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Mancala Games

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Moves are made by 'sowing' (demo) which is a type of counting ... 'Neolithic' boards are found in Africa. Mancala Games: Their Origin ... – PowerPoint PPT presentation

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Title: Mancala Games


1
Mancala Games
  • Jeroen Donkers
  • 18 october 20000

2
Mancala Games
  • Played on a "board" with some rows of pits
  • By (mostly) two players
  • With a collection of equal counters
  • Players own rows, not counters
  • Sometimes additional pits (stores) are used

3
Mancala Games
  • Moves are made by "sowing" (demo) which is a type
    of counting
  • After sowing, a "capture" might take place (demo)
  • hence count - and - capture games
  • The game is over if one player has captured the
    most counters

4
Literature
  • Murray, H.J.R., 1952. A history of board games
    other than chess. London Oxford at the Clarendon
    Press.
  • Russ, L., 2000. The complete Mancala games book.
    New York Marlowe company.

5
Mancala Games Their Age
  • Mancala games are very old.
  • Mostly, boards are made of wood or just in the
    soil, which do not last very long
  • Rows of pits are found cut out of rocks near the
    pyramid of Gizeh
  • "Neolithic" boards are found in Africa

6
Mancala Games Their Origin
  • Possibly, mancala games date back to the early
    civilisations in the middle east
  • Counting became important in early agricultural
    societies
  • Counting larger amounts has some type of
    unpredictibality or "magic" (iene-miene-mutte)
  • "Magic counting" can be used in clairvoyance
  • This could lead to the game of Mancala

7
Mancala Games Spreading
  • The game is traditionally known all over Africa
    and most of Asia
  • It has been brought by slaves to the Americas
  • There is a medieval european version (Trysse)
  • In modern times, the game became popular in the
    United States and Europe (Kalah, Awari)
  • Computerized versions are widely available

8
Variation
  • There exist hunderds of variants of Mancala with
    differences in
  • board size and shape (rows, pits, stores)
  • number of players (1 - 4)
  • initial position (number of counters)
  • special counters
  • sowing procedure and direction
  • capture rules
  • end-of-game rules, multiple rounds, special rules

9
Mathematics of Mancala
  • A mancala game seems very simple
  • it is deterministic, has perfect information,
    there are not many choices per move
  • But it is difficult to predict if a position
    leads to a win or a loss
  • Only some special situations can be solved
    mathematically (by reasoning)

10
Tchoukatlion Positions
  • Tchoukatlion is an artificial solitair variant,
    related to Tchuka Ruma (Broline Loeb)
  • collect all your counters in the store, but only
    moves that end in the store are allowed.
  • The positions that can be solved are unique and
    can be constructed using a simple algorithm

11
Tchoukatlion Positions
1 0 0 0 0 0 1 2 0 0 0 0 2 0 3 0 0 0 0 2 1 4
0 0 0 3 1 0
5 0 0 0 3 1 1 6 0 0 4 2 0 0 7 0 0 4 2 0 1 8 0
0 4 2 2 0
9 0 0 4 2 2 1 10 0 5 3 1 1 0 11 0 5 3 1 1
1 12 6 4 2 0 0 0
  • These positions play a role in many mancala games
    (Tchuka Ruma, Awari, Bao, Dakon)
  • Recognizing them can be important

12
Tchuka Ruma
  • Solitair mancala game from South-east asia.
  • Goal collect all counters in the store.
  • Sowings appear in laps. If you end in an empty
    pit, you loose.
  • Losses can sometimes be proven, wins never.
  • If there are n pits, then you certainly loose
    when you start with kn counters per pit.
  • Try Tchuka Ruma on the computer!

13
Bao
  • Two-player game from Africa, two rows of pits, no
    stores, variable number of pits and stones per
    pit. Sowings in laps. African style capture rule.
  • In Bao infinite sowings can happen that have
    quite large periods.
  • This is probably also the case in more mancala
    games without stores.
  • Uiterwijk

14
Dakon
  • Two-player game from SE Asia, two rows of pits,
    two stores, n pits per row and n stones per pit.
    Sowings in laps. Multiple moves per turn. Asian
    style capture rule.
  • There are winning openings in Dakon.
  • The beginning player can capture so many stones
    in the first turn that the opponent cannot play
    anymore.
  • Cure both players start simultaneously

15
Dakon
  • These winning openings are very large, (93 moves
    for Dakon-8) but people discovered them by hand.
  • For a computer this is an easy task.
  • We tried to emulate man-found solutions the
    players tend to prefer moves that have limited
    effect (small laps).
  • Donkers, de Voogt, Uiterwijk Board Game Studies

16
Mancala in AI
  • Two mancala games have a long history in AI
    Kalah and Awari.
  • Kalah has recently been solved, Awari is expected
    to be solved in the next two years.
  • Standard game search techniques can be used, but
    end-game databases can be created more
    efficiently than in many other games. (van der
    Meulen, Lithidion)

17
Awari
  • African 2-player game, 2 rows, 6 pits, 4 counters
    per pit, no stores. African style capture (2-3
    counter rule), single-lap sowings.
  • Played at the Computer Olympiad.
  • Very large end-game database are being
    comstructred (35 stones) (Lincke, ICGA)

18
Kalah
  • Modern 2-player game. 2 rows of pits, 6 pits per
    row, 3-6 stones per pit, 2 stores. Asian style
    capture, single-lap sowings.

stones
(Irving, Donkers, Uiterwijk, ICGA)
pits
19
Future Research
  • General principles of mancala games
  • effects of rules on complexity
  • heuristic evaluation
  • find more mathematical facts
  • model / investigate human play
  • handle special rules and uncertainty
  • robot play

20
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