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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: 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.
1.3 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 shape 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 Track: The board has a track.
    2.1.1.4.1 Track Loop: A track is a loop.
    2.1.1.4.2 Track Owned: A track is owned.
    2.1.1.5 Hints: The board has some hints.
    2.1.1.6 Region: The board has regions.
    2.1.1.7 Boardless: Game is played on an implied grid.
2.1.1.8 Playable Sites: Playable sites.
    2.1.1.8.1 Vertex: Use Vertices.
    2.1.1.8.2 Cell: Use cells.
    2.1.1.8.3 Edge: Use edges.
    2.1.1.8.4 Num Playable Sites On Board (IntegerData): Number of playables sites on the board.
    2.1.1.9 Num Columns (IntegerData): Number of columns of the board.
    2.1.1.10 Num Rows (IntegerData): Number of rows of the board.
    2.1.1.11 Num Corners (IntegerData): Number of corners of the board.
    2.1.1.12 Num Directions (DoubleData): Average number of directions of each playable site on the board.
    2.1.1.13 Num Orthogonal Directions (DoubleData): Average number of orthogonal directions of each playable site on the board.
    2.1.1.14 Num Diagonal Directions (DoubleData): Average number of diagonal directions of each playable site on the board.
    2.1.1.15 Num Adjacent Directions (DoubleData): Average number of adjacent directions of each playable site on the board.
    2.1.1.16 Num Off Diagonal Directions (DoubleData): Average number of off diagonal directions of each playable site on the board.
    2.1.1.17 Num Outer Sites (IntegerData): Number of outer sites of the board.
    2.1.1.18 Num Inner Sites (IntegerData): Number of inner sites of the board.
    2.1.1.19 Num Layers (IntegerData): Number of layers of the board.
    2.1.1.20 Num Edges (IntegerData): Number of edges of the board.
    2.1.1.21 Num Cells (IntegerData): Number of cells of the board.
    2.1.1.22 Num Vertices (IntegerData): Number of vertices of the board.
    2.1.1.23 Num Perimeter Sites (IntegerData): Number of perimeter sites of the board.
    2.1.1.24 Num Top Sites (IntegerData): Number of top sites of the board.
    2.1.1.25 Num Bottom Sites (IntegerData): Number of bottom sites of the board.
    2.1.1.26 Num Right Sites (IntegerData): Number of right sites of the board.
    2.1.1.27 Num Left Sites (IntegerData): Number of left sites of the board.
    2.1.1.28 Num Centre Sites (IntegerData): Number of centre sites of the board.
    2.1.1.29 Num Convex Corners (IntegerData): Number of convex corners of the board.
    2.1.1.30 Num Concave Corners (IntegerData): Number of concave corners of the board.
    2.1.1.31 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.
    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 (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.
