    3.3.3.3.2 No Target Piece: No target piece detection.
    3.3.3.3.3 Threat: Piece under threat detection.
    3.3.3.3.4 Is Empty: Empty site detection.
    3.3.3.3.5 Is Enemy: Occupied site by enemy detection.
    3.3.3.3.6 Is Friend: Occupied site by friend detection.
    3.3.3.3.7 Is Piece At: Occupied site by a specific piece type.
    3.3.3.3.8 Line Of Sight: Line of sight of pieces used.
3.3.3.3.9 Count Pieces Comparison: The number of pieces is compared.
    3.3.3.3.9.1 Count Pieces Mover Comparison: The number of pieces of the mover is compared.
    3.3.3.3.9.2 Count Pieces Next Comparison: The number of pieces of the next player is compared.
    3.3.3.4 Progress Check: Progress condition.
3.3.4 Directions: Directions used.
3.3.4.1 Absolute Directions: Absolute directions used.
    3.3.4.1.1 All Directions: All directions used.
    3.3.4.1.2 Adjacent Direction: Adjacent directions used.
    3.3.4.1.3 Orthogonal Direction: Orthogonal directions used.
    3.3.4.1.4 Diagonal Direction: Diagonal directions used.
    3.3.4.1.5 Off Diagonal Direction: Off diagonal directions used.
    3.3.4.1.6 Rotational Direction: Rotational directions used.
    3.3.4.1.7 Same Layer Direction: Same layer directions used.
3.3.4.2 Relative Directions: Directions used.
    3.3.4.2.1 Forward Direction: Forward direction used.
    3.3.4.2.2 Backward Direction: Backward direction used.
    3.3.4.2.3 Forwards Direction: Forwards direction used.
    3.3.4.2.4 Backwards Direction: Backwards direction used.
    3.3.4.2.5 Rightward Direction: Rightward direction used.
    3.3.4.2.6 Leftward Direction: Leftward direction used.
    3.3.4.2.7 Rightwards Direction: Rightwards direction used.
    3.3.4.2.8 Leftwards Direction: Leftwards direction used.
    3.3.4.2.9 Forward Left Direction: Forward left direction used.
    3.3.4.2.10 Forward Right Direction: Forward right direction used.
    3.3.4.2.11 Backward Left Direction: Backward left direction used.
    3.3.4.2.12 Backward Right Direction: Use backward right direction.
    3.3.4.2.13 Same Direction: Same direction of the previous move used.
    3.3.4.2.14 Opposite Direction: Opposite direction of the previous move used.
3.3.5 Information: Information.
    3.3.5.1 Hide Piece Type: Hide piece type.
    3.3.5.2 Hide Piece Owner: Hide piece owner.
    3.3.5.3 Hide Piece Count: Hide number of pieces.
    3.3.5.4 Hide Piece Rotation: Hide piece rotation.
    3.3.5.5 Hide Piece Value: Hide piece value.
    3.3.5.6 Hide Piece State: Hide the site state.
    3.3.5.7 Invisible Piece: Piece can be invisible.
3.3.6 Phase: Phases of play.
    3.3.6.1 Num Play Phase (IntegerData): Number of play phases.
    3.3.7 Scoring: Involve scores.
    3.3.8 Piece Count: Many pieces of the same type on a site.
    3.3.9 Sum Dice: Use sum of all dice.
3.4 End: Rules for ending the game.
3.4.1 Space End: Space ending rules.
3.4.1.1 Line End: End in making a line.
    3.4.1.1.1 Line End Frequency (DoubleData): Frequency of Line End.
3.4.1.1.2 Line Win: Win in making a line.
    3.4.1.1.2.1 Line Win Frequency (DoubleData): Frequency of Line Win.
3.4.1.1.3 Line Loss: Loss in making a line.
    3.4.1.1.3.1 Line Loss Frequency (DoubleData): Frequency of Line Loss.
3.4.1.1.4 Line Draw: Draw in making a line.
    3.4.1.1.4.1 Line Draw Frequency (DoubleData): Frequency of Line Draw.
3.4.1.2 Connection End: End if connected regions.
    3.4.1.2.1 Connection End Frequency (DoubleData): Frequency of Connection End.
3.4.1.2.2 Connection Win: Win in connecting regions.
    3.4.1.2.2.1 Connection Win Frequency (DoubleData): Frequency of Connection Win.
3.4.1.2.3 Connection Loss: Loss in connecting regions.
