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1 Properties: General properties of the game.
1.1 Format: Format of the game.
1.1.1 Time: Time model. Discrete: Players move at discrete intervals. Realtime: Moves not discrete.
1.1.2 Turns: Player turns. Alternating: Players take turns moving. 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. Asymmetric Rules: Players have different rules. Asymmetric Play Rules: Players have different play rules. Asymmetric End Rules: Players have different end rules. Asymmetric Forces: Players have different forces. Asymmetric Setup: Different starting positions for each player. Asymmetric Pieces Type: Different piece types owned by each player.
1.2 Players: Players of the game.
1.2.1 Num Players: Number of players. Simulation: No players (environment runs the game). Solitaire: Single player. Two Player: Two players. Multiplayer: More than two players.
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. Shape: The shape of the board. Square Shape: Square shape. Hex Shape: Hexagonal shape. Triangle Shape: Triangle shape. Diamond Shape: Diamond shape. Rectangle Shape: Rectangle shape. Spiral Shape: Spirale shape. Circle Shape: Circle shape. Prism Shape: Prism shape. Star Shape: Star shape. Parallelogram Shape: Parallelogram shape. Square Pyramidal Shape: Square Pyramidal shape. Rectangle Pyramidal Shape: Rectangle Pyramidal shape. Regular Shape: Regular shape. Polygon Shape: General polygonal shape. Target Shape: Target shape. Tiling: The shape of the board. Square Tiling: Square tiling. Hex Tiling: Hexagonal tiling. Triangle Tiling: Triangle tiling. Brick Tiling: Brick tiling. Semi Regular Tiling: Semi regular tiling. Celtic Tiling: Celtic tiling. Morris Tiling: Morris tiling. Quad Hex Tiling: QuadHex tiling. Circle Tiling: Circle tiling. Concentric Tiling: Concentric tiling. Spiral Tiling: Spiral tiling. Alquerque Tiling: Alquerque tiling. Mancala Board: Mancala board. Mancala Stores: Mancala board with stores. Mancala Two Rows: Mancala board with 2 rows. Mancala Three Rows: Mancala board with 3 rows. Mancala Four Rows: Mancala board with 4 rows. Mancala Six Rows: Mancala board with 6 rows. Mancala Circular: Mancala board with circular tiling. Track: The board has a track. Track Loop: A track is a loop. Track Owned: A track is owned. Hints: The board has some hints. Region: The board has regions. Boardless: Game is played on an implied grid. Playable Sites: Playable sites. Vertex: Use Vertices. Cell: Use cells. Edge: Use edges. Num Playable Sites On Board (IntegerData): Number of playables sites on the board. Num Columns (IntegerData): Number of columns of the board. Num Rows (IntegerData): Number of rows of the board. Num Corners (IntegerData): Number of corners of the board. Num Directions (DoubleData): Average number of directions of each playable site on the board. Num Orthogonal Directions (DoubleData): Average number of orthogonal directions of each playable site on the board. Num Diagonal Directions (DoubleData): Average number of diagonal directions of each playable site on the board. Num Adjacent Directions (DoubleData): Average number of adjacent directions of each playable site on the board. Num Off Diagonal Directions (DoubleData): Average number of off diagonal directions of each playable site on the board. Num Outer Sites (IntegerData): Number of outer sites of the board. Num Inner Sites (IntegerData): Number of inner sites of the board. Num Layers (IntegerData): Number of layers of the board. Num Edges (IntegerData): Number of edges of the board. Num Cells (IntegerData): Number of cells of the board. Num Vertices (IntegerData): Number of vertices of the board. Num Perimeter Sites (IntegerData): Number of perimeter sites of the board. Num Top Sites (IntegerData): Number of top sites of the board. Num Bottom Sites (IntegerData): Number of bottom sites of the board. Num Right Sites (IntegerData): Number of right sites of the board. Num Left Sites (IntegerData): Number of left sites of the board. Num Centre Sites (IntegerData): Number of centre sites of the board. Num Convex Corners (IntegerData): Number of convex corners of the board. Num Concave Corners (IntegerData): Number of concave corners of the board. 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.
    2.2.6 Biased Dice: Use biased dice.
    2.2.7 Card: Game is played with cards.
    2.2.8 Domino: Game is played with dominoes.
    2.2.9 Large Piece: Game is played with large pieces.
    2.2.10 Tile: Game is played with tiles.
    2.2.11 Num Components Type (IntegerData): Number of component types.
    2.2.12 Num Components Type Per Player (DoubleData): Average number of component types per player.
    2.2.13 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. Swap Option: Second player may swap colours.