3.3.1.1 Add: Add move.
    3.3.1.1.1 Add Decision: Decide to add pieces.
3.3.1.2 Step: Step move.
    3.3.1.2.1 Step Decision: Decide to step.
    3.3.1.2.2 Step To Empty: Decide to step to an empty site.
    3.3.1.2.3 Step To Friend: Decide to step to a friend piece.
    3.3.1.2.4 Step To Enemy: Decide to step to an enemy piece.
3.3.1.3 Slide: Slide move.
    3.3.1.3.1 Slide Decision: Decide to slide.
    3.3.1.3.2 Slide To Empty: Slide move.
    3.3.1.3.3 Slide To Enemy: Slide move.
    3.3.1.3.4 Slide To Friend: Slide move.
3.3.1.4 Leap: Leap move.
    3.3.1.4.1 Leap Decision: Decide to leap.
    3.3.1.4.2 Leap To Empty: Decide to leap to an empty site.
    3.3.1.4.3 Leap To Friend: Decide to leap to a friend piece.
    3.3.1.4.4 Leap To Enemy: Decide to leap to an enemy piece.
3.3.1.5 Hop: Hop move.
    3.3.1.5.1 Hop Decision: Decide to hop.
    3.3.1.5.2 Hop More Than One: Hop more than one site.
    3.3.1.5.3 Hop Enemy To Empty: Hop an enemy to an empty site.
    3.3.1.5.4 Hop Friend To Empty: Hop a friend to an empty site.
    3.3.1.5.5 Hop Enemy To Friend: Hop an enemy to a friend piece.
    3.3.1.5.6 Hop Friend To Friend: Hop a friend to a friend piece.
    3.3.1.5.7 Hop Enemy To Enemy: Hop an enemy to a enemy piece.
    3.3.1.5.8 Hop Friend To Enemy: Hop a friend to an enemy piece.
3.3.1.6 Sow: Sowing stones.
3.3.1.6.1 Sow Effect: Sowing moves with effect on final hole.
    3.3.1.6.1.1 Sow Capture: Sowing with capture.
    3.3.1.6.1.2 Sow Remove: Sowing with seeds removed.
    3.3.1.6.1.3 Sow Backtracking: Sowing uses backtracking captures.
3.3.1.6.2 Sow Properties: Sowing properties.
    3.3.1.6.2.1 Sow Skip: Sowing in skiping some holes.
    3.3.1.6.2.2 Sow Origin First: Sowing in the origin hole first.
    3.3.1.6.2.3 Sow C W: Sowing is performed CW.
    3.3.1.6.2.4 Sow C C W: Sowing is performed CCW.
3.3.1.7 Bet: Bet move.
    3.3.1.7.1 Bet Decision: Decide to bet.
3.3.1.8 Vote: Vote move.
    3.3.1.8.1 Vote Decision: Decide to vote.
    3.3.1.9 Promotion: Promote move.
3.3.1.10 Remove: Remove move.
    3.3.1.10.1 Remove Decision: Decide to remove pieces.
3.3.1.11 From To: Move a piece from a site to another.
    3.3.1.11.1 From To Decision: Decide to move a piece from a site to another.
    3.3.1.11.2 From To Within Board: Move a piece from a site to another withing the board.
    3.3.1.11.3 From To Between Containers: Move a piece from a site to another between 2 different containers.
    3.3.1.11.4 From To Empty: Move a piece to an empty site.
    3.3.1.11.5 From To Enemy: Move a piece to an enemy site.
    3.3.1.11.6 From To Friend: Move a piece to a friend site.
    3.3.1.12 Rotation: Rotation move.
    3.3.1.13 Push: Push move.
    3.3.1.14 Flip: Flip move.
3.3.1.15 Swap Pieces: Swap pieces move.
    3.3.1.15.1 Swap Pieces Decision: Decide to swap pieces.
3.3.1.16 Swap Players: Swap players move.
    3.3.1.16.1 Swap Players Decision: Decide to swap players.
    3.3.1.17 Take Control: Take control of enemy pieces.
3.3.1.18 Shoot: Decide to shoot.
    3.3.1.18.1 Shoot Decision: Decide to shoot.
    3.3.1.19 Priority: Some moves are priority.
    3.3.1.20 By Die Move: Each die can correspond to a different move.
    3.3.1.21 Max Moves In Turn: Maximise the number of moves in a turn.
    3.3.1.22 Max Distance: Maximise the distance to move.
3.3.1.23 Set Move: Set Moves.
    3.3.1.23.1 Set Next Player: Decide who is the next player.
    3.3.1.23.2 Move Again: Set the next player to the mover.
    3.3.1.23.3 Set Value: Set the value of a piece.
    3.3.1.23.4 Set Count: Set the count of a piece.
    3.3.1.24 Choose Trump Suit: Choose the trump suit.
3.3.1.25 Pass: Pass a turn.
    3.3.1.25.1 Pass Decision: Decide to pass a turn.
    3.3.1.26 Roll: Roll at least a die.
3.3.1.27 Graph Moves: Graph moves.
    3.3.1.27.1 Set Cost: Set the cost of a graph element.
    3.3.1.27.2 Set Phase: Set the phase of a graph element.
3.3.1.28 Propose: Propose a vote.
    3.3.1.28.1 Propose Decision: Decide to propose.
3.3.2 Capture: Game involved captures.
    3.3.2.1 Replacement Capture: Capture in replacing.
    3.3.2.2 Hop Capture: Capture in hopping.
    3.3.2.3 Hop Capture More Than One: Capture in hopping many sites.
    3.3.2.4 Direction Capture: Capture pieces in a direction.
    3.3.2.5 Enclose Capture: Capture in enclosing.
    3.3.2.6 Custodial Capture: Capture in custodial.
    3.3.2.7 Intervene Capture: Intervene capture.
    3.3.2.8 Surround Capture: Ccapture in surrounding.
    3.3.2.9 Capture Sequence: Capture pieces in a sequence at the end of the turn.
    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 Stalemate: Detect stalemate.