    3.4.1.2.3.1 Connection Loss Frequency (DoubleData): Frequency of Connection Loss.
3.4.1.2.4 Connection Draw: Draw in connecting regions.
    3.4.1.2.4.1 Connection Draw Frequency (DoubleData): Frequency of Connection Draw.
3.4.1.3 Group End: End in making a group.
    3.4.1.3.1 Group End Frequency (DoubleData): Frequency of Group End.
3.4.1.3.2 Group Win: Win in making a group.
    3.4.1.3.2.1 Group Win Frequency (DoubleData): Frequency of Group Win.
3.4.1.3.3 Group Loss: Loss in making a group.
    3.4.1.3.3.1 Group Loss Frequency (DoubleData): Frequency of Group Loss.
3.4.1.3.4 Group Draw: Draw in making a group.
    3.4.1.3.4.1 Group Draw Frequency (DoubleData): Frequency of Group Draw.
3.4.1.4 Loop End: End in making a loop.
    3.4.1.4.1 Loop End Frequency (DoubleData): Frequency of Loop End.
3.4.1.4.2 Loop Win: Win in making a loop.
    3.4.1.4.2.1 Loop Win Frequency (DoubleData): Frequency of Loop Win.
3.4.1.4.3 Loop Loss: Loss in making a loop.
    3.4.1.4.3.1 Loop Loss Frequency (DoubleData): Frequency of Loop Loss.
3.4.1.4.4 Loop Draw: Draw in making a loop.
    3.4.1.4.4.1 Loop Draw Frequency (DoubleData): Frequency of Loop Draw.
3.4.1.5 Pattern End: End in making a pattern.
    3.4.1.5.1 Pattern End Frequency (DoubleData): Frequency of Pattern End.
3.4.1.5.2 Pattern Win: Win in making a pattern.
    3.4.1.5.2.1 Pattern Win Frequency (DoubleData): Frequency of Pattern Win.
3.4.1.5.3 Pattern Loss: Loss in making a pattern.
    3.4.1.5.3.1 Pattern Loss Frequency (DoubleData): Frequency of Pattern Loss.
3.4.1.5.4 Pattern Draw: Draw in making a Pattern.
    3.4.1.5.4.1 Pattern Draw Frequency (DoubleData): Frequency of Pattern Draw.
3.4.1.6 Path Extent End: End with a path extent.
    3.4.1.6.1 Path Extent End Frequency (DoubleData): Frequency of Path Extent End.
3.4.1.6.2 Path Extent Win: Win with a path extent.
    3.4.1.6.2.1 Path Extent Win Frequency (DoubleData): Frequency of PathExtent Win.
3.4.1.6.3 Path Extent Loss: Loss with a path extent.
    3.4.1.6.3.1 Path Extent Loss Frequency (DoubleData): Frequency of PathExtent Loss.
3.4.1.6.4 Path Extent Draw: Draw with a path extent.
    3.4.1.6.4.1 Path Extent Draw Frequency (DoubleData): Frequency of PathExtent Draw.
3.4.1.7 Territory End: End related to a territory.
    3.4.1.7.1 Territory End Frequency (DoubleData): Frequency of Territory End.
3.4.1.7.2 Territory Win: Win related to a territory.
    3.4.1.7.2.1 Territory Win Frequency (DoubleData): Frequency of Territory Win.
3.4.1.7.3 Territory Loss: Loss related to a territory.
    3.4.1.7.3.1 Territory Loss Frequency (DoubleData): Frequency of Territory Loss.
3.4.1.7.4 Territory Draw: Draw related to a territory.
    3.4.1.7.4.1 Territory Draw Frequency (DoubleData): Frequency of Territory Draw.
3.4.2 Capture End: Capture ending rules.
3.4.2.1 Checkmate: End if checkmate.
    3.4.2.1.1 Checkmate Frequency (DoubleData): Frequency of Checkmate.
3.4.2.1.2 Checkmate Win: Win if checkmate.
    3.4.2.1.2.1 Checkmate Win Frequency (DoubleData): Frequency of Checkmate Win.
3.4.2.1.3 Checkmate Loss: Loss if checkmate.
    3.4.2.1.3.1 Checkmate Loss Frequency (DoubleData): Frequency of Checkmate Loss.
3.4.2.1.4 Checkmate Draw: Draw if checkmate.
    3.4.2.1.4.1 Checkmate Draw Frequency (DoubleData): Frequency of Checkmate Draw.
3.4.2.2 No Target Piece End: End if a target piece is removed.
    3.4.2.2.1 No Target Piece End Frequency (DoubleData): Frequency of No Target Piece End.
3.4.2.2.2 No Target Piece Win: Win if a target piece is removed.
    3.4.2.2.2.1 No Target Piece Win Frequency (DoubleData): Frequency of No Target Piece Win.
3.4.2.2.3 No Target Piece Loss: Loss if a target piece is removed.
