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Evolution and Analysis of Strategies for Mancala Games<br />

Damien Jordan and Colm O’Riordan<br />

CIRG, Information Technology College of Engineering and Informatics<br />

damojordan@gmail.com, colm.oriordan@nuigalway.ie<br />

Abstract<br />

Mancala games are are a range of strategy games.<br />

This research attempts to better understand the variants<br />

of the game by investigating heuristics to play the game<br />

We then combine a number of heuristics together to<br />

form a strategy. A genetic algorithm is used to evolve<br />

the most successful strategy for this game.<br />

1. Mancala Games<br />

Mancala is a family of two-player board games that<br />

are popular all over the world. There are over 300<br />

documented variants of Mancala. The object of mancala<br />

games is usually to capture more seeds than one’s<br />

opponent.<br />

The game begins with the players placing an equal<br />

number of seeds, as per the variation in use, in each of<br />

the bowls on the game board. A turn typically consists<br />

of removing all seeds from a bowl, placing one seed in<br />

each of the following bowls in sequence, and capturing<br />

seeds based on the rules of the game. The exact rules<br />

for capturing vary considerably among the variants.<br />

For more than a century, board games and strategy<br />

games have been the topic of many scientific studies by<br />

psychologists and scientists. “Board games have long<br />

fascinated as mirrors of intelligence, skill, cunning and<br />

wisdom” [1]. Mancala games represent an interesting<br />

topic of study given the wide range of rule variations<br />

resulting in games of differing levels of difficulty<br />

2. Hypothesis<br />

Many interesting research questions exist in the<br />

domain of mancala games. These include: are there<br />

winning strategies? For which variants do these<br />

strategies exist? Can these strategies be represented as<br />

heuristics? Are heuristics developed for one game<br />

transferrable to another? Which changes to the rules<br />

change the difficulty?<br />

In this paper we focus our studies on one variant of<br />

the game, Bantumi. We hypothesise that a set of<br />

heuristics can be developed and empirically tested to<br />

measure their efficacy and secondly, that evolutionary<br />

computation can be used to learn a robust strategy<br />

3. Methodology<br />

The methodology employed in this study includes:<br />

design and development of a simulator, design and<br />

development of heuristics, empirical testing of these<br />

heuristics and the use of a genetic algorithm to evolve a<br />

suitable strategy.<br />

4. Current work/Results to date<br />

A simulation for the mancala game Bantumi (and<br />

variants) has been designed and implemented. Seven<br />

5<br />

heuristics have been designed (following analysis of the<br />

literature and game play) and implemented for Bantumi.<br />

These are:-<br />

H1-Pick a bowl that allows the player to have another go<br />

H2-Pick a bowl that allows the player to make a capture<br />

H3-If the opponent has seeds in bowls that allow him another<br />

go, disrupt it<br />

H4-If the opponent can capture some of the player’s seeds on<br />

the next go, move them<br />

H5-Always pick the closest bowl to the score bowl<br />

H6-Avoid picking a bowl that, after sowing, results in giving<br />

the opponent another go<br />

H7-Avoid picking a bowl that, after sowing, results in<br />

allowing the opponent to capture some of the player’s seeds<br />

All heuristics were tested against each other in a<br />

round robin tournament. The results of these<br />

experiments showed that H1 and H5 were the two<br />

strongest heuristics of the group, while H3, H6 and H7<br />

were the weakest. The results of this experiment are<br />

shown below:<br />

Win % after 100 games<br />

100<br />

80<br />

60<br />

40<br />

20<br />

0<br />

H7<br />

3 - F 3 - S 4 - F 4 - S 5 - F 5 - S 6 - F 6 - S<br />

Rand<br />

Digit = seeds/bowl, F = <strong>First</strong> move, S = Second<br />

move<br />

Combining heuristics H1, H2, H4 and H5 in a linear<br />

order to form a new heuristic was shown to win an<br />

average of 83% of games when played against all other<br />

heuristics. A genetic algorithm was designed and<br />

implemented in our simulator for Bantumi. After<br />

numerous generations, and millions of games played, a<br />

strategy has evolved when using 3 seeds per bowl that<br />

wins an average of 96% of games when played against<br />

all other heuristics.<br />

5. References<br />

[1] J. Retschitzki, A. J. de Voogt & F. Gobet, “Moves<br />

in Mind: The Psychology of Board Games.” Psychology<br />

Press Ltd, Hove UK, 2004.<br />

H1<br />

H2<br />

H3<br />

H4<br />

H5<br />

H6

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