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Game complexity
Notion in combinatorial game theory

Combinatorial game theory measures game complexity in several ways:

  1. State-space complexity (the number of legal game positions from the initial position)
  2. Game tree size (total number of possible games)
  3. Decision complexity (number of leaf nodes in the smallest decision tree for initial position)
  4. Game-tree complexity (number of leaf nodes in the smallest full-width decision tree for initial position)
  5. Computational complexity (asymptotic difficulty of a game as it grows arbitrarily large)

These measures involve understanding the game positions, possible outcomes, and computational complexity of various game scenarios.

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Measures of game complexity

State-space complexity

The state-space complexity of a game is the number of legal game positions reachable from the initial position of the game.1

When this is too hard to calculate, an upper bound can often be computed by also counting (some) illegal positions (positions that can never arise in the course of a game).

Game tree size

The game tree size is the total number of possible games that can be played. This is the number of leaf nodes in the game tree rooted at the game's initial position.

The game tree is typically vastly larger than the state-space because the same positions can occur in many games by making moves in a different order (for example, in a tic-tac-toe game with two X and one O on the board, this position could have been reached in two different ways depending on where the first X was placed). An upper bound for the size of the game tree can sometimes be computed by simplifying the game in a way that only increases the size of the game tree (for example, by allowing illegal moves) until it becomes tractable.

For games where the number of moves is not limited (for example by the size of the board, or by a rule about repetition of position) the game tree is generally infinite.

Decision trees

A decision tree is a subtree of the game tree, with each position labelled "player A wins", "player B wins", or "draw" if that position can be proved to have that value (assuming best play by both sides) by examining only other positions in the graph. Terminal positions can be labelled directly—with player A to move, a position can be labelled "player A wins" if any successor position is a win for A; "player B wins" if all successor positions are wins for B; or "draw" if all successor positions are either drawn or wins for B. (With player B to move, corresponding positions are marked similarly.)

The following two methods of measuring game complexity use decision trees:

Decision complexity

Decision complexity of a game is the number of leaf nodes in the smallest decision tree that establishes the value of the initial position.

Game-tree complexity

Game-tree complexity of a game is the number of leaf nodes in the smallest full-width decision tree that establishes the value of the initial position.2 A full-width tree includes all nodes at each depth. This is an estimate of the number of positions one would have to evaluate in a minimax search to determine the value of the initial position.

It is hard even to estimate the game-tree complexity, but for some games an approximation can be given by G T C ≥ b d {\displaystyle GTC\geq b^{d}} , where b is the game's average branching factor and d is the number of plies in an average game.

Computational complexity

The computational complexity of a game describes the asymptotic difficulty of a game as it grows arbitrarily large, expressed in بیگ و or as membership in a complexity class. This concept doesn't apply to particular games, but rather to games that have been generalized so they can be made arbitrarily large, typically by playing them on an n-by-n board. (From the point of view of computational complexity, a game on a fixed size of board is a finite problem that can be solved in O(1), for example by a look-up table from positions to the best move in each position.)

The asymptotic complexity is defined by the most efficient algorithm for solving the game (in terms of whatever computational resource one is considering). The most common complexity measure, computation time, is always lower-bounded by the logarithm of the asymptotic state-space complexity, since a solution algorithm must work for every possible state of the game. It will be upper-bounded by the complexity of any particular algorithm that works for the family of games. Similar remarks apply to the second-most commonly used complexity measure, the amount of space or computer memory used by the computation. It is not obvious that there is any lower bound on the space complexity for a typical game, because the algorithm need not store game states; however many games of interest are known to be PSPACE-hard, and it follows that their space complexity will be lower-bounded by the logarithm of the asymptotic state-space complexity as well (technically the bound is only a polynomial in this quantity; but it is usually known to be linear).

