Designer: Andreas Seyfarth
Year: 2002
Artist: Harald Lieske, Franz Vohwinkel
Publisher: alea, Ravensburger + 12 more
The questions of interest here are:
- Is there any clear difference in game results for going first (or
second, or third)
- How do games end? Of the three victory conditions, which ones are
triggered most commonly (or rarely).
- Which buildings seem to be most used in practice. Are there any
buildings which are hardly ever used?
- Is there a clearly optimal choice of actions in the first turn?
- If a player is very bad at the game, does this provide an advantage
to the players to their immediate left and right?
The experiments reported below use a variety of `intermediate’
agents, with an increasing computational budget per decision. As we
provide more time to make each decision, we expect the agents to get
better. The budgets used are 0.04, 0.2 and 1.0 seconds per decision (or,
40, 200 and 1000 milliseconds). We term these agents ‘intermediate’ as
they have a short-to-medium range planning horizon, and hence do not
usually adopt a strategy that uses the large victory point buildings -
and in practice a skilled human player can beat them. Work is in
progress to repeat this analysis with agents that focus on the end-game
victory point bonuses.
200 games were run for each of these different budgets.
Effects of player order on winning
Firstly a graph of the correlation between starting position of a
player and their final position in the game.
This varies as the quality of the players increases, but in general
the first player has a lower probability of winning than the players in
3rd or 4th position.
Budget 40ms
Budget 200ms
Budget 1000ms
Budget 5000ms
Victory Condition triggers
A summary of the game-end conditions as one of the three
possibles:
- At least one player has all spaces in their town filled
- Victory chips exhausted
- Colonists exhausted
It is possible for more than one of these to apply to any given game.
The table below shows that the majority of games finish due to the
exhaustion of victory points, with very few games (beyond three players)
finishing due to a player completing their town spaces.
This is naturally linked to the intermediate nature of the agents. We
would expect this result to be different once longer-term agents are
also used.
Budget 40ms
Games out of 100 that finish with every combination of end
conditions
No |
Yes |
No |
24 |
44 |
82 |
No |
No |
Yes |
41 |
33 |
8 |
No |
Yes |
Yes |
5 |
20 |
10 |
Yes |
No |
No |
16 |
0 |
0 |
Yes |
No |
Yes |
8 |
0 |
0 |
Yes |
Yes |
Yes |
3 |
1 |
0 |
Yes |
Yes |
No |
3 |
0 |
0 |
Budget 200ms
Games out of 100 that finish with every combination of end
conditions
No |
Yes |
No |
43 |
69 |
90 |
No |
No |
Yes |
35 |
14 |
2 |
No |
Yes |
Yes |
6 |
16 |
8 |
Yes |
No |
No |
6 |
0 |
0 |
Yes |
No |
Yes |
4 |
0 |
0 |
Yes |
Yes |
No |
3 |
0 |
0 |
Yes |
Yes |
Yes |
2 |
0 |
0 |
Budget 1000ms
Games out of 100 that finish with every combination of end
conditions
No |
Yes |
No |
62 |
76 |
90 |
No |
No |
Yes |
20 |
10 |
4 |
No |
Yes |
Yes |
12 |
13 |
6 |
Yes |
Yes |
Yes |
2 |
0 |
0 |
Yes |
No |
Yes |
2 |
0 |
0 |
Yes |
No |
No |
2 |
0 |
0 |
Yes |
Yes |
No |
1 |
0 |
0 |
Budget 5000ms
Games out of 100 that finish with every combination of end
conditions
No |
Yes |
No |
66 |
74 |
96 |
No |
No |
Yes |
19 |
12 |
0 |
No |
Yes |
Yes |
12 |
13 |
4 |
Yes |
Yes |
No |
2 |
0 |
0 |
Yes |
No |
No |
1 |
0 |
0 |
Yes |
Yes |
Yes |
0 |
0 |
0 |
Yes |
No |
Yes |
0 |
0 |
0 |
Buildings
Then a table of the buildings constructed (on average, plus the
min/max values) by the end of the game.