    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.
    3.3.3.3.2 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 Line Of Sight: Line of sight of pieces used.
    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.
    3.4.1.2 Connection End: End if connected regions.
    3.4.1.3 Group End: End in making a group.
    3.4.1.4 Loop End: End in making a loop.
    3.4.1.5 Pattern End: End in making a pattern.
    3.4.1.6 Path Extent End: End with a path extent.
    3.4.1.7 Territory End: End related to a territory.
3.4.2 Capture End: Capture ending rules.
    3.4.2.1 Checkmate: End if checkmate.
    3.4.2.2 No Target Piece End: End if a target piece is removed.
3.4.3 Race End: Race ending rules.
    3.4.3.1 Escape: Win if no piece.
    3.4.3.2 Fill End: End in filling a region.
    3.4.3.3 Reach End: End in reaching a region.
    3.4.4 Scoring End: End in comparing scores.
    3.4.5 Stalemate End: End if stalemate.
    3.4.6 No Progress End: The game does not progress to an end.
    3.4.7 Draw: The game can ends in a draw.
4 Math: Mathematics.
4.1 Arithmetic: Arithmetic.
4.1.1 Operations: Operations.
    4.1.1.1 Addition: Addition operation.
    4.1.1.2 Subtraction: Subtraction operation.
    4.1.1.3 Multiplication: Multiplication operation.
    4.1.1.4 Division: Division operation.
    4.1.1.5 Modulo: Modulo operation.
    4.1.1.6 Absolute: Absolute operation.
    4.1.1.7 Roots: Root operation.
    4.1.1.8 Cosine: Cosine operation.
    4.1.1.9 Sine: Sine operation.
    4.1.1.10 Tangent: Tangent operation.
    4.1.1.11 Exponentiation: Exponentiation operation.
    4.1.1.12 Exponential: Exponential operation.
    4.1.1.13 Logarithm: Logarithm operation.
    4.1.1.14 Minimum: Minimum value.
    4.1.1.15 Maximum: Maximum value.
4.1.2 Comparison: Comparison of numbers.
    4.1.2.1 Equal: = operator.
    4.1.2.2 Not Equal: != operator.
    4.1.2.3 Lesser Than: < operator.
    4.1.2.4 Lesser Than Or Equal: <= operator.
    4.1.2.5 Greater Than: > operator.
    4.1.2.6 Greater Than Or Equal: >= operator.
4.1.3 Parity: Whether a number is even or odd.
    4.1.3.1 Even: Even values.
    4.1.3.2 Odd: Odd values.
4.2 Logic: Logic operations.
    4.2.1 Conjunction: Conjunction (And).
    4.2.2 Disjunction: Disjunction (Or).
    4.2.3 Exclusive Disjunction: Exclusive Disjunction (Xor).
    4.2.4 Negation: Negation (Not).
4.3 Set: Set operations.
    4.3.1 Union: Union operation.
    4.3.2 Intersection: Intersection operation.
    4.3.3 Complement: Complement operation (Difference).
4.4 Algorithmics: Algorithmic operations.
    4.4.1 Conditional Statement: Conditional Statement (If).
    4.4.2 Control Flow Statement: Control Flow Statement (For).
    4.5 Float: Float values.
5 Visual: Important visual aspects.
5.1 Style: Style of game elements.
5.1.1 Board Style: Style of the board.
    5.1.1.1 Graph Style: Use Graph style.
    5.1.1.2 Chess Style: Use Chess style.
    5.1.1.3 Go Style: Use Go style.
    5.1.1.4 Mancala Style: Use Mancala style.
    5.1.1.5 Pen And Paper Style: Use PenAndPaper style.
    5.1.1.6 Shibumi Style: Use Shibumi style.
    5.1.1.7 Backgammon Style: Use Backgammon style.
    5.1.1.8 Janggi Style: Use Janggi style.
    5.1.1.9 Xiangqi Style: Use Xiangqi style.
    5.1.1.10 Shogi Style: Use Shogi style.
    5.1.1.11 Table Style: Use Table style.
