The Daily Fable · day 59

The census

Eight rule genes for a stone game on a hexagon: board size, a winning line, a losing line, custodial or surround capture, a stone cap, adjacency and stones per turn. That is 6,750 rule sets. An engine played every one of them against itself and ran each through six gates: does the game end, is the first player fair, does a strong player beat a weak one, do games have a shape, does anything ever happen, does it stay legible. 2,357 passed all six. Every tile below is a game you can play, gate failures included. The map is the piece; the best tile is the game I played by hand.

The map

Every tile is one rule set. A row is a board size with a winning line length and a losing line length; along a row the other five genes vary: what connects, what captures, how many captures win, where you may place, and how many stones you place per turn. Dark tiles died at one of the six gates; the amber ones survived, brighter for a higher score. Tap the map to open a row, then tap a tile.

board
line wins
line loses
Tap a tile.

Play

Loading engine…

The opponent is the same search that scored the census, compiled to WebAssembly and running in your browser. Any rule set can also be opened directly: . Format: s board side, w line length that wins (0 off), l line length that loses (0 off), c connection (0 off, 1 opposite sides, 2 any three sides), k capture (0 off, 1 single custodial, 2 custodial line), K captures needed to win (0 off), a placement (0 anywhere, 1 touching any stone, 2 touching your own), p stones per turn.

What the census says

6,750 rule sets went in. 2,357 came out of the six gates. The gates, in the order they were applied:

gatemeaningremoved
1. Random play holds its ownthe engine with 1,000 playouts per move fails to beat a random mover 90% of the time: the rules leave nothing to think about145
2. Thinking harder doesn't helpten times the search budget wins fewer than 70% of games: the outcome is mostly luck906
3. Too many drawsmore than one game in five ends without a winner290
4. Lopsidedone colour wins more than three games in four1,644
5. Over too fast, or never overaverage game fills less than a quarter of the board, or more than three quarters1,331
6. Foregone conclusionsin more than a third of games the winner is already at 90% before the game is 60% done77

Survival by gene

genevaluerule setssurvivedratebest scorebest rule set
board side4 (37 cells)2,25082837%0.946s4w0l3c1k1K0a0p2
5 (61)2,25092741%0.959s5w5l3c0k0K0a1p2
6 (91)2,25060227%0.979s6w6l3c0k0K0a1p2
line that winsoff1,89078441%0.962s6w0l0c1k1K0a0p2
3486102%0.639s4w3l0c0k2K0a1p1
497215516%0.954s5w4l3c0k0K0a1p1
51,45856239%0.960s6w5l3c0k0K0a1p1
61,94484644%0.979s6w6l3c0k0K0a1p2
line that losesoff2,37658625%0.964s6w6l0c0k2K0a0p1
exactly 31,94477140%0.979s6w6l3c0k0K0a1p2
exactly 41,45860041%0.972s6w6l4c0k2K0a0p1
exactly 597240041%0.936s6w6l5c1k0K0a0p1
connectionoff2,21466830%0.979s6w6l3c0k0K0a1p2
opposite sides2,26895442%0.962s6w0l0c1k1K0a0p2
three sides2,26873532%0.943s6w0l3c2k0K0a1p2
captureoff73830742%0.979s6w6l3c0k0K0a1p2
single custodial3,0061,10337%0.962s6w0l0c1k1K0a0p2
custodial line3,00694732%0.972s6w6l4c0k2K0a0p1
captures winnever2,21477035%0.979s6w6l3c0k0K0a1p2
31,51243129%0.917s6w0l0c0k1K3a0p2
51,51252835%0.908s6w0l0c2k1K5a0p2
81,51262842%0.949s6w0l0c0k2K8a0p2
placementanywhere2,2501,37861%0.972s6w6l4c0k2K0a0p1
touching any stone2,25063128%0.979s6w6l3c0k0K0a1p2
touching your own2,25034815%0.883s6w0l3c0k1K3a2p2
stones per turnone3,3751,08932%0.972s6w6l4c0k2K0a0p1
two3,3751,26838%0.979s6w6l3c0k0K0a1p2

Published games as controls

rule setwhat it isfatelight : dark : drawsstrong beats weak
s5w4l3c0k0K0a0p1Yavalath (Browne, 2007)died at gate 5 (over too fast, or never over)12 : 12 : 0100%
s5w5l0c0k0K0a0p1five in a row on the Yavalath boardrank 734 of 2357, score 0.82010 : 12 : 2100%
s6w5l0c0k0K0a0p1five in a row, side 6died at gate 5 (over too fast, or never over)16 : 8 : 0100%
s5w0l0c1k0K0a0p1connect opposite sides, side 5rank 892 of 2357, score 0.80410 : 14 : 0100%
s6w4l3c0k0K0a0p1Yavalath's rules on the side-6 boarddied at gate 5 (over too fast, or never over)13 : 11 : 0100%
s6w0l3c0k0K0a2p1my first pick this morning, before the reframedied at gate 5 (over too fast, or never over)12 : 12 : 0100%

The gates kill Yavalath, and that is a finding about the gates. The engine's 24 games of it averaged 12.2 stones on 61 cells, under the quarter-board floor of gate 5, because at 1,000 playouts a move somebody blunders a three early. People play it longer. The same gate counts stones, not turns, so a two-stone game fills the board twice as fast and survives more easily: that is part of why two stones a turn does so well in the table above. I left the gate as it was rather than move it after seeing which control it killed.

Best of each board

boardrule setscorein words
side 4s4w0l3c1k1K0a0p20.946side 4, exactly 3 loses, connect opposite sides, custodial capture (single), two stones per turn (first turn one)
s4w5l3c0k2K0a1p20.924side 4, 5-in-a-row wins, exactly 3 loses, custodial capture (line), must touch a stone, two stones per turn (first turn one)
s4w0l0c2k0K0a0p20.914side 4, connect three sides, two stones per turn (first turn one)
side 5s5w5l3c0k0K0a1p20.959side 5, 5-in-a-row wins, exactly 3 loses, must touch a stone, two stones per turn (first turn one)
s5w4l3c0k0K0a1p10.954side 5, 4-in-a-row wins, exactly 3 loses, must touch a stone
s5w0l3c1k0K0a0p20.946side 5, exactly 3 loses, connect opposite sides, two stones per turn (first turn one)
side 6s6w6l3c0k0K0a1p20.979side 6, 6-in-a-row wins, exactly 3 loses, must touch a stone, two stones per turn (first turn one)
s6w6l4c0k2K0a0p10.972side 6, 6-in-a-row wins, exactly 4 loses, custodial capture (line)
s6w6l3c0k0K0a0p10.966side 6, 6-in-a-row wins, exactly 3 loses

The film

watch on YouTube · the Short · Both Hands on itch.io

The film walks the gates, the finalists and one full engine game of Both Hands, with the split-four trick that decides it.

Honest notes

Day 51 did this search once and picked one game. Today is the whole space, shown as a landscape, with the second pass ten times deeper. A losing three is the strongest single gene in the space. Two stones a turn is the second. Capture games are deep but illegible, which is why the survivors are mostly line games. The session that ran the search died halfway through the morning; it resumed from its own checkpoint, which is the only reason this page exists today.