    3.4.2.2.3.1 No Target Piece Loss Frequency (DoubleData): Frequency of No Target Piece Loss.
3.4.2.2.4 No Target Piece Draw: Draw if a target piece is removed.
    3.4.2.2.4.1 No Target Piece Draw Frequency (DoubleData): Frequency of No Target Piece Draw.
3.4.2.3 Eliminate Pieces End: End if all enemy pieces are removed.
    3.4.2.3.1 Eliminate Pieces End Frequency (DoubleData): Frequency of Eliminate All Pieces End.
3.4.2.3.2 Eliminate Pieces Win: Win if all enemy pieces are removed.
    3.4.2.3.2.1 Eliminate Pieces Win Frequency (DoubleData): Frequency of Eliminate Pieces Win.
3.4.2.3.3 Eliminate Pieces Loss: Loss if all enemy pieces are removed.
    3.4.2.3.3.1 Eliminate Pieces Loss Frequency (DoubleData): Frequency of Eliminate Pieces Loss.
3.4.2.3.4 Eliminate Pieces Draw: Draw if a target piece is removed.
    3.4.2.3.4.1 Eliminate Pieces Draw Frequency (DoubleData): Frequency of Eliminate Pieces Draw.
3.4.3 Race End: Race ending rules.
3.4.3.1 No Own Pieces End: End if all own pieces removed (escape games).
    3.4.3.1.1 No Own Pieces End Frequency (DoubleData): Frequency of No Own Pieces End.
3.4.3.1.2 No Own Pieces Win: Win if all own pieces removed.
    3.4.3.1.2.1 No Own Pieces Win Frequency (DoubleData): Frequency of No Own Pieces Win.
3.4.3.1.3 No Own Pieces Loss: Loss if all own pieces are removed.
    3.4.3.1.3.1 No Own Pieces Loss Frequency (DoubleData): Frequency of No Own Pieces Loss.
3.4.3.1.4 No Own Pieces Draw: Draw if all own pieces are removed.
    3.4.3.1.4.1 No Own Pieces Draw Frequency (DoubleData): Frequency of No Own Pieces Draw.
3.4.3.2 Fill End: End in filling a region.
    3.4.3.2.1 Fill End Frequency (DoubleData): Frequency of Fill End.
3.4.3.2.2 Fill Win: Win in filling a region.
    3.4.3.2.2.1 Fill Win Frequency (DoubleData): Frequency of Fill Win.
3.4.3.2.3 Fill Loss: Loss in filling a region.
    3.4.3.2.3.1 Fill Loss Frequency (DoubleData): Frequency of Fill Loss.
3.4.3.2.4 Fill Draw: Draw in filling a region.
    3.4.3.2.4.1 Fill Draw Frequency (DoubleData): Frequency of Fill Draw.
3.4.3.3 Reach End: End in reaching a region.
    3.4.3.3.1 Reach End Frequency (DoubleData): Frequency of Reach End.
3.4.3.3.2 Reach Win: Win in reaching a region.
    3.4.3.3.2.1 Reach Win Frequency (DoubleData): Frequency of Reach Win.
3.4.3.3.3 Reach Loss: Loss in reaching a region.
    3.4.3.3.3.1 Reach Loss Frequency (DoubleData): Frequency of Reach Loss.
3.4.3.3.4 Reach Draw: Draw in reaching a region.
    3.4.3.3.4.1 Reach Draw Frequency (DoubleData): Frequency of Reach Draw.
3.4.4 Scoring End: End in comparing scores.
    3.4.4.1 Scoring End Frequency (DoubleData): Frequency of Scoring End.
3.4.4.2 Scoring Win: Win in comparing score.
    3.4.4.2.1 Scoring Win Frequency (DoubleData): Frequency of Score Win.
3.4.4.3 Scoring Loss: Loss in comparing score.
    3.4.4.3.1 Scoring Loss Frequency (DoubleData): Frequency of Score Loss.
3.4.4.4 Scoring Draw: Draw in comparing score.
    3.4.4.4.1 Scoring Draw Frequency (DoubleData): Frequency of Reach Draw.
3.4.5 No Moves End: End if no legal moves (stalemate).
    3.4.5.1 No Moves End Frequency (DoubleData): Frequency of No Moves End.
3.4.5.2 No Moves Win: Win if no legal moves.
    3.4.5.2.1 No Moves Win Frequency (DoubleData): Frequency of No Moves Win.
3.4.5.3 No Moves Loss: Loss if no legal moves.
    3.4.5.3.1 No Moves Loss Frequency (DoubleData): Frequency of No Moves Loss.
3.4.5.4 No Moves Draw: Draw if no legal moves.
    3.4.5.4.1 No Moves Draw Frequency (DoubleData): Frequency of No Moves Draw.
3.4.6 No Progress End: The game does not progress to an end (e.g. 50 moves rule in Chess).
