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Yavalath: On Evolutionary Game Design

Cameron Browne
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In November 2007, a new board game called Yavalath was invented. The rules of Yavalath are simple: Players take turns adding a piece of their colour to a hexagonal board and win by making four-in-a-row of their colour – but lose by making three-in-a-row beforehand.

Fig. 1 – Yavalath puzzle: White to play and win.

Fig. 1 shows a Yavalath puzzle by way of example. What is White's only winning play? Hint: Consider what happens if Black is allowed to play at either cell marked X.

Yavalath has proven reasonably popular as its simple rules allow interesting and surprising situations to develop due to its innovative win with four but lose with three winning condition. But Yavalath is really set apart from the many other board games invented in 2007 by one remarkable fact: Yavalath was designed by a computer programme.

This computer programme, called Ludi, creates games by taking the rules of existing games and scrambling them into new combinations using genetic programming (GP) techniques of crossover and mutation. New games are tested through selfplay trials and assigned a quality score based on their estimated potential to interest human players, hence the complete process of design, testing and evaluation is entirely automated. Ludi creates a unique name for each evolved game using a Markovian process seeded with Tolkien-style words.

Ludi produced 1,389 new games over a four week run, of which it deemed 19 to be playable and of varying degrees of interest. It ranked Yavalath as the fourth best evolved game, while a group of human player testers found Yavalath to be the second most interesting of the evolved games. However, it was obvious from the moment the game arrived that Yavalath had a special quality about it, and it has since emerged as the clear favourite and now stands as a game in its own right. The game caught the attention of Néstor Romeral Andrés and was commercially published by nestorgames in 2009.

The nestorgames edition

Rules

Yavalath is played on a hexagonal field of hexagons which is initially empty. The standard board size is five cells per side (Fig. 2).

Fig. 2 – The Yavalath board.

Two players, White and Black, take turns adding a piece of their colour to an empty cell. A player wins by making four-in-a-row of their colour (or more) but loses by making three-in-a-row of their colour without also making 4-in-a-row (or more). If the board fills without either player winning or losing, then the game is a draw.

Swap Rule: White makes the first move, then Black has the choice of either swapping colours – effectively stealing the first move – or continuing with their move as usual. This discourages White from making an overly strong opening near the board centre.

Forcing Moves

The key tactical play in Yavalath is the forcing move, as shown in Fig. 3. White move 1 threatens to make a line of four white pieces next turn, hence Black is forced to play blocking move 2 to intervene. Unfortunately for Black, this forced blocking move completes a line of three black pieces to lose the game.

Fig. 3 – A forcing move by White.

Games are typically won using sequences of such forcing moves to manipulate the opponent into disadvantageous and ultimately losing positions. Long sequences of forcing moves can be difficult to predict correctly, especially if forced replies by the opponent themselves trigger further forced replies from the mover, and so on. Hence players can plan ahead with some certainty but must be careful of any surprises that might lie in wait once a forced exchange is triggered.

Puzzle Solution

With this in mind, consider the simple puzzle introduced earlier (Fig. 4): White to play and win.

Fig. 4 – White to play and win.

A Black move 1 at either cell X will force a losing reply 2 from White, as shown in Fig. 5. Hence Black must not be allowed to make either of these moves, and the only way to achieve this is for White to go on the offensive with forcing moves of their own.

Fig. 5 – Black can force a win with either move X.

White has three forcing moves available to them, marked a, b and c in Fig. 4. A move 1 at either a or b would indeed force a reply 2 from Black as shown in Fig. 6, but each of these replies would in turn force a losing reply 3 from White. Such forcing moves that come back to hurt the mover are called rebounds (similar to the Go concept of "snap-backs").

Fig. 6 – Forcing moves a and b lose for White.

The only non-losing choice available to White is therefore move 1 at c, as shown in Fig. 7. This move forces a harmless reply 2 from Black and sets up White for another forcing move 3 which forces another harmless reply 4. White can now play move 5 which forces Black to make losing move 6.

Fig. 7 – Forcing move c is White's only winning play.

Strong Patterns

Triangular piece formations tend to form very strong patterns. For example, the small size-2 triangle shown in Fig. 8 allows White to launch a variety of winning attacks.

Fig. 8 – The small size-2 triangle is a strong pattern.

Figures 9 and 10 show forced winning sequences by White both above the triangle's apex (9) and below its base (10). Given that both of these attacks can be applied in each of three rotations and two reflections, it is difficult for the opponent to block all possible attacks from the small triangle; all three sides of the triangle must be blocked. Players must therefore be wary of the opponent forming such patterns unless suitable precautions are taken.

Fig. 9 – White can force a win above...