  • The depth-first minimax strategy will use computation time proportional to the game's tree-complexity (since it must explore the whole tree), and an amount of memory polynomial in the logarithm of the tree-complexity (since the algorithm must always store one node of the tree at each possible move-depth, and the number of nodes at the highest move-depth is precisely the tree-complexity).
  • Backward induction will use both memory and time proportional to the state-space complexity, as it must compute and record the correct move for each possible position.

Example: tic-tac-toe (noughts and crosses)

For tic-tac-toe, a simple upper bound for the size of the state space is 39 = 19,683. (There are three states for each of the nine cells.) This count includes many illegal positions, such as a position with five crosses and no noughts, or a position in which both players have a row of three. A more careful count, removing these illegal positions, gives 5,478.34 And when rotations and reflections of positions are considered identical, there are only 765 essentially different positions.

To bound the game tree, there are 9 possible initial moves, 8 possible responses, and so on, so that there are at most 9! or 362,880 total games. However, games may take less than 9 moves to resolve, and an exact enumeration gives 255,168 possible games. When rotations and reflections of positions are considered the same, there are only 26,830 possible games.

The computational complexity of tic-tac-toe depends on how it is generalized. A natural generalization is to m,n,k-games: played on an m by n board with winner being the first player to get k in a row. This game can be solved in DSPACE(mn) by searching the entire game tree. This places it in the important complexity class PSPACE; with more work, it can be shown to be PSPACE-complete.5

Complexities of some well-known games

Due to the large size of game complexities, this table gives the ceiling of their logarithm to base 10. (In other words, the number of digits). All of the following numbers should be considered with caution: seemingly minor changes to the rules of a game can change the numbers (which are often rough estimates anyway) by tremendous factors, which might easily be much greater than the numbers shown.

GameBoard size

(positions)

State-space complexity

(as log to base 10)

Game-tree complexity

(as log to base 10)

Average game length

(plies)

Branching factorRefComplexity class of suitable generalized game
Tic-tac-toe93594PSPACE-complete6
Sim1538143.7PSPACE-complete7
Pentominoes641218107589?, but in PSPACE
Kalah101413185011Generalization is unclear
Connect Four4213213641213?, but in PSPACE
Domineering (8 × 8)64152730814?, but in PSPACE; in P for certain dimensions15
Congkak14153316
English draughts (8x8) (checkers)3220 or 1840702.8171819EXPTIME-complete20
Awari21121232603.522Generalization is unclear
Qubic6430342054.223PSPACE-complete24
Double dummy bridge25(52)<17<40525.6PSPACE-complete26
Fanorona452146441127?, but in EXPTIME
Nine men's morris241050501028?, but in EXPTIME
Tablut812729
International draughts (10x10)50305490430EXPTIME-complete31
Chinese checkers (2 sets)1212318032EXPTIME-complete33
Chinese checkers (6 sets)1217860034EXPTIME-complete35
Reversi (Othello)642858581036PSPACE-complete37
OnTop (2p base game)7288623123.7738
Lines of Action642364442939?, but in EXPTIME
Gomoku (15x15, freestyle)225105703021040PSPACE-complete41
Hex (11x11)1215798509642PSPACE-complete43
Chess6444123703544EXPTIME-complete (without 50-move drawing rule)45
Bejeweled and Candy Crush (8x8)64<507046NP-hard
GIPF37251329029.347
Connect6361172140304600048PSPACE-complete49
Backgammon28201445525050Generalization is unclear
Xiangqi90401509538515253?, believed to be EXPTIME-complete
Abalone612515487605455PSPACE-hard, and in EXPTIME
Havannah271127157662405657PSPACE-complete58
Twixt5721401596045259
Janggi90441601004060?, believed to be EXPTIME-complete
Quoridor8142162916061?, but in PSPACE
Carcassonne (2p base game)72>40195715562Generalization is unclear
Amazons (10x10)1004021284374 or 299636465PSPACE-complete66
Shogi8171226115926768EXPTIME-complete69
Thurn and Taxis (2 player)33662405687970
Go (19x19)361170505211250717273

