Rock Paper Scissors - but Way Cooler

The Math Behind Egalicon

Have you ever wondered what makes a strategy game truly deep? Beyond the rules and pieces, there's a fascinating world of mathematics that defines a game's complexity and strategic potential. Dive into the numbers behind Egalicon and see how it stacks up against giants like Chess and Go!

Complexity Analysis

Okay, let's break down the complexity of Egalicon and compare it to other abstract strategy games.

Defining Egalicon Setups for Analysis

These setups match the implementation used in the interactive game on this site.

Egalicon Complexity Factors:

Complexity Estimations (Egalicon)

Complexity Data for Other Games (Approximate/Common Figures)

Comparison Table (Conservative Estimates)

Game Variant a) Initial Moves b) Overall Avg Moves¹ c) Positions (2 Turns)²
Egalicon 6x6 68 ~54 ~8.5 M
Egalicon 9x9 173 ~140 ~384 M
Egalicon 12x12 326 ~288 ~6.9 B
Egalicon 18x18 776 ~729 ~281 B
Chess 20 ~35 ~1.5 M
Abalone ~55 ~35 ~1.5 M
Checkers (Draughts) 9 ~10 ~10 K
Go 9x9 81 ~70 ~24 M
Go 13x13 169 ~140 ~384 M
Go 19x19 361 ~250 ~3.9 B

Comparative Complexity Scale (2 Turns)

To put the "Positions to Analyze" after 2 turns into perspective, here's a comparison table where Chess's complexity (~1.5 Million positions) is set as a base scale factor of 1.

Game Variant Scale Factor (vs Chess 2 Turns)
Checkers (Draughts)~0.007
Chess1
Abalone~1
Egalicon 6x6~5.7
Go 9x9~16
Egalicon 9x9~256
Go 13x13~256
Go 19x19~2,600
Egalicon 12x12~4,600
Egalicon 18x18~187,000

Notes and Caveats

  1. ¹ Avg Moves (b): The values presented use a conservative "Piece-Centric" estimation method. This method estimates the average moves based on the likely number of active pieces mid-game (assuming ~75% of initial pieces remain) multiplied by an estimated average number of options per piece (ranging from 6 for 6x6 to 9 for 18x18, accounting for movement, stacking, and tower ambiguity). This approach avoids direct scaling from the potentially misleadingly high initial move count and provides a more cautious, though still approximate, view of the average branching factor. Previous estimation methods yielded significantly higher, potentially inflated, results.
  2. ² Positions (c): Calculated as (Overall Avg Moves) ^ 4 (i.e., for 2 full turns or 4 ply). This represents the approximate number of leaf nodes in a 4-ply brute-force search tree. Values are approximate (K = Thousands, M = Millions, B = Billions).
  3. Game Complexity: These numbers relate primarily to Game Tree Complexity (difficulty for AI search) more than State Space Complexity (total possible unique positions).
  4. Go Complexity: Go's branching factor is high initially but doesn't necessarily increase as much mid-game as Egalicon might due to the towering mechanic. Local fights dominate Go strategy.
  5. Estimation Uncertainty: All estimates for average branching factor are inherently uncertain without extensive game simulations. The actual branching factor fluctuates significantly throughout any given game.

Analysis Summary (Conservative Estimates)

In conclusion, based on these more conservative estimates, Egalicon remains a game of exceptionally high tactical complexity due to its core mechanics. Its average branching factor appears to significantly exceed that of Chess and Abalone, and likely surpasses Go on larger board sizes. The tower ambiguity rule is the primary driver of this complexity, presenting a substantial challenge for deep strategic calculation and AI development.

This analysis highlights the depth and strategic possibilities within Egalicon, particularly on larger board sizes. While the numbers show its complexity, the best way to understand the game is to play it!

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