3.1.2 Repetition: Game has repetition checks. Turn Ko: No repeated piece positions within a single turn. Situational Turn Ko: No repeated states withing a single turn. Positional Superko: No repeated piece positions. 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 (IntegerData): Number of components on board at start.
    3.2.9 Num Start Components Hand (IntegerData): Number of components in player hands at start.
    3.2.10 Num Start Components (IntegerData): Number of components at start.
3.3 Play: Rules of general play.
3.3.1 Moves: Moves. Add: Add move. Add Decision: Decide to add pieces. Add Decision Frequency (DoubleData): Frequency of Add Decision move. Step: Step move. Step Decision: Decide to step. Step Decision Frequency (DoubleData): Frequency of Step Decision move. Step To Empty: Decide to step to an empty site. Step To Empty Frequency (DoubleData): Frequency of Step To Empty move. Step To Friend: Decide to step to a friend piece. Step To Friend Frequency (DoubleData): Frequency of Step To Friend move. Step To Enemy: Decide to step to an enemy piece. Step To Enemy Frequency (DoubleData): Frequency of Step To Enemy move. Slide: Slide move. Slide Decision: Decide to slide. Slide Decision Frequency (DoubleData): Frequency of Slide Decision move. Slide To Empty: Slide move. Slide To Empty Frequency (DoubleData): Frequency of Slide To Empty move. Slide To Enemy: Slide move. Slide To Enemy Frequency (DoubleData): Frequency of Slide To Enemy move. Slide To Friend: Slide move. Slide To Friend Frequency (DoubleData): Frequency of Slide To Friend move. Leap: Leap move. Leap Decision: Decide to leap. Leap Decision Frequency (DoubleData): Frequency of Leap Decision move. Leap To Empty: Decide to leap to an empty site. Leap To Empty Frequency (DoubleData): Frequency of Leap To Empty move. Leap To Friend: Decide to leap to a friend piece. Leap To Friend Frequency (DoubleData): Frequency of Leap To Friend move. Leap To Enemy: Decide to leap to an enemy piece. Leap To Enemy Frequency (DoubleData): Frequency of Leap To Enemy move. Hop: Hop move. Hop Decision: Decide to hop. Hop Decision Frequency (DoubleData): Frequency of Hop Decision move. Hop More Than One: Hop more than one site. Hop More Than One Frequency (DoubleData): Frequency of Hop More Than One move. Hop Enemy To Empty: Hop an enemy to an empty site. Hop Enemy To Empty Frequency (DoubleData): Frequency of Hop Enemy To Empty move. Hop Friend To Empty: Hop a friend to an empty site. Hop Friend To Empty Frequency (DoubleData): Frequency of Hop Friend To Empty move. Hop Enemy To Friend: Hop an enemy to a friend piece. Hop Enemy To Friend Frequency (DoubleData): Frequency of Hop Enemy To Friend move. Hop Friend To Friend: Hop a friend to a friend piece. Hop Friend To Friend Frequency (DoubleData): Frequency of Hop Friend To Friend move. Hop Enemy To Enemy: Hop an enemy to a enemy piece. Hop Enemy To Enemy Frequency (DoubleData): Frequency of Hop Enemy To Enemy move. Hop Friend To Enemy: Hop a friend to an enemy piece. Hop Friend To Enemy Frequency (DoubleData): Frequency of Hop Friend To Enemy move. Sow: Sowing stones. Sow Effect: Sowing moves with effect on final hole. Sow Capture: Sowing with capture. Sow Capture Frequency (DoubleData): Frequency of Sow Capture move. Sow Remove: Sowing with seeds removed. Sow Remove Frequency (DoubleData): Frequency of Sow Remove move. Sow Backtracking: Sowing uses backtracking captures. Sow Backtracking Frequency (DoubleData): Frequency of Sow Backtracking move. Sow Properties: Sowing properties. Sow Skip: Sowing in skiping some holes. Sow Origin First: Sowing in the origin hole first. Sow C W: Sowing is performed CW. Sow C C W: Sowing is performed CCW. Bet: Bet move. Bet Decision: Decide to bet. Bet Decision Frequency (DoubleData): Frequency of Bet Decision move. Vote: Vote move. Vote Decision: Decide to vote. Vote Decision Frequency (DoubleData): Frequency of Vote Decision move. Promotion: Promote move. Promotion Frequency (DoubleData): Frequency of Promotion move. Remove: Remove move. Remove Decision: Decide to remove pieces. Remove Decision Frequency (DoubleData): Frequency of Remove Decision move. From To: Move a piece from a site to