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Concepts for Game Taikyoku Shogi Computed with Alpha-Beta playouts

Other concept computations are available: UCT Or Random

Default

Boolean
Properties
Discrete, Alternating, TwoPlayer, PlayersWithDirections
Meta
Start
Start, PiecesPlacedOnBoard
Play
Moves, MovesDecision, NoSiteMoves, PassDecision, SingleSiteMoves, PromotionDecision, TwoSitesMoves, StepDecision, StepDecisionToEmpty, StepDecisionToEnemy, SlideDecision, SlideDecisionToEmpty, SlideDecisionToEnemy, LeapDecision, LeapDecisionToEmpty, LeapDecisionToEnemy, HopDecision, HopDecisionMoreThanOne, FromToDecision, MovesNonDecision, MovesEffects, RemoveEffect, SetMove, MoveAgain, FromToEffect, Capture, ReplacementCapture, Conditions, SpaceConditions, Contains, PieceConditions, NoTargetPiece, IsEmpty, IsEnemy, IsPieceAt, LineOfSight, Directions, AbsoluteDirections, AdjacentDirection, OrthogonalDirection, DiagonalDirection, RelativeDirections, ForwardDirection, ForwardRightDirection, BackwardLeftDirection, BackwardRightDirection, BackwardDirection, ForwardsDirection, BackwardsDirection, RightwardDirection, LeftwardDirection, RightwardsDirection, LeftwardsDirection, ForwardLeftDirection
End
End, CaptureEnd, NoTargetPieceEnd, NoTargetPieceWin
Behaviour
Implementation
State, PieceState, SiteState, SetSiteState, Then, ForEachPiece
Visual
ShogiStyle, ComponentStyle, AnimalComponent, ChessComponent, KingComponent, QueenComponent, KnightComponent, RookComponent, BishopComponent, PawnComponent, FairyChessComponent, XiangqiComponent, StrategoComponent, JanggiComponent
Math
Arithmetic, Comparison, Equal, NotEqual, Parity, Even, Odd, Logic, Conjunction, Disjunction, Negation, Set, Union, Algorithmics, ConditionalStatement, ControlFlowStatement
Container
Shape, SquareShape, RegularShape, PolygonShape, Region, PlayableSites, Cell, Tiling, SquareTiling
Component
Piece, PieceDirection

Numerical
Properties
NumPlayers(2)
Start
NumStartComponents(804), NumStartComponentsBoardPerPlayer(402), NumStartComponentsPerPlayer(402), NumStartComponentsBoard(804)
Play
PassDecisionFrequency(5%), PromotionDecisionFrequency(5%), StepDecisionFrequency(33%), StepDecisionToEmptyFrequency(33%), SlideDecisionFrequency(54%), SlideDecisionToEmptyFrequency(53%), SlideDecisionToEnemyFrequency(1%), HopDecisionFrequency(3%), HopDecisionMoreThanOneFrequency(2%), HopDecisionFriendToEmptyFrequency(1%), RemoveEffectFrequency(6%), SetNextPlayerFrequency(1%), MoveAgainFrequency(1%), ReplacementCaptureFrequency(6%), NumPlayPhase(1)
End
NoTargetPieceEndFrequency(57%), NoTargetPieceWinFrequency(57%), DrawFrequency(43%)
Behaviour
PieceNumberAverage(298.21), SkillTraceScore(0), SkillTraceTrials(0), SkillTraceErrorSlope(0), SkillTraceErrorIntercept(0), DurationTurns(1451.27), DurationTurnsStdDev(933.15), DurationTurnsNotTimeouts(649.29), DecisionMoves(1), BoardCoverageDefault(0.65), AdvantageP1(0.42), Balance(0.83), Completion(0.57), Drawishness(0.43), Timeouts(0.43), BoardSitesOccupiedAverage(0.23), BranchingFactorAverage(415.59), DecisionFactorAverage(415.59)
Implementation
PlayoutsPerSecond(1.02), MovesPerSecond(3350.62)
Container
NumPlayableSitesOnBoard(1296), NumColumns(36), NumRows(36), NumCorners(4), NumDirections(7.67), NumOrthogonalDirections(3.89), NumDiagonalDirections(3.78), NumAdjacentDirections(7.67), NumOffDiagonalDirections(0), NumOuterSites(140), NumInnerSites(1156), NumLayers(1), NumEdges(2664), NumCells(1296), NumVertices(1369), NumPerimeterSites(140), NumTopSites(36), NumBottomSites(36), NumRightSites(36), NumLeftSites(36), NumCentreSites(4), NumConvexCorners(4), NumConcaveCorners(0), NumPhasesBoard(2), NumContainers(1), NumPlayableSites(1296)
Component
NumComponentsType(596), NumComponentsTypePerPlayer(298), NumDice(0)

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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