    3.4.6.1 No Progress End Frequency (DoubleData): Frequency of No Progress End.
3.4.6.2 No Progress Win: Win if no progress to an end.
    3.4.6.2.1 No Progress Win Frequency (DoubleData): Frequency of No Progress Win.
3.4.6.3 No Progress Loss: Loss if no progress to an end.
    3.4.6.3.1 No Progress Loss Frequency (DoubleData): Frequency of No Progress Loss.
3.4.6.4 No Progress Draw: Draw if no progress to an end.
    3.4.6.4.1 No Progress Draw Frequency (DoubleData): Frequency of No Progress Draw.
3.4.7 Draw: The game can ends in a draw.
    3.4.7.1 Draw Frequency (DoubleData): Frequency of Draw.
    3.4.8 Solved End: The game ends in solving the puzzle.
    3.4.9 Misere: A two-players game can ends with the mover losing or the next player winning.
4 Behaviour: Behaviour.
4.1 State Repetition: State repetition.
    4.1.1 Positional Repetition (DoubleData): Average number of repeated positional states.
    4.1.2 Situational Repetition (DoubleData): Average number of repeated situational states.
4.2 Duration: Game duration.
    4.2.1 Duration Actions (DoubleData): Number of actions in a game.
    4.2.2 Duration Moves (DoubleData): Number of moves in a game.
    4.2.3 Duration Turns (DoubleData): Number of turns in a game.
    4.2.4 Duration Turns Std Dev (DoubleData): Number of turns in a game (std dev).
    4.2.5 Duration Turns Not Timeouts (DoubleData): Duration Turns Not Timeouts.
4.3 Complexity: Game complexity.
    4.3.1 Decision Moves (DoubleData): Percentage of moves where there was more than one possible move.
    4.3.2 Game Tree Complexity (DoubleData): Game Tree Complexity Estimate.
    4.3.3 State Tree Complexity (DoubleData): State Space Complexity Upper Bound.
4.4 Board Coverage: Board Coverage.
    4.4.1 Board Coverage Default (DoubleData): Percentage of default board sites which a piece was placed on at some point.
    4.4.2 Board Coverage Full (DoubleData): Percentage of all board sites which a piece was placed on at some point.
    4.4.3 Board Coverage Used (DoubleData): Percentage of used board sites which a piece was placed on at some point.
4.5 Game Outcome: Game Outcome.
    4.5.1 Advantage P1 (DoubleData): Percentage of games where player 1 won.
    4.5.2 Balance (DoubleData): Similarity between player win rates.
    4.5.3 Completion (DoubleData): Percentage of games which have a winner (not drawor timeout).
    4.5.4 Drawishness (DoubleData): Percentage of games which end in a draw.
    4.5.5 Timeouts (DoubleData): Percentage of games which end via timeout.
    4.5.6 Outcome Uniformity (DoubleData): Inverse of average per-player variance in outcomes.
4.6 State Evaluation: State Evaluation.
4.6.1 Clarity: Clarity.
    4.6.1.1 Narrowness (DoubleData): Narrowness.
    4.6.1.2 Variance (DoubleData): Variance.
4.6.2 Decisiveness: Decisiveness.
    4.6.2.1 Decisiveness Moves (DoubleData): Decisiveness Moves.
    4.6.2.2 Decisiveness Threshold (DoubleData): Decisiveness Threshold.
    4.6.3 Lead Change (DoubleData): LeadChange.
    4.6.4 Stability (DoubleData): Stability.
4.6.5 Drama: Drama.
    4.6.5.1 Drama Average (DoubleData): Drama Average.
    4.6.5.2 Drama Median (DoubleData): Drama Median.
    4.6.5.3 Drama Maximum (DoubleData): Drama Maximum.
    4.6.5.4 Drama Minimum (DoubleData): Drama Minimum.
    4.6.5.5 Drama Variance (DoubleData): Drama Variance.
    4.6.5.6 Drama Change Average (DoubleData): Drama Change Average.
    4.6.5.7 Drama Change Sign (DoubleData): Drama Change Sign.
    4.6.5.8 Drama Change Line Best Fit (DoubleData): Drama Change Line Best Fit.
    4.6.5.9 Drama Change Num Times (DoubleData): Drama Change Num Times.
    4.6.5.10 Drama Max Increase (DoubleData): Drama Max Increase.