another. From To Decision: Decide to move a piece from a site to another. From To Decision Frequency (DoubleData): Frequency of FromTo Decision move. From To Within Board: Move a piece from a site to another withing the board. From To Within Board Frequency (DoubleData): Frequency of FromTo Within Board move. From To Between Containers: Move a piece from a site to another between 2 different containers. From To Between Containers Frequency (DoubleData): Frequency of FromTo Between Containers move. From To Empty: Move a piece to an empty site. From To Empty Frequency (DoubleData): Frequency of FromTo Empty move. From To Enemy: Move a piece to an enemy site. From To Enemy Frequency (DoubleData): Frequency of FromTo Enemy move. From To Friend: Move a piece to a friend site. From To Friend Frequency (DoubleData): Frequency of FromTo Friend move. Rotation: Rotation move. Rotation Frequency (DoubleData): Frequency of Rotation move. Push: Push move. Push Frequency (DoubleData): Frequency of Push move. Flip: Flip move. Flip Frequency (DoubleData): Frequency of Flip move. Swap Pieces: Swap pieces move. Swap Pieces Decision: Decide to swap pieces. Swap Pieces Decision Frequency (DoubleData): Frequency of Swap Pieces Decision move. Swap Players: Swap players move. Swap Players Decision: Decide to swap players. Swap Players Decision Frequency (DoubleData): Frequency of Swap Players Decision move. Take Control: Take control of enemy pieces. Take Control Frequency (DoubleData): Frequency of Take Control move. Shoot: Decide to shoot. Shoot Decision: Decide to shoot. Shoot Decision Frequency (DoubleData): Frequency of Shoot Decision move. Priority: Some moves are priority. By Die Move: Each die can correspond to a different move. Max Moves In Turn: Maximise the number of moves in a turn. Max Distance: Maximise the distance to move. Set Move: Set Moves. Set Next Player: Decide who is the next player. Set Next Player Frequency (DoubleData): Frequency of Set Next Player move. Move Again: Set the next player to the mover. Move Again Frequency (DoubleData): Frequency of Move Again move. Set Value: Set the value of a piece. Set Value Frequency (DoubleData): Frequency of Set Value move. Set Count: Set the count of a piece. Set Count Frequency (DoubleData): Frequency of Set Count move. Choose Trump Suit: Choose the trump suit. Choose Trump Suit Frequency (DoubleData): Frequency of Choose Trump Suit move. Pass: Pass a turn. Pass Decision: Decide to pass a turn. Pass Decision Frequency (DoubleData): Frequency of Pass Decision move. Roll: Roll at least a die. Roll Frequency (DoubleData): Frequency of Roll move. Graph Moves: Graph moves. Set Cost: Set the cost of a graph element. Set Cost Frequency (DoubleData): Frequency of Set Cost move. Set Phase: Set the phase of a graph element. Set Phase Frequency (DoubleData): Frequency of Set Phase move. Propose: Propose a vote. Propose Decision: Decide to propose. Propose Decision Frequency (DoubleData): Frequency of Propose Decision move.
3.3.2 Capture: Game involved captures. Replacement Capture: Capture in replacing. Replacement Capture Frequency (DoubleData): Frequency of Replacement Capture move. Hop Capture: Capture in hopping. Hop Capture Frequency (DoubleData): Frequency of Hop Capture move. Hop Capture More Than One: Capture in hopping many sites. Hop Capture More Than One Frequency (DoubleData): Frequency of Hop Capture More Than One move. Direction Capture: Capture pieces in a direction. Direction Capture Frequency (DoubleData): Frequency of Direction Capture move. Enclose Capture: Capture in enclosing. Enclose Capture Frequency (DoubleData): Frequency of Enclose Capture move. Custodial Capture: Capture in custodial. Custodial Capture Frequency (DoubleData): Frequency of Custodial Capture move. Intervene Capture: Intervene capture. Intervene Capture Frequency (DoubleData): Frequency of Intervene Capture move. Surround Capture: Ccapture in surrounding. Surround Capture Frequency (DoubleData): Frequency of Surround Capture move. Capture Sequence: Capture pieces in a sequence at the end of the turn. Capture Sequence Frequency (DoubleData): Frequency of Capture Sequence move. Max Capture: Maximise the number of captures.