Fig. 10 – ...and can force a win below.

Medium size-3 and large size-4 triangles (Figures 11 and 12) are also strong formations that allow forced wins, as shown. However, medium and large triangles are easier to block - it is usually sufficient to block one side - and hence do not present as much danger as small triangles.

Fig. 11 – Medium size-3 triangles allow a forced win.

Fig. 12. – Large size-4 triangles allow a forced win.

First Move Advantage

White has a huge (winning) advantage if allowed an unconstrained opening move. Fig. 13 shows how White can form a small triangle with their first three moves, which Black is helpless to defend against. This strong opening was first pointed out by Néstor Romeral Andrés in 2011.

Fig. 13 – A strong (winning) opening for White.

Fig. 14 shows how it is possible to block a small triangle on all three sides with only three pieces. However, White can choose which way to orient the triangle with their third piece to avoid this situation; Black would have to catch White napping to achieve such a blockade.

Fig. 14 – Black foils White.

The solution to this imbalance is the swap rule, which enables Black to swap colours in lieu of making their first move, which discourages White from making an overly strong opening move. This rule is used successfully to balance openings in a number of combinatorial games.

Fig. 15 – Swappable openings.

Fig. 15 (left) shows opening moves that Black should swap. The large dots represent moves that should undoubtably be swapped, while the small dots represent moves that appear to be reasonably balanced. Opening moves in unmarked cells need not be swapped as their proximity to the board edge reduces the danger of the small triangle on that side. A general rule of thumb: Swap any opening move that is three or more cells away from the board edge.

Fig. 15 (right) shows the best opening moves for White. Opening moves along the board edge are too weak to consider, while openings one cell away from the edge (marked "1") are weak but plausible. Opening moves two cells away from the edge (marked "2") are stronger and reasonably balanced, and the opponent will not necessarily swap such a move.

Draws

Draws, although possible, are extremely rare. Players generally tend to make a fatal mistake due to the difficulty of correctly predicting forced sequences, or are forced into making a losing move as the number of available move choices dwindles in the end game.

Fig. 16 – A indecisive fill pattern.

Fig. 16 shows a possible fill pattern that precludes a result, but which will not occur in standard play unless both players conspire for a draw.

Three-Player Yavalath

Yavalath works well as a three-player game. The standard two-player rules apply as specified by Ludi, with the following additions:

a) Any player to make three-in-a-row is removed from the game
(but not their pieces).
b) The mover must block the next player if possible.

Rule a) allows the game to continue when a player loses but a winner is not yet decided between the remaining two players. Rule b) removes a potential king-maker effect, which is the undesirable ability of a losing player to decide the outcome of a game. The move order is: White, Black, Grey.

For example, Fig. 17 shows a three-player game with Grey to move. Grey must move at a to block White, then White must move at b to block Black and hence lose the game. If rule b) were not in effect, then Grey would be free to choose between a White loss (or a Black win) with move a or a White win with any other move. Example by Stephen Tavener.

Fig. 17 – Grey must block White at a.

The three-player version was devised as a natural extension of the two-player game shortly after its invention in 2007.

The Tournament

To celebrate the second anniversary of Yavalath's publication, we're running a tournament on igGamecenter. Please participate for a chance to win a copy of the game!

Cameron Browne
Computational Creativity Group
Imperial College London
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Subscribe sub options Tue Jun 7, 2011 6:30 am
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Jim Cote
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Quote:
(similar to the Go concept of "snap-backs")

Except it's the opposite.
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  • Posted Tue Jun 7, 2011 6:41 am
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Cameron Browne
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Yes, "similar but opposite" would be more precise

Cameron
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  • Posted Tue Jun 7, 2011 9:39 am
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Björn Hansson
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The three player option is very interesting!
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  • Posted Tue Jun 7, 2011 2:09 pm
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What's New
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Hey Cameron,

Out of curiosity, what happened to the other games that ludi judged to be more interesting than Yavalath, especially the one that humans deemed more interesting initially?
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  • Posted Tue Jun 7, 2011 2:23 pm
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Weird Fox
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milomilo122 wrote:
Hey Cameron,

Out of curiosity, what happened to the other games that ludi judged to be more interesting than Yavalath, especially the one that humans deemed more interesting initially?


Yes, I'd be interested in this as well. I've played Pentalath and enjoyed it (probably not as much as Yavalath), but would be interested to see/read/hear more about Ludi and its other creations (can we call them B-Sides?).

This is cool stuff, regardless. I really like the Oulipo writers--mostly European writers who incorporate math and puzzles into their writing through constraints: Harry Mathews, Italo Calvino, and Georges Perec might be the most well-known and most playful--and I like to think Ludi would get their approval.