    4.6.5.11 Drama Max Decrease (DoubleData): Drama Max Decrease.
4.6.6 Move Evaluation: Drama.
    4.6.6.1 Move Evaluation Average (DoubleData): Move Evaluation Average.
    4.6.6.2 Move Evaluation Median (DoubleData): Move Evaluation Median.
    4.6.6.3 Move Evaluation Maximum (DoubleData): Move Evaluation Maximum.
    4.6.6.4 Move Evaluation Minimum (DoubleData): Move Evaluation Minimum.
    4.6.6.5 Move Evaluation Variance (DoubleData): Move Evaluation Variance.
    4.6.6.6 Move Evaluation Change Average (DoubleData): Move Evaluation Change Average.
    4.6.6.7 Move Evaluation Change Sign (DoubleData): Move Evaluation Change Sign.
    4.6.6.8 Move Evaluation Change Line Best Fit (DoubleData): Move Evaluation Change Line Best Fit.
    4.6.6.9 Move Evaluation Change Num Times (DoubleData): Move Evaluation Change Num Times.
    4.6.6.10 Move Evaluation Max Increase (DoubleData): Move Evaluation Max Increase.
    4.6.6.11 Move Evaluation Max Decrease (DoubleData): Move Evaluation Max Decrease.
4.6.7 State Evaluation Difference: Drama.
    4.6.7.1 State Evaluation Difference Average (DoubleData): State Evaluation Difference Average.
    4.6.7.2 State Evaluation Difference Median (DoubleData): State Evaluation Difference Median.
    4.6.7.3 State Evaluation Difference Maximum (DoubleData): State Evaluation Difference Maximum.
    4.6.7.4 State Evaluation Difference Minimum (DoubleData): State Evaluation Difference Minimum.
    4.6.7.5 State Evaluation Difference Variance (DoubleData): State Evaluation Difference Variance.
    4.6.7.6 State Evaluation Difference Change Average (DoubleData): State Evaluation Difference Change Average.
    4.6.7.7 State Evaluation Difference Change Sign (DoubleData): State Evaluation Difference Change Sign.
    4.6.7.8 State Evaluation Difference Change Line Best Fit (DoubleData): State Evaluation Difference Change Line Best Fit.
    4.6.7.9 State Evaluation Difference Change Num Times (DoubleData): State Evaluation Difference Change Num Times.
    4.6.7.10 State Evaluation Difference Max Increase (DoubleData): State Evaluation Difference Max Increase.
    4.6.7.11 State Evaluation Difference Max Decrease (DoubleData): State Evaluation Difference Max Decrease.
4.7 Board Sites Occupied: Board sites occupied.
    4.7.1 Board Sites Occupied Average (DoubleData): Average percentage of board sites which have a piece on it in any given turn.
    4.7.2 Board Sites Occupied Median (DoubleData): Median percentage of board sites which have a piece on it in any given turn.
    4.7.3 Board Sites Occupied Maximum (DoubleData): Maximum percentage of board sites which have a piece on it in any given turn.
    4.7.4 Board Sites Occupied Minimum (DoubleData): Minimum percentage of board sites which have a piece on it in any given turn.
    4.7.5 Board Sites Occupied Variance (DoubleData): Variance in percentage of board sites which have a piece on it in any given turn.
    4.7.6 Board Sites Occupied Change Average (DoubleData): Change in percentage of board sites which have a piece on it in any given turn.
    4.7.7 Board Sites Occupied Change Sign (DoubleData): Sign Change of board sites which have a piece on it in any given turn.
    4.7.8 Board Sites Occupied Change Line Best Fit (DoubleData): Line Best Fit Change of board sites which have a piece on it in any given turn.
    4.7.9 Board Sites Occupied Change Num Times (DoubleData): Number of times the change of board sites which have a piece on it in any given turn.
    4.7.10 Board Sites Occupied Max Increase (DoubleData): Max Increase of board sites which have a piece on it in any given turn.