3.3.3 Conditions: Conditions checked. Space Conditions: Space conditions. Line: Line Detection. Connection: Connected regions detection. Group: Detect a group. Contains: Detect if a site is in a region. Loop: Loop detection. Pattern: Pattern detection. Path Extent: Path extent detection. Territory: Territory detection. Fill: Check region filled by pieces. Distance: Check distance between two sites. Move Conditions: Move conditions. Stalemate: Detect stalemate. Can Move: Check if a piece (or more) can make specific move(s). Can Not Move: Check if a piece (or more) can not make specific move(s). Piece Conditions: Piece conditions. No Piece: No piece detection. No Target Piece: No target piece detection. Threat: Piece under threat detection. Is Empty: Empty site detection. Is Enemy: Occupied site by enemy detection. Is Friend: Occupied site by friend detection. Line Of Sight: Line of sight of pieces used. Progress Check: Progress condition.
3.3.4 Directions: Directions used. Absolute Directions: Absolute directions used. All Directions: All directions used. Adjacent Direction: Adjacent directions used. Orthogonal Direction: Orthogonal directions used. Diagonal Direction: Diagonal directions used. Off Diagonal Direction: Off diagonal directions used. Rotational Direction: Rotational directions used. Same Layer Direction: Same layer directions used. Relative Directions: Directions used. Forward Direction: Forward direction used. Backward Direction: Backward direction used. Forwards Direction: Forwards direction used. Backwards Direction: Backwards direction used. Rightward Direction: Rightward direction used. Leftward Direction: Leftward direction used. Rightwards Direction: Rightwards direction used. Leftwards Direction: Leftwards direction used. Forward Left Direction: Forward left direction used. Forward Right Direction: Forward right direction used. Backward Left Direction: Backward left direction used. Backward Right Direction: Use backward right direction. Same Direction: Same direction of the previous move used. Opposite Direction: Opposite direction of the previous move used.
3.3.5 Information: Information. Hide Piece Type: Hide piece type. Hide Piece Owner: Hide piece owner. Hide Piece Count: Hide number of pieces. Hide Piece Rotation: Hide piece rotation. Hide Piece Value: Hide piece value. Hide Piece State: Hide the site state. Invisible Piece: Piece can be invisible.
3.3.6 Phase: Phases of play. 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. Line End: End in making a line. Line End Frequency (DoubleData): Frequency of Line End. Connection End: End if connected regions. Connection End Frequency (DoubleData): Frequency of Connection End. Group End: End in making a group. Group End Frequency (DoubleData): Frequency of Group End. Loop End: End in making a loop. Loop End Frequency (DoubleData): Frequency of Loop End. Pattern End: End in making a pattern. Pattern End Frequency (DoubleData): Frequency of Pattern End. Path Extent End: End with a path extent. Path Extent End Frequency (DoubleData): Frequency of Path Extent End. Territory End: End related to a territory. Territory End Frequency (DoubleData): Frequency of Territory End.
3.4.2 Capture End: Capture ending rules. Checkmate: End if checkmate. Checkmate Frequency (DoubleData): Frequency of Checkmate. No Target Piece End: End if a target piece is removed. No Target Piece End Frequency (DoubleData): Frequency of No Target Piece End.
3.4.3 Race End: Race ending rules. Escape: Win if no piece. Escape Frequency (DoubleData): Frequency of Escape. Fill End: End in filling a region. Fill End Frequency (DoubleData): Frequency of Fill End. Reach End: End in reaching a region. Reach End Frequency (DoubleData): Frequency of Reach End.
3.4.4 Scoring End: End in comparing scores. Scoring End Frequency (DoubleData): Frequency of Scoring End.
3.4.5 Stalemate End: End if stalemate. Stalemate End Frequency (DoubleData): Frequency of Stalemate End.
3.4.6 No Progress End: The game does not progress to an end. No Progress End Frequency (DoubleData): Frequency of No Progress End.