74

EXPTIME-complete (without the superko rule)75
Arimaa64434029217281767778?, but in EXPTIME
Stratego9211553538121.73979
Infinite chessinfiniteinfiniteinfiniteinfiniteinfinite80Un­known, but mate-in-n is decidable81
Magic: The Gathering82AH-hard83
Wordle54.113 (12,972)684NP-hard, unknown if PSPACE-complete with parametization

Notes

See also

References

  1. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  2. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  3. "combinatorics - TicTacToe State Space Choose Calculation". Mathematics Stack Exchange. Retrieved 2020-04-08. https://math.stackexchange.com/questions/485752/tictactoe-state-space-choose-calculation

  4. T, Brian (October 20, 2018). "Btsan/generate_tictactoe". GitHub. Retrieved 2020-04-08. https://github.com/Btsan/generate_tictactoe

  5. Stefan Reisch (1980). "Gobang ist PSPACE-vollständig (Gobang is PSPACE-complete)". Acta Informatica. 13 (1): 59–66. doi:10.1007/bf00288536. S2CID 21455572. /wiki/Doi_(identifier)

  6. Stefan Reisch (1981). "Hex ist PSPACE-vollständig (Hex is PSPACE-complete)". Acta Inform (15): 167–191.

  7. Slany, Wolfgang (2000). "The complexity of graph Ramsey games". In Marsland, T. Anthony; Frank, Ian (eds.). Computers and Games, Second International Conference, CG 2000, Hamamatsu, Japan, October 26-28, 2000, Revised Papers. Lecture Notes in Computer Science. Vol. 2063. Springer. pp. 186–203. doi:10.1007/3-540-45579-5_12. /wiki/Doi_(identifier)

  8. H. J. van den Herik; J. W. H. M. Uiterwijk; J. van Rijswijck (2002). "Games solved: Now and in the future". Artificial Intelligence. 134 (1–2): 277–311. doi:10.1016/S0004-3702(01)00152-7. https://doi.org/10.1016%2FS0004-3702%2801%2900152-7

  9. Orman, Hilarie K. (1996). "Pentominoes: a first player win" (PDF). In Nowakowski, Richard J. (ed.). Games of No Chance: Papers from the Combinatorial Games Workshop held in Berkeley, CA, July 11–21, 1994. Mathematical Sciences Research Institute Publications. Vol. 29. Cambridge University Press. pp. 339–344. ISBN 0-521-57411-0. MR 1427975. 0-521-57411-0

  10. See van den Herik et al for rules.

  11. H. J. van den Herik; J. W. H. M. Uiterwijk; J. van Rijswijck (2002). "Games solved: Now and in the future". Artificial Intelligence. 134 (1–2): 277–311. doi:10.1016/S0004-3702(01)00152-7. https://doi.org/10.1016%2FS0004-3702%2801%2900152-7

  12. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  13. John Tromp (2010). "John's Connect Four Playground". https://tromp.github.io/c4/c4.html

  14. H. J. van den Herik; J. W. H. M. Uiterwijk; J. van Rijswijck (2002). "Games solved: Now and in the future". Artificial Intelligence. 134 (1–2): 277–311. doi:10.1016/S0004-3702(01)00152-7. https://doi.org/10.1016%2FS0004-3702%2801%2900152-7

  15. Lachmann, Michael; Moore, Cristopher; Rapaport, Ivan (2002). "Who wins Domineering on rectangular boards?". In Nowakowski, Richard (ed.). More Games of No Chance: Proceedings of the 2nd Combinatorial Games Theory Workshop held in Berkeley, CA, July 24–28, 2000. Mathematical Sciences Research Institute Publications. Vol. 42. Cambridge University Press. pp. 307–315. ISBN 0-521-80832-4. MR 1973019. 0-521-80832-4