Apart from end-game victory buildings (the Residence, City Hall, The
three buildings that are least used across the board are:
- Wharf (cost 9)
- University (cost 8) - the Harbour at the same cost is used much
more
- Large Warehouse (cost 6) - the Factory (cost 7) and Large Market
(cost 5) are significantly more popular
Budget 40ms
Mean and Max number of buildings at end of game for each player
count
SMALL_INDIGO_PLANT |
2.68 |
3 |
3.94 |
4 |
4.00 |
4 |
SMALL_SUGAR_MILL |
1.95 |
3 |
3.54 |
4 |
3.92 |
4 |
INDIGO_PLANT |
2.33 |
3 |
2.98 |
3 |
2.99 |
3 |
TOBACCO_STORAGE |
2.04 |
3 |
2.44 |
3 |
2.08 |
3 |
SUGAR_MILL |
1.45 |
3 |
2.17 |
3 |
2.23 |
3 |
SMALL_WAREHOUSE |
1.59 |
2 |
1.96 |
2 |
2.00 |
2 |
HACIENDA |
1.47 |
2 |
1.97 |
2 |
2.00 |
2 |
SMALL_MARKET |
1.48 |
2 |
1.96 |
2 |
2.00 |
2 |
CONSTRUCTION_HUT |
1.48 |
2 |
1.96 |
2 |
1.99 |
2 |
HOSPICE |
1.42 |
2 |
1.71 |
2 |
1.62 |
2 |
COFFEE_ROASTER |
1.23 |
3 |
1.22 |
3 |
0.64 |
3 |
LARGE_MARKET |
0.67 |
2 |
0.61 |
2 |
0.29 |
2 |
OFFICE |
0.46 |
2 |
0.58 |
2 |
0.26 |
2 |
FACTORY |
0.50 |
2 |
0.36 |
2 |
0.17 |
2 |
GUILD_HALL |
0.70 |
1 |
0.19 |
1 |
0.04 |
1 |
HARBOUR |
0.60 |
2 |
0.20 |
2 |
0.09 |
1 |
FORTRESS |
0.68 |
1 |
0.14 |
1 |
0.04 |
1 |
CITY_HALL |
0.66 |
1 |
0.06 |
1 |
0.02 |
1 |
RESIDENCE |
0.58 |
1 |
0.12 |
1 |
0.01 |
1 |
CUSTOMS_HOUSE |
0.49 |
1 |
0.11 |
1 |
0.03 |
1 |
LARGE_WAREHOUSE |
0.36 |
2 |
0.14 |
2 |
0.06 |
2 |
UNIVERSITY |
0.26 |
2 |
0.12 |
2 |
0.01 |
1 |
WHARF |
0.13 |
1 |
0.04 |
1 |
0.00 |
1 |
Budget 200ms
Mean and Max number of buildings at end of game for each player
count
SMALL_INDIGO_PLANT |
2.75 |
3 |
3.94 |
4 |
4.00 |
4 |
SMALL_SUGAR_MILL |
1.84 |
3 |
3.33 |
4 |
3.86 |
4 |
INDIGO_PLANT |
2.56 |
3 |
2.97 |
3 |
3.00 |
3 |
TOBACCO_STORAGE |
2.30 |
3 |
2.47 |
3 |
2.06 |
3 |
SMALL_WAREHOUSE |
1.65 |
2 |
1.98 |
2 |
2.00 |
2 |
SMALL_MARKET |
1.45 |
2 |
1.94 |
2 |
1.99 |
2 |
SUGAR_MILL |
1.43 |
3 |
1.98 |
3 |
1.87 |
3 |
HACIENDA |
1.31 |
2 |
1.92 |
2 |
1.99 |
2 |
CONSTRUCTION_HUT |
1.28 |
2 |
1.93 |
2 |
2.00 |
2 |
HOSPICE |
1.47 |
2 |
1.67 |
2 |
1.54 |
2 |
COFFEE_ROASTER |
1.48 |
3 |
1.04 |
3 |
0.72 |
3 |
HARBOUR |
0.90 |
2 |
0.34 |
2 |
0.09 |
1 |
LARGE_MARKET |
0.52 |
2 |
0.38 |
2 |
0.20 |
2 |
FACTORY |
0.54 |
2 |
0.30 |
2 |