J
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  • Posted Tue Jun 7, 2011 2:46 pm
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ethidium bromide
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I have found your doctoral dissertation on Ludi. I have browsed through it. It looks interesting, though it is not my field.

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  • Posted Tue Jun 7, 2011 3:25 pm
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Cameron Browne
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Hi Nick (and others),

The game rated most highly by both Ludi and human players was Ndengrod, i.e. hex grid, surround capture (ala Go), win with 5-in-a-row. At first I couldn't work out why this game was so favoured, but after playing it a bit I grew to appreciate it more and more. Once you get over the initial learning curve then some interesting strategies emerge, and it turns out to have a subtle connective basis as the trick lies in connecting safe groups.

The name Ndengrod sucked (just like the games, the auto-generated names were not always a success ) so it was renamed to Pentalath when released as a sister-game to Yavalath. The trapezium board that Ludi originally specified for Ndengrod was replaced with the hexagonal Yavalath board as the shape doesn't really matter.

Yavalath is simpler to explain and easier for new players to pick up than Pentalath, as the rules are so simple and familiar... but with a twist. When I've introduced new players to Yavalath there tends to be the immediate "aha!" moment when they notice that forcing moves can make the opponent waste a move, then shortly afterwards another "aha!" moment when they notice that forcing moves can actually be used to place the opponent's pieces where they may not want them. I think the forcing moves are the key to the game; once a sequence is triggered the result can be a bit of a surprise (unless you've got a good memory) which keeps the game interesting. There's also the aspect of better players being able to chunk forced sequences into single moves conceptually, facilitating strategic planning. So I'd say that Yavalath is the most accessible and addictive game of the evolved set.

These are the games that Ludi ranked above Yavalath:
#1. Ndengrod/Pentalath (ranked #1 by both Ludi and survey participants). Quite a nice game!
#2. Pelot (ranked #8 by survey participants) is played on a 5x5 square board, players can add a piece or move a piece to a connected cell (connected by friendly pieces) whose distance does not equal the piece state (piece state starts at 0 then is incremented each time the piece moves), stacking is allowed. Sounds confusing but makes sense when you play it. Probably a bit fiddly as a physical game as you'd need a mechanism for maintaining the state of each piece.
#3. Rhunthil (ranked #3 by survey participants) is played on an 8x8 square board with the aim being 5-in-a-row. The movement rules are quite complex and barely comprehensible, and its high ranking is something of a mystery to me. Feedback I got from some of the survey participants was that they didn't understand the rules, but felt that there would be something there if they'd had a better understanding. Perhaps this novelty value made it appear more interesting than it really is, but Ludi's self-play tests indicate that it plays well.

Note that the most preferred games are mostly N-in-a-row games. This was something that surprised me, as a greater percentage of the final evolved games involved N-in-a-row than the source games. N-in-a-row seems to be a very robust rule.

Of the other evolved games deemed playable, there were a couple of interesting mechanisms to emerge but nothing that really clicked into a good game. For example, see Teiglith, Elrostir, Gorodrui and Valion, which are described here: http://www.cameronius.com/bio/publications/thesis-2.47.zip

This is where I see systems like Ludi being really useful; coming up with new combinations of rules that turn out to work well together but which game designers might not have otherwise considered. Then it's up to us to spot the really good combinations and find the other rules that best support them.

Regards,
Cameron
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  • Edited Tue Jun 7, 2011 5:20 pm
  • Posted Tue Jun 7, 2011 4:30 pm
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Rob Renaud
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I am jealous. Good work.

I have certainly thought about ways to automatically balance cards for Race for the Galaxy and Dominion given a suitably strong AI for the generic class of games that Race and Dominion belong to.

Measuring how fun a game is for humans though seems a lot harder than getting the balance in the right ballpark for a microscopic feature of a game, however.
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  • Posted Tue Jun 7, 2011 5:43 pm
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Mark Klassen
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This game looks interesting. I'd like to give it a try. However, I don't like the swap rule at all. I would just implement a house-rule that the first player can't start with a move in those "always swap-worthy" spaces that you've identified.

You said Nestor noticed the strong opening. Did not Ludi realize that the start player had a huge advantage?
 
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  • Posted Tue Jun 7, 2011 6:31 pm
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Cameron Browne
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Hi Mark,

Indeed Ludi did not detect the strong opening... but nor did any human player until three years and hundreds of games later It was always assumed that the first player had an advantage, but the extent of this advantage was not known until Nestor pointed out the killer play.