    4.7.11 Board Sites Occupied Max Decrease (DoubleData): Max Decrease of board sites which have a piece on it in any given turn.
4.8 Branching Factor: Branching factor.
    4.8.1 Branching Factor Average (DoubleData): Average number of possible moves.
    4.8.2 Branching Factor Median (DoubleData): Median number of possible moves.
    4.8.3 Branching Factor Maximum (DoubleData): Maximum number of possible moves.
    4.8.4 Branching Factor Minimum (DoubleData): Minimum number of possible moves.
    4.8.5 Branching Factor Variance (DoubleData): Variance in number of possible moves.
    4.8.6 Branching Factor Change Average (DoubleData): Change in percentage of possible moves.
    4.8.7 Branching Factor Change Sign (DoubleData): Change sign of possible moves.
    4.8.8 Branching Factor Change Line Best Fit (DoubleData): Change line best fit of possible moves.
    4.8.9 Branching Factor Change Num Timesn (DoubleData): Change num times of possible moves.
    4.8.10 Branching Factor Change Max Increase (DoubleData): Change max increase of possible moves.
    4.8.11 Branching Factor Change Max Decrease (DoubleData): Change max decrease of possible moves.
4.9 Decision Factor: Decision factor.
    4.9.1 Decision Factor Average (DoubleData): Average number of possible moves when the number of possible moves is greater than 1.
    4.9.2 Decision Factor Median (DoubleData): Median number of possible moves when the number of possible moves is greater than 1.
    4.9.3 Decision Factor Maximum (DoubleData): Maximum number of possible moves when the number of possible moves is greater than 1.
    4.9.4 Decision Factor Minimum (DoubleData): Minimum number of possible moves when the number of possible moves is greater than 1.
    4.9.5 Decision Factor Variance (DoubleData): Variance in number of possible moves when the number of possible moves is greater than 1.
    4.9.6 Decision Factor Change Average (DoubleData): Change in percentage of possible moves when the number of possible moves is greater than 1.
    4.9.7 Decision Factor Change Sign (DoubleData): Change sign of possible moves when the number of possible moves is greater than 1.
    4.9.8 Decision Factor Change Line Best Fit (DoubleData): Change line best fit of possible moves when the number of possible moves is greater than 1.
    4.9.9 Decision Factor Change Num Times (DoubleData): Change num times of possible moves when the number of possible moves is greater than 1.
    4.9.10 Decision Factor Max Increase (DoubleData): Max increase of possible moves when the number of possible moves is greater than 1.
    4.9.11 Decision Factor Max Decrease (DoubleData): Max Decrease of possible moves when the number of possible moves is greater than 1.
4.10 Move Distance: Move distance.
    4.10.1 Move Distance Average (DoubleData): Average distance traveled by pieces when they move around the board.
    4.10.2 Move Distance Median (DoubleData): Median distance traveled by pieces when they move around the board.
    4.10.3 Move Distance Maximum (DoubleData): Maximum distance traveled by pieces when they move around the board.
    4.10.4 Move Distance Minimum (DoubleData): Minimum distance traveled by pieces when they move around the board.
    4.10.5 Move Distance Variance (DoubleData): Variance in distance traveled by pieces when they move around the board.
    4.10.6 Move Distance Change Average (DoubleData): Change average in distance traveled by pieces when they move around the board.
    4.10.7 Move Distance Change Sign (DoubleData): Change sign in distance traveled by pieces when they move around the board.
    4.10.8 Move Distance Change Line Best Fit (DoubleData): Change line best fit in distance traveled by pieces when they move around the board.
    4.10.9 Move Distance Change Num Times (DoubleData): Change num times in distance traveled by pieces when they move around the board.
    4.10.10 Move Distance Max Increase (DoubleData): Max increase in distance traveled by pieces when they move around the board.
    4.10.11 Move Distance Max Decrease (DoubleData): Max decrease in distance traveled by pieces when they move around the board.