0.15 |
2 |
OFFICE |
0.36 |
2 |
0.36 |
2 |
0.12 |
2 |
GUILD_HALL |
0.64 |
1 |
0.16 |
1 |
0.03 |
1 |
FORTRESS |
0.42 |
1 |
0.06 |
1 |
0.02 |
1 |
CUSTOMS_HOUSE |
0.36 |
1 |
0.05 |
1 |
0.02 |
1 |
RESIDENCE |
0.38 |
1 |
0.04 |
1 |
0.00 |
1 |
CITY_HALL |
0.36 |
1 |
0.03 |
1 |
0.00 |
0 |
LARGE_WAREHOUSE |
0.16 |
2 |
0.01 |
1 |
0.01 |
1 |
UNIVERSITY |
0.05 |
1 |
0.04 |
1 |
0.01 |
1 |
WHARF |
0.07 |
2 |
0.01 |
1 |
0.00 |
0 |
Budget 1000ms
Mean and Max number of buildings at end of game for each player
count
SMALL_INDIGO_PLANT |
2.86 |
3 |
3.95 |
4 |
4.00 |
4 |
SMALL_SUGAR_MILL |
1.73 |
3 |
3.16 |
4 |
3.78 |
4 |
INDIGO_PLANT |
2.62 |
3 |
2.98 |
3 |
2.99 |
3 |
TOBACCO_STORAGE |
2.44 |
3 |
2.63 |
3 |
2.16 |
3 |
SMALL_WAREHOUSE |
1.80 |
2 |
1.99 |
2 |
1.98 |
2 |
SMALL_MARKET |
1.31 |
2 |
1.88 |
2 |
1.98 |
2 |
SUGAR_MILL |
1.33 |
3 |
1.92 |
3 |
1.78 |
3 |
HOSPICE |
1.51 |
2 |
1.82 |
2 |
1.64 |
2 |
HACIENDA |
1.06 |
2 |
1.84 |
2 |
1.95 |
2 |
CONSTRUCTION_HUT |
1.04 |
2 |
1.86 |
2 |
1.94 |
2 |
COFFEE_ROASTER |
1.32 |
3 |
0.92 |
3 |
0.54 |
3 |
HARBOUR |
1.06 |
2 |
0.28 |
2 |
0.12 |
2 |
FACTORY |
0.53 |
2 |
0.22 |
2 |
0.16 |
2 |
GUILD_HALL |
0.66 |
1 |
0.14 |
1 |
0.03 |
1 |
LARGE_MARKET |
0.34 |
2 |
0.30 |
2 |
0.12 |
2 |
OFFICE |
0.14 |
2 |
0.20 |
2 |
0.14 |
2 |
FORTRESS |
0.33 |
1 |
0.04 |
1 |
0.03 |
1 |
CUSTOMS_HOUSE |
0.30 |
1 |
0.04 |
1 |
0.02 |
1 |
RESIDENCE |
0.25 |
1 |
0.04 |
1 |
0.01 |
1 |
CITY_HALL |
0.20 |
1 |
0.01 |
1 |
0.00 |
0 |
WHARF |
0.09 |
2 |
0.01 |
1 |
0.01 |
1 |
LARGE_WAREHOUSE |
0.06 |
1 |
0.01 |
1 |
0.00 |
0 |
UNIVERSITY |
0.03 |
1 |
0.01 |
1 |
0.00 |
0 |
Budget 5000ms
Mean and Max number of buildings at end of game for each player
count
SMALL_INDIGO_PLANT |
2.94 |
3 |
3.98 |
4 |
4.00 |
4 |
SMALL_SUGAR_MILL |
1.77 |
3 |
3.19 |
4 |
3.78 |
4 |
INDIGO_PLANT |
2.67 |
3 |
2.99 |
3 |
3.00 |
3 |
TOBACCO_STORAGE |
2.56 |
3 |
2.52 |
3 |
2.07 |
3 |
SMALL_WAREHOUSE |
1.86 |
2 |
2.00 |
2 |
2.00 |
2 |
HOSPICE |
1.79 |
2 |
1.86 |
2 |
1.58 |
2 |
SUGAR_MILL |
1.24 |
3 |
2.10 |
3 |
1.75 |
3 |
SMALL_MARKET |
1.19 |
2 |
1.94 |
2 |
1.97 |
2 |
HACIENDA |
0.86 |
2 |
1.88 |
2 |
1.95 |
2 |
CONSTRUCTION_HUT |
0.84 |
2 |
1.74 |
2 |
1.89 |
2 |
COFFEE_ROASTER |
1.15 |
3 |
0.80 |
3 |
0.46 |
3 |
HARBOUR |
1.14 |
2 |
0.29 |