  16. H. J. van den Herik; J. W. H. M. Uiterwijk; J. van Rijswijck (2002). "Games solved: Now and in the future". Artificial Intelligence. 134 (1–2): 277–311. doi:10.1016/S0004-3702(01)00152-7. https://doi.org/10.1016%2FS0004-3702%2801%2900152-7

  17. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  18. Jonathan Schaeffer; et al. (July 6, 2007). "Checkers is Solved". Science. 317 (5844): 1518–1522. Bibcode:2007Sci...317.1518S. doi:10.1126/science.1144079. PMID 17641166. S2CID 10274228. https://doi.org/10.1126%2Fscience.1144079

  19. Schaeffer, Jonathan (2007). "Game over: Black to play and draw in checkers" (PDF). ICGA Journal. 30 (4): 187–197. doi:10.3233/ICG-2007-30402. Archived from the original (PDF) on 2016-04-03. https://web.archive.org/web/20160403093928/https://ticc.uvt.nl/icga/journal/contents/Schaeffer07-01-08.pdf

  20. J. M. Robson (1984). "N by N checkers is Exptime complete". SIAM Journal on Computing. 13 (2): 252–267. doi:10.1137/0213018. /wiki/SIAM_Journal_on_Computing

  21. See Allis 1994 for rules

  22. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  23. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  24. Stefan Reisch (1981). "Hex ist PSPACE-vollständig (Hex is PSPACE-complete)". Acta Inform (15): 167–191.

  25. Double dummy bridge (i.e., double dummy problems in the context of contract bridge) is not a proper board game but has a similar game tree, and is studied in computer bridge. The bridge table can be regarded as having one slot for each player and trick to play a card in, which corresponds to board size 52. Game-tree complexity is a very weak upper bound: 13! to the power of 4 players regardless of legality. State-space complexity is for one given deal; likewise regardless of legality but with many transpositions eliminated. The last 4 plies are always forced moves with branching factor 1. /wiki/Contract_bridge

  26. Bonnet, Edouard; Jamain, Florian; Saffidine, Abdallah (2013). "On the complexity of trick-taking card games". In Rossi, Francesca (ed.). IJCAI 2013, Proceedings of the 23rd International Joint Conference on Artificial Intelligence, Beijing, China, August 3-9, 2013. IJCAI/AAAI. pp. 482–488. https://www.aaai.org/ocs/index.php/IJCAI/IJCAI13/paper/view/6920

  27. M.P.D. Schadd; M.H.M. Winands; J.W.H.M. Uiterwijk; H.J. van den Herik; M.H.J. Bergsma (2008). "Best Play in Fanorona leads to Draw" (PDF). New Mathematics and Natural Computation. 4 (3): 369–387. doi:10.1142/S1793005708001124. https://dke.maastrichtuniversity.nl/m.winands/documents/Fanorona.pdf

  28. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  29. Andrea Galassi (2018). "An Upper Bound on the Complexity of Tablut". http://ai.unibo.it/biblio/galassiTablutComplexity

  30. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  31. J. M. Robson (1984). "N by N checkers is Exptime complete". SIAM Journal on Computing. 13 (2): 252–267. doi:10.1137/0213018. /wiki/SIAM_Journal_on_Computing

  32. G.I. Bell (2009). "The Shortest Game of Chinese Checkers and Related Problems". Integers. 9. arXiv:0803.1245. Bibcode:2008arXiv0803.1245B. doi:10.1515/INTEG.2009.003. S2CID 17141575. /wiki/ArXiv_(identifier)

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  34. G.I. Bell (2009). "The Shortest Game of Chinese Checkers and Related Problems". Integers. 9. arXiv:0803.1245. Bibcode:2008arXiv0803.1245B. doi:10.1515/INTEG.2009.003. S2CID 17141575. /wiki/ArXiv_(identifier)

