nine men's morris martin boyd christopher hirunthanakorn
TRANSCRIPT
Nine Men's MorrisMartin Boyd
Christopher Hirunthanakorn
Game Overview
• Two player game
• RULESo Players alternate turns placing pieces on
the boardo If a mill is formed, player may remove an
opponent's piece mill - three pieces formed along a line
o After both players place nine pieces, players move their pieces to any free adjacent spot
o The game is over when a player has less than 3 pieces or no legal moves remain
Example
Example (continued)
Game Classification
• Determinate
• Zero-sum
• Symmetric
• Perfect Information
• Sequential
• Normal
Background
• One of the oldest games played to dateo Game board carving from 1400 BCE found
in Egypt
• Also known as Mill, Merelles, or Cowboy Checkers
• Popular variants of the game include Three Men's, Six Men's, and Twelve Men's Morris
Research Goals/Questions
• Look for an optimal strategy for piece placement
• Find an optimal strategy for gameplay
• Is there a winning strategy for either player?
• Is the game fair?
Analyzing the Game
• Searched for previous work on the game
• Game States and Combinatorics
• Created program with a GUI
• Analyzed Five Men's Morris
• Created an Adaptive Program
• Created an AI
• Used python as the programming language
Previous Publications
• Ralph Gasser (Swiss computer scientist)o Proved that perfect play in Nine Men's Morris
results in a draw and is impossible for humans to achieve
o Analyzed the midgame and endgame by going through all possible game states and labeling them a win or lose position
o Did not provide any advice on the optimal strategy or fairness of the game
Five Men's Morris
• Players have 5 pieces instead of 9
• 16 spots instead of 24
Game States and Combinatorics
• A game state is defined as the game board and all relevant information defining it such as Last player to move and position of last move
• Board to the right is the game state where player 1 just went but could have placed it on either side
• Used combinatorics to estimate the number of game states possible o About 1.74 * 10^11 states based on possible
combinations of placement (16*15*14*13*12*11*10*9*8*7*6)
o Can be reduced using symmetry of game states to about 7.26 * 10^8 (31+14*13*12*11*10*9*8*7*6)
Basic Program Structure
A1
B C D E
2
3
4
5
B2
E5
Basic Program Structure
• Data of the Game Board is stored in 3 arrayso Basic Array
[A1,A3,A5,B2,B3,B4,C1,C2,C4,C5,D2,D3,D4,E1,E3,E5]o Mill Array
[[0,A1,A3,A5],[0,B2,B3,B4],...,[0,E1,E3,E5]] o Connection Array
[[A1,A3,C1,0],[A3,A1,A5,B3],...,[E5,C5,E3,0]]
Adaptive Program
• Runs the Game MANY times
• Contains Matchboxes that punish a player if that player loses thus not repeating the same mistake twice.
Matchboxes
A EC DB1
2
3
4
5
A5
C2
B4
C5D2
C4
D3D4E5
MOVES
Adaptive Program
• 2 different Adaptive Programs written for Five Men's Morris
• Opening Stage Adaptiveo Contains a Matchbox for each player to select
spots
• Second Stage Adaptiveo Contains two Matchboxes for each player to
move pieces and the other for removing pieces
Adaptive Results
• Opening Stage Adaptiveo After 60 million runs (On the last 10 million)
72544 won by Player 1 44059 won by Player 2 9883397 end in a draw Player 1 has 20% advantage on win/loss However most opening stages end in draw
• Second Stage Adaptiveo After 10 million runs still dead eveno The program requires more runs to draw a
conclusion.
AI Logic (Minimax and Negamax)
• AI is based on the game theory decision rule of Minimax and Negamax
• Both determine the worth of a game state using a set of conditions
• Efficiently searches through possible states and presents the best one.o Negamax differs in how it eliminates certain
states that can not be achieved to increase search speeds Current State
2 0
2
5
91 6
Next State
Next Next State
AI Logic (Scoring)
• Plays the game more intelligently by choosing the best move from all possible moves for that game board
• Moves are scored based on the resultant game board o next to open connection or own piece =
+1o next to opponent's piece = -1o sets up 2/3 parts of a mill = +2o blocks opponent's mill = +2o makes a mill = +3
AI Results
• Player 1 using AI, Player 2 playing randomlyo After 1000 runs multiple times, Player 1 wins
roughly about 70% of the time
• Both players using AIo After 1000 runs multiple times, neither player
has an advantage over the other (around 50% each)
• AI will require more improvements and test runs to get solid results
General Strategy
• Take spots on both rings
• Take spots with the most connections
• Block your opponent's move in a way that you don't trap yourself
• Try to force your opponent to allow you to make a millo Ex) player 1 takes outside corners and
player 2 tries to block
• If possible, set up two potential mills next to each other so that a mill can be made by moving back and forth
Future Work
• Improve AI and adaptive learning programs to be more efficiento Currently the Adaptive takes too long to
run through the required number of games
• Confirm the patterns found apply to Nine Men's Morris by running the programs on it
• Come up with a more detailed strategy that will handle every situation