4.11 Piece Number: Piece number.
    4.11.1 Piece Number Average (DoubleData): Average number of pieces on the board.
    4.11.2 Piece Number Median (DoubleData): Median number of pieces on the board.
    4.11.3 Piece Number Maximum (DoubleData): Maximum number of pieces on the board.
    4.11.4 Piece Number Minimum (DoubleData): Minimum number of pieces on the board.
    4.11.5 Piece Number Variance (DoubleData): Variance in number of pieces on the board.
    4.11.6 Piece Number Change Average (DoubleData): Change in percentage of pieces on the board.
    4.11.7 Piece Number Change Sign (DoubleData): Change in sign of pieces on the board.
    4.11.8 Piece Number Change Line Best Fit (DoubleData): Change line best fit of pieces on the board.
    4.11.9 Piece Number Change Num Times (DoubleData): Change in number of pieces on the board.
    4.11.10 Piece Number Max Increase (DoubleData): Max increase of pieces on the board.
    4.11.11 Piece Number Max Decrease (DoubleData): Max decrease of pieces on the board.
4.12 Score Difference: Score Difference.
    4.12.1 Score Difference Average (DoubleData): Average difference in player scores.
    4.12.2 Score Difference Median (DoubleData): Median difference in player scores.
    4.12.3 Score Difference Maximum (DoubleData): Maximum difference in player scores.
    4.12.4 Score Difference Minimum (DoubleData): Minimum difference in player scores.
    4.12.5 Score Difference Variance (DoubleData): Variance in difference in player scores.
    4.12.6 Score Difference Change Average (DoubleData): Change average in difference in player scores.
    4.12.7 Score Difference Change Sign (DoubleData): Change sign in difference in player scores.
    4.12.8 Score Difference Change Line Best Fit (DoubleData): Change line best fit in difference in player scores.
    4.12.9 Score Difference Change Num Times (DoubleData): Change number times in difference in player scores.
    4.12.10 Score Difference Max Increase (DoubleData): Max increase in difference in player scores.
    4.12.11 Score Difference Max Decrease (DoubleData): Max decrease in difference in player scores.
4.13 Skill Trace: Skill Trace.
    4.13.1 Skill Trace Score (DoubleData): Skill Trace Score.
    4.13.2 Skill Trace Trials (DoubleData): Skill Trace Trials.
    4.13.3 Skill Trace Error Slope (DoubleData): Skill Trace Error Slope.
    4.13.4 Skill Trace Error Intercept (DoubleData): Skill Trace Error Intercept.
5 Math: Mathematics.
5.1 Arithmetic: Arithmetic.
5.1.1 Operations: Operations.
    5.1.1.1 Addition: Addition operation.
    5.1.1.2 Subtraction: Subtraction operation.
    5.1.1.3 Multiplication: Multiplication operation.
    5.1.1.4 Division: Division operation.
    5.1.1.5 Modulo: Modulo operation.
    5.1.1.6 Absolute: Absolute operation.
    5.1.1.7 Roots: Root operation.
    5.1.1.8 Cosine: Cosine operation.
    5.1.1.9 Sine: Sine operation.
    5.1.1.10 Tangent: Tangent operation.
    5.1.1.11 Exponentiation: Exponentiation operation.
    5.1.1.12 Exponential: Exponential operation.
    5.1.1.13 Logarithm: Logarithm operation.
    5.1.1.14 Minimum: Minimum value.
    5.1.1.15 Maximum: Maximum value.
5.1.2 Comparison: Comparison of numbers.
    5.1.2.1 Equal: = operator.
    5.1.2.2 Not Equal: != operator.
    5.1.2.3 Lesser Than: < operator.
    5.1.2.4 Lesser Than Or Equal: <= operator.
    5.1.2.5 Greater Than: > operator.
    5.1.2.6 Greater Than Or Equal: >= operator.
5.1.3 Parity: Whether a number is even or odd.
    5.1.3.1 Even: Even values.
    5.1.3.2 Odd: Odd values.
5.2 Logic: Logic operations.
    5.2.1 Conjunction: Conjunction (And).
    5.2.2 Disjunction: Disjunction (Or).
    5.2.3 Exclusive Disjunction: Exclusive Disjunction (Xor).
    5.2.4 Negation: Negation (Not).
5.3 Set: Set operations.
    5.3.1 Union: Union operation.
    5.3.2 Intersection: Intersection operation.
    5.3.3 Complement: Complement operation (Difference).
5.4 Algorithmics: Algorithmic operations.
    5.4.1 Conditional Statement: Conditional Statement (If).
    5.4.2 Control Flow Statement: Control Flow Statement (For).
    5.5 Float: Float values.
6 Visual: Important visual aspects.
