Audamir

Colony: what holds for the layout and for play

None of the eight layouts of Colony favours the player who starts; they differ in the opening, draws and length. What holds for the jump and the copy, the endgame and simple rules against the AI.

Colony has no chance in it, so what the setup does can be measured: the map, the start position and the empty cells give eight layouts. All the numbers come from games of AI opponents; people were not measured.[1]

Layouts

The map of the layouts of Colony: the four start positions and what the measurement says of eachThe four start positions of Colony: a map of 58 or 61 cells and a start with three or one piece each. 58 cells, three pieces each: first flip on move 3.7, first player wins 48%, draws 4.4%, length of a game 115 moves. 58 cells, one piece each: first flip on move 13.9, first player wins 48%, draws 3.9%, length of a game 114 moves. 61 cells, three pieces each: first flip on move 3.7, first player wins 49%, draws 0.0%, length of a game 131 moves. 61 cells, one piece each: first flip on move 13.8, first player wins 47%, draws 0.0%, length of a game 132 moves. The dark cells on the 58-cell map are blocked.58 cells, three pieces eachfirst flip on move3.7first player wins48%draws4.4%length of a game115 moves61 cells, three pieces eachfirst flip on move3.7first player wins49%draws0.0%length of a game131 moves58 cells, one piece eachfirst flip on move13.9first player wins48%draws3.9%length of a game114 moves61 cells, one piece eachfirst flip on move13.8first player wins47%draws0.0%length of a game132 movesred player (you)blue player (opponent)blocked cellNormal AI against Normal AI, 800 games per layout (empty cells off and on together), game 0.126.2
The map of the layouts of Colony: the four start positions and what the measurement says of each

Normal AI against Normal AI, 800 games per row (empty cells off and on together):

Map and startFirst flip on moveFirst player winsDrawsMoves
58 cells, three pieces each3.748%4.4%115
58 cells, one piece each13.948%3.9%114
61 cells, three pieces each3.749%0.0%131
61 cells, one piece each13.847%0.0%132
  • Neither the first move nor the side of the board decides in any layout: the player who starts wins 50.0% against the Weak AI, 48.0% against the Normal AI and 51.6% against the Strong AI (±1.7 points for the Weak and Normal AI, ±6.1 for the Strong AI).[2] The choice “who starts” is a matter of feel.
  • With one piece each nothing is flipped for the first thirteen moves and there is hardly any jumping; after that it plays as with three pieces.
  • The 61-cell map has no draws (an odd number of cells, the board is full at the end) and its games are longer: 15 to 20% pass 150 moves.
  • The empty-cell rule ends 2 to 4% of the games of the Normal AI and changes the result in about one game in a hundred.

Copy and jump

A copy and a jump in a real game of ColonyFour views of the whole board of 58 cells from one game of the Normal AI against the Normal AI. At the top a copy on move 48: before the move the blue player has 8 pieces and red 21, copies one piece to a neighbouring cell, flips 3 red pieces and after the move it is 12 to 18. At the bottom a jump on move 38: blue has 7 pieces and red 18 before the move, a piece jumps two cells, an empty cell is left where it stood, it flips 3 red pieces and after the move it is 10 to 15.Copy (move 48): the piece stays, a new one appearsbefore the moveblue 8, red 21after the moveblue 12, red 18Jump (move 38): the piece moves, its cell becomes emptybefore the moveblue 7, red 18after the moveblue 10, red 15piece that movestarget of a copytarget of a jumpcell it leftflipped piecesNormal AI against Normal AI, the 58-cell layout with three pieces, game 0.126.2
A copy and a jump in a real game of Colony
  • The board fills only with copies: a game has exactly 52, 56, 55 or 59 copies, depending on the layout, and ends with a copy into the last empty cell. Everything else is jumps.
  • By a search to depth 5 a copy is better more often in the opening (42% of positions against 34%), a jump in the middle of the game (41 to 46% against 21 to 29%). When the search sees the end of the game in the endgame, the result is better after a jump in 60% of the positions and after a copy in 18%.[3]

Endgame

  • The player who leads 40 moves before the end wins 51% of the games of the Normal AI, 12 moves before the end 69%, one move before the end 87%.
  • The player who plays the last piece was behind before it in 86% of the games of the Normal AI and won only 27%; against the Strong AI 93% and 14%. Why was not investigated.

Against the AI

The rules are played by a script as a stand-in for a person; a real person would hold them with mistakes.

RuleWeak AINormal AIStrong AI
the highest number of the hint54.5%0.0%0.0%
always copy45.8%0.5%0.0%
look at what the opponent takes back97.8%1.8%0.0%
  • A principle that was not measured: counting before the move what the opponent takes back beats the Weak AI; against the Normal AI one must also see one's own next move.[4]

Notes

  1. See (forthcoming article no. 64). ↩︎
  2. Measurement colony.js --layouts and a script that keeps every move, 400 games per row (Strong AI 32), eight layouts, game 0.126.2. ↩︎
  3. See (forthcoming article no. 65). ↩︎
  4. 200 games against the Weak and the Normal AI, 40 against the Strong AI; game 0.126.2. ↩︎