    5.1.1.12 Surakarta Style: Use Surakarta style.
    5.1.1.13 Tafl Style: Use Tafl style.
    5.1.1.14 No Board: Board is not shown.
5.1.2 Component Style: Style of the component.
    5.1.2.1 Animal Component: Use animal components.
5.1.2.2 Chess Component: Use Chess components.
    5.1.2.2.1 King Component: Use Chess components.
    5.1.2.2.2 Queen Component: Use Queen components.
    5.1.2.2.3 Knight Component: Use Knight components.
    5.1.2.2.4 Rook Component: Use Rook components.
    5.1.2.2.5 Bishop Component: Use Bishop components.
    5.1.2.2.6 Pawn Component: Use Pawn components.
    5.1.2.3 Fairy Chess Component: Use fairy Chess components.
    5.1.2.4 Ploy Component: Use Ploy components.
    5.1.2.5 Shogi Component: Use Shogi components.
    5.1.2.6 Xiangqi Component: Use Xiangqi components.
    5.1.2.7 Stratego Component: Use Stratego components.
    5.1.2.8 Janggi Component: Use Janggi components.
    5.1.2.9 Hand Component: Use Hand components.
    5.1.2.10 Checkers Component: Use Checkers components.
    5.1.2.11 Ball Component: Use Ball components.
    5.1.2.12 Tafl Component: Use Tafl components.
    5.1.2.13 Disc Component: Use Disc components.
    5.1.2.14 Marker Component: Use Marker components.
5.2 Stack Type: Visual of a stack.
    5.2.1 Stack: Stacks of pieces.
    5.3 Symbols: Symbols on the board.
    5.4 Show Piece Value: Show piece values.
    5.5 Show Piece State: Show piece states.
6 Implementation: Internal implementation details, e.g. for performance predictions.
6.1 State: State related implementation.
6.1.1 State Type: Type of state used.
    6.1.1.1 Stack State: Use stack state.
6.1.2 Piece State: State related information about piece.
    6.1.2.1 Site State: Use site state.
    6.1.2.2 Set Site State: Set the site state.
    6.1.2.3 Visited Sites: Store visited sites in previous moves of a turn.
6.1.3 Variable: Use state variable(s).
    6.1.3.1 Set Var: The variable 'var' is set.
    6.1.3.2 Remember Values: Some values are remembered.
    6.1.3.3 Forget Values: Some values are forgotten.
    6.1.3.4 Set Pending: The variable pending is set.
6.1.4 Internal Counter: Use internal counter of the state.
    6.1.4.1 Set Internal Counter: Set internal counter of the state.
    6.1.5 Player Value: Use player value.
6.1.6 Set Hidden: Hidden information are set.
    6.1.6.1 Set Invisible: Invisibility is set.
    6.1.6.2 Set Hidden Count: Hidden count is set.
    6.1.6.3 Set Hidden Rotation: Hidden rotation is set.
    6.1.6.4 Set Hidden State: Hidden state is set.
    6.1.6.5 Set Hidden Value: Hidden value is set.
    6.1.6.6 Set Hidden What: Hidden count are set.
    6.1.6.7 Set Hidden Who: Hidden who is set.
6.2 Efficiency: Implementation related to efficiency.
    6.2.1 Copy Context: The context can be copied during computation of the moves.
    6.2.2 Then: Use consequences moves (then).
    6.2.3 For Each Piece: Describes moves per piece.
    6.2.4 Do Ludeme: Use a (do ...) ludeme.
    6.2.5 Trigger: Use a (trigger ...) ludeme.

 

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     cameron.browne@maastrichtuniversity.nl

lkjh Maastricht University Data Science and Knowledge Engineering (DKE), Paul-Henri Spaaklaan 1, 6229 EN Maastricht, Netherlands Funded by a €2m ERC Consolidator Grant (#771292) from the European Research Council