  35. Kasai, Takumi; Adachi, Akeo; Iwata, Shigeki (1979). "Classes of pebble games and complete problems". SIAM Journal on Computing. 8 (4): 574–586. doi:10.1137/0208046. MR 0573848. Proves completeness of the generalization to arbitrary graphs. /wiki/Doi_(identifier)

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  37. Iwata, Shigeki; Kasai, Takumi (1994). "The Othello game on an n × n {\displaystyle n\times n} board is PSPACE-complete". Theoretical Computer Science. 123 (2): 329–340. doi:10.1016/0304-3975(94)90131-7. MR 1256205. https://doi.org/10.1016%2F0304-3975%2894%2990131-7

  38. Robert Briesemeister (2009). Analysis and Implementation of the Game OnTop (PDF) (Thesis). Maastricht University, Dept of Knowledge Engineering. https://project.dke.maastrichtuniversity.nl/games/files/msc/Briesemeister_Thesis.pdf

  39. Mark H.M. Winands (2004). Informed Search in Complex Games (PDF) (Ph.D. thesis). Maastricht University, Maastricht, The Netherlands. ISBN 90-5278-429-9. 90-5278-429-9

  40. Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF) (Ph.D. thesis). University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. 90-900748-8-0

  41. Stefan Reisch (1981). "Hex ist PSPACE-vollständig (Hex is PSPACE-complete)". Acta Inform (15): 167–191.

  42. H. J. van den Herik; J. W. H. M. Uiterwijk; J. van Rijswijck (2002). "Games solved: Now and in the future". Artificial Intelligence. 134 (1–2): 277–311. doi:10.1016/S0004-3702(01)00152-7. https://doi.org/10.1016%2FS0004-3702%2801%2900152-7

  43. Stefan Reisch (1981). "Hex ist PSPACE-vollständig (Hex is PSPACE-complete)". Acta Inform (15): 167–191.

  44. The size of the state space and game tree for chess were first estimated in Claude Shannon (1950). "Programming a Computer for Playing Chess" (PDF). Philosophical Magazine. 41 (314). Archived from the original (PDF) on 2010-07-06. Shannon gave estimates of 1043 and 10120 respectively, smaller than the upper bound in the table, which is detailed in Shannon number. /wiki/Claude_Shannon

  45. Fraenkel, Aviezri S.; Lichtenstein, David (1981). "Computing a perfect strategy for n × n {\displaystyle n\times n} chess requires time exponential in n {\displaystyle n} ". Journal of Combinatorial Theory, Series A. 31 (2): 199–214. doi:10.1016/0097-3165(81)90016-9. MR 0629595. /wiki/Aviezri_Fraenkel

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  53. Donghwi Park (2015). "Space-state complexity of Korean chess and Chinese chess". arXiv:1507.06401 [math.GM]. /wiki/ArXiv_(identifier)

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  57. Joosten, B. "Creating a Havannah Playing Agent" (PDF). Retrieved 2012-03-29. https://project.dke.maastrichtuniversity.nl/games/files/bsc/bscHavannah.pdf

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  59. Kevin Moesker (2009). Txixt: Theory, Analysis, and Implementation (PDF) (Thesis). Faculty of Humanities and Sciences of Maastricht University. https://project.dke.maastrichtuniversity.nl/games/files/msc/Thesis_Moesker.pdf

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  61. Lisa Glendenning (May 2005). Mastering Quoridor (PDF). Computer Science (B.Sc. thesis). University of New Mexico. Archived from the original (PDF) on 2012-03-15. https://web.archive.org/web/20120315192840/http://hyperion.cs.washington.edu/attachments/15/glendenning_ugrad_thesis.pdf

  62. Cathleen Heyden (2009). Implementing a Computer Player for Carcassonne (PDF) (Thesis). Maastricht University, Dept of Knowledge Engineering. https://project.dke.maastrichtuniversity.nl/games/files/msc/MasterThesisCarcassonne.pdf

  63. The lower branching factor is for the second player.

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