I can't recall how unbalanced Ludi found Yavalath to be, but it couldn't have been too extreme otherwise the rule set would not have survived. Keep in mind that Ludi's AI module was intended to play a wide range of games competently rather than any specific game at an expert level. Also, each game in the self-play trials started with a random ballot of moves so that the AI did not follow the same line of play every time; this could also have masked the extent of the first move advantage.

The aim of Ludi's Criticism module was to measure a large number of games for playability and estimated quality. It did not attempt a more thorough combinatorial analysis of any game or fine tuning of rules to optimise them. This would not be straightforward to do systematically and efficiently - enough work for another project.

Regards,
Cameron
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  • Edited Tue Jun 7, 2011 7:54 pm
  • Posted Tue Jun 7, 2011 7:46 pm
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Clint Herron
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Fantastic read, thanks!
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  • Posted Tue Jun 7, 2011 8:47 pm
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Randall Bart
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I for one welcome our new game designing computer overlords
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  • Posted Wed Jun 8, 2011 2:06 am
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Néstor Romeral Andrés
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Yavalathon is about to start:

http://www.iggamecenter.com/stats/yavalathon.html

Good luck!
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  • Posted Wed Jun 8, 2011 11:46 am
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Richard Hutnik
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I hope that the Tournament gets a decent turnout (and people would also register for the IAGO Leaderboard). As it is now, I am the top ranked player at Yavalath, according to the IAGO Leaderboard:
http://iagoweb.com/records/games/yavalath

Hey folks, please change this. I shouldn't be top rated player at anything... outside of designs I created, until they mature enough in popularity I can get supplanted.
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  • Posted Wed Jun 8, 2011 8:21 pm
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Jeffrey Allers
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Barticus88 wrote:
I for one welcome our new game designing computer overlords


Not if they prefer to kick out "Connect 4" variantssnore

Interesting concept, though.

And sometimes it seems as though the Euro "cube pushers" have been created the same way--by a computer simply combining familiar elements in every combination possible. Ludi should serve as motivation to game designers to use their creativity to rise above computer calculations.
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  • Edited Thu Jun 9, 2011 8:40 pm
  • Posted Thu Jun 9, 2011 10:11 am
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Tony Bosca
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jeffinberlin wrote:
Barticus88 wrote:
I for one welcome our new game designing computer overlords


Not if they prefer to kick out "Connect 4" variantssnore


as long as they don't spit out Dominion clones. I recommend not adding "profitability" to the formula. whistle
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  • Posted Thu Jun 9, 2011 9:38 pm
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Richard Hutnik
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jeffinberlin wrote:
Barticus88 wrote:
I for one welcome our new game designing computer overlords


Not if they prefer to kick out "Connect 4" variantssnore

Interesting concept, though.

And sometimes it seems as though the Euro "cube pushers" have been created the same way--by a computer simply combining familiar elements in every combination possible. Ludi should serve as motivation to game designers to use their creativity to rise above computer calculations.


Considering what the toy industry does, if Ludi starts to spit out Connect 4 Variants, I believe it would of been infected with a marketing weasel virus.

I won't comment too much on this, as I have done at least 3 Connect Four variants thus far.
 
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  • Posted Mon Jun 13, 2011 4:57 am
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Ido Abelman
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There might be something about that "Rhunthil". I've read parts of your thesis and if I understood correctly "complexity" is part of the validity score. That's why most of the 19 valid games are so simple - often just "place a stone, win if 4-in-a-row". But Rhunthil have a completely different complexity "tier", and it's also the only game with more than piece type. Probably ludi measured some other qualities in it?
Also if I understood correctly, you didn't start the run with random entries but with complete games - including classics like chess. I'm actually quite surprized that mechanics from those source games didn't survive. I'd expect chess variants to outscore at least the simple "connect 4" variants.
And last - about the game listing on bgg, shouldn't the "designer" be ludi instead of Cameron? But then I guess we'd have to give Cameron a special position as the "designer of the designer"...
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  • Posted Fri Jul 1, 2011 9:15 am
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Joe Joyce
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CBpegasus wrote:
... if I understood correctly, you didn't start the run with random entries but with complete games - including classics like chess. I'm actually quite surprized that mechanics from those source games didn't survive. I'd expect chess variants to outscore at least the simple "connect 4" variants...

Ah, so would I expect at least some chess variants to outscore a connect 4 game in at least some ways. Of course, I'm prejudiced, but still one might legitimately expect some chess variant to show up. Possibly chess variants are too complex to show up in the game listing. FIDE is, after all, a small game, and the good chess variants often go far beyond it. I suspect this software had some sort of upper bound on it, so it did not find complex things like chess variants.
 
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  • Posted Tue Jul 5, 2011 3:02 am
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