6.1 Style: Style of game elements.
6.1.1 Board Style: Style of the board.
    6.1.1.1 Graph Style: Use Graph style.
    6.1.1.2 Chess Style: Use Chess style.
    6.1.1.3 Go Style: Use Go style.
    6.1.1.4 Mancala Style: Use Mancala style.
    6.1.1.5 Pen And Paper Style: Use PenAndPaper style.
    6.1.1.6 Shibumi Style: Use Shibumi style.
    6.1.1.7 Backgammon Style: Use Backgammon style.
    6.1.1.8 Janggi Style: Use Janggi style.
    6.1.1.9 Xiangqi Style: Use Xiangqi style.
    6.1.1.10 Shogi Style: Use Shogi style.
    6.1.1.11 Table Style: Use Table style.
    6.1.1.12 Surakarta Style: Use Surakarta style.
    6.1.1.13 Tafl Style: Use Tafl style.
    6.1.1.14 No Board: Board is not shown.
6.1.2 Component Style: Style of the component.
    6.1.2.1 Animal Component: Use animal components.
6.1.2.2 Chess Component: Use Chess components.
    6.1.2.2.1 King Component: Use Chess components.
    6.1.2.2.2 Queen Component: Use Queen components.
    6.1.2.2.3 Knight Component: Use Knight components.
    6.1.2.2.4 Rook Component: Use Rook components.
    6.1.2.2.5 Bishop Component: Use Bishop components.
    6.1.2.2.6 Pawn Component: Use Pawn components.
    6.1.2.3 Fairy Chess Component: Use fairy Chess components.
    6.1.2.4 Ploy Component: Use Ploy components.
    6.1.2.5 Shogi Component: Use Shogi components.
    6.1.2.6 Xiangqi Component: Use Xiangqi components.
    6.1.2.7 Stratego Component: Use Stratego components.
    6.1.2.8 Janggi Component: Use Janggi components.
    6.1.2.9 Hand Component: Use Hand components.
    6.1.2.10 Checkers Component: Use Checkers components.
    6.1.2.11 Ball Component: Use Ball components.
    6.1.2.12 Tafl Component: Use Tafl components.
    6.1.2.13 Disc Component: Use Disc components.
    6.1.2.14 Marker Component: Use Marker components.
6.2 Stack Type: Visual of a stack.
    6.2.1 Stack: Stacks of pieces.
    6.3 Symbols: Symbols on the board.
    6.4 Show Piece Value: Show piece values.
    6.5 Show Piece State: Show piece states.
7 Implementation: Internal implementation details, e.g. for performance predictions.
7.1 State: State related implementation.
7.1.1 State Type: Type of state used.
    7.1.1.1 Stack State: Use stack state.
7.1.2 Piece State: State related information about piece.
    7.1.2.1 Site State: Use site state.
    7.1.2.2 Set Site State: Set the site state.
    7.1.2.3 Visited Sites: Store visited sites in previous moves of a turn.
7.1.3 Variable: Use state variable(s).
    7.1.3.1 Set Var: The variable 'var' is set.
    7.1.3.2 Remember Values: Some values are remembered.
    7.1.3.3 Forget Values: Some values are forgotten.
    7.1.3.4 Set Pending: The variable pending is set.
7.1.4 Internal Counter: Use internal counter of the state.
    7.1.4.1 Set Internal Counter: Set internal counter of the state.
    7.1.5 Player Value: Use player value.
7.1.6 Set Hidden: Hidden information are set.
    7.1.6.1 Set Invisible: Invisibility is set.
    7.1.6.2 Set Hidden Count: Hidden count is set.
    7.1.6.3 Set Hidden Rotation: Hidden rotation is set.
    7.1.6.4 Set Hidden State: Hidden state is set.
    7.1.6.5 Set Hidden Value: Hidden value is set.
    7.1.6.6 Set Hidden What: Hidden count are set.
    7.1.6.7 Set Hidden Who: Hidden who is set.
7.2 Efficiency: Implementation related to efficiency (run on Intel E7-8860, 2.2 GHz, 4GB RAM, Seed = 2077).
    7.2.1 Copy Context: The context can be copied during computation of the moves.
    7.2.2 Then: Use consequences moves (then).
    7.2.3 For Each Piece: Describes moves per piece.
    7.2.4 Do Ludeme: Use a (do ...) ludeme.
    7.2.5 Trigger: Use a (trigger ...) ludeme.
    7.2.6 Playouts Per Second (DoubleData): Number of playouts computed per second.
    7.2.7 Moves Per Second (DoubleData): Number of moves computed per second.

 

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     cameron.browne@maastrichtuniversity.nl

lkjh Maastricht University Department of Advanced Computing Sciences (DACS), Paul-Henri Spaaklaan 1, 6229 EN Maastricht, Netherlands Funded by a €2m ERC Consolidator Grant (#771292) from the European Research Council