3.4.7 Draw: The game can ends in a draw. Draw Frequency (DoubleData): Frequency of Draw.
4 Metrics: Metrics.
4.1 Quality: Quality metrics.
    4.1.1 Board Coverage (DoubleData): Percentage of sites on board which a piece touched.
    4.1.2 Branching Factor (DoubleData): Average number of moves per turn.
    4.1.3 Decision Factor (DoubleData): Average number of moves per turn. When the number of legal moves was greater than 1.
    4.1.4 Decision Moves (DoubleData): Percentage number of moves where a decision had to be made.
    4.1.5 Move Distance (DoubleData): Average distance of all moves.
    4.1.6 Piece Number Change (DoubleData): Change in the number of pieces at the start vs. the end of the game.
    4.1.7 Positional Repetition (DoubleData): Average number of repeated positional states per game.
    4.1.8 Score Difference (DoubleData): Average difference in player scores.
    4.1.9 Situational Repetition (DoubleData): Average number of repeated situational states per game.
4.2 Viability: Viability metrics.
    4.2.1 Advantage P1 (DoubleData): Tendency for player 1 to win.
    4.2.2 Balance (DoubleData): Bias towards any player in a set of trials.
    4.2.3 Completion (DoubleData): Tendency for games to reach completion.
    4.2.4 Drawishness (DoubleData): Tendency for games to end in a draw.
    4.2.5 Duration Moves (DoubleData): Average number of moves in a game.
    4.2.6 Duration Turns (DoubleData): Average number of turns in a game.
    4.2.7 Timeouts (DoubleData): Tendency for games to reach completion.
5 Math: Mathematics.
5.1 Arithmetic: Arithmetic.
5.1.1 Operations: Operations. Addition: Addition operation. Subtraction: Subtraction operation. Multiplication: Multiplication operation. Division: Division operation. Modulo: Modulo operation. Absolute: Absolute operation. Roots: Root operation. Cosine: Cosine operation. Sine: Sine operation. Tangent: Tangent operation. Exponentiation: Exponentiation operation. Exponential: Exponential operation. Logarithm: Logarithm operation. Minimum: Minimum value. Maximum: Maximum value.
5.1.2 Comparison: Comparison of numbers. Equal: = operator. Not Equal: != operator. Lesser Than: < operator. Lesser Than Or Equal: <= operator. Greater Than: > operator. Greater Than Or Equal: >= operator.
5.1.3 Parity: Whether a number is even or odd. Even: Even values. 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. Graph Style: Use Graph style. Chess Style: Use Chess style. Go Style: Use Go style. Mancala Style: Use Mancala style. Pen And Paper Style: Use PenAndPaper style. Shibumi Style: Use Shibumi style. Backgammon Style: Use Backgammon style. Janggi Style: Use Janggi style. Xiangqi Style: Use Xiangqi style. Shogi Style: Use Shogi style. Table Style: Use Table style. Surakarta Style: Use Surakarta style. Tafl Style: Use Tafl style. No Board: Board is not shown.
6.1.2 Component Style: Style of the component. Animal Component: Use animal components. Chess Component: Use Chess components. King Component: Use Chess components. Queen Component: Use Queen components. Knight Component: Use Knight components. Rook Component: Use Rook components. Bishop Component: Use Bishop components. Pawn Component: Use Pawn components. Fairy Chess Component: Use fairy Chess components. Ploy Component: Use Ploy components. Shogi Component: Use Shogi components. Xiangqi Component: Use Xiangqi components. Stratego Component: Use Stratego components. Janggi Component: Use Janggi components. Hand Component: Use Hand components. Checkers Component: Use Checkers components. Ball Component: Use Ball components. Tafl Component: Use Tafl components. Disc Component: Use Disc components. 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. Stack State: Use stack state.
7.1.2 Piece State: State related information about piece. Site State: Use site state. Set Site State: Set the site state. Visited Sites: Store visited sites in previous moves of a turn.
7.1.3 Variable: Use state variable(s). Set Var: The variable 'var' is set. Remember Values: Some values are remembered. Forget Values: Some values are forgotten. Set Pending: The variable pending is set.
7.1.4 Internal Counter: Use internal counter of the state. 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. Set Invisible: Invisibility is set. Set Hidden Count: Hidden count is set. Set Hidden Rotation: Hidden rotation is set. Set Hidden State: Hidden state is set. Set Hidden Value: Hidden value is set. Set Hidden What: Hidden count are set. Set Hidden Who: Hidden who is set.
7.2 Efficiency: Implementation related to efficiency.
    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.


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