2 |
0.14 |
2 |
FACTORY |
0.57 |
2 |
0.18 |
2 |
0.13 |
2 |
GUILD_HALL |
0.62 |
1 |
0.10 |
1 |
0.03 |
1 |
LARGE_MARKET |
0.24 |
2 |
0.26 |
2 |
0.12 |
2 |
OFFICE |
0.14 |
2 |
0.16 |
2 |
0.07 |
2 |
FORTRESS |
0.32 |
1 |
0.02 |
1 |
0.00 |
0 |
CUSTOMS_HOUSE |
0.18 |
1 |
0.05 |
1 |
0.01 |
1 |
RESIDENCE |
0.22 |
1 |
0.00 |
1 |
0.01 |
1 |
WHARF |
0.07 |
2 |
0.03 |
1 |
0.00 |
1 |
CITY_HALL |
0.07 |
1 |
0.01 |
1 |
0.00 |
0 |
UNIVERSITY |
0.04 |
1 |
0.02 |
1 |
0.03 |
1 |
LARGE_WAREHOUSE |
0.06 |
2 |
0.00 |
0 |
0.01 |
1 |
Buildings built by round
The graphs below are a summary of when the different types
of building are built. For each building type they show how many are
built in each round of the game, so there is a large spike in the first
turn for building Indigo plants.
Budget 40ms
Production
Commercial
Victory
Budget 200ms
Production
Commercial
Victory
Budget 1000ms
Production
Commercial
Victory
Budget 5000ms
Production
Commercial
Victory
First Actions in Game
The graph and tables below show the percentage of games in which the
first (second, third…) player selects on their first move.
There is a very clear order of:
- The first player selects Builder
- The second player selects Mayor
- The third player selects Craftsman
- The fourth player selects Captain
This is clearest for the largest computational budget agent (The most
`intelligent’ one that spends most time thinking about the implications
of its move, and what the later players will do on their turn).
Budget40ms
Role selection in 3-player games in the first turn (percentage
of all games)
Players 3 |
40 |
1 |
40 |
18 |
15 |
8 |
6 |
9 |
4 |
Players 3 |
40 |
2 |
33 |
15 |
11 |
4 |
12 |
8 |
16 |
Players 3 |
40 |
3 |
2 |
13 |
2 |
8 |
15 |
6 |
55 |
Role selection in 4-player games in the first turn (percentage
of all games)
Players 4 |
40 |
1 |
46 |
26 |
10 |
4 |
8 |
6 |
1 |
Players 4 |
40 |
2 |
32 |
18 |
10 |
4 |
5 |
6 |
26 |
Players 4 |
40 |
3 |
4 |
16 |
7 |
2 |
24 |
4 |
42 |
Players 4 |
40 |
4 |
5 |
8 |
10 |
20 |
33 |
6 |
19 |
Role selection in 5-player games in the first turn (percentage
of all games)
Players 5 |
40 |
1 |
49 |
28 |
10 |
4 |
4 |
4 |
0 |
Players 5 |
40 |
2 |
28 |
14 |
11 |
6 |
9 |
2 |
30 |
Players 5 |
40 |
3 |
9 |
11 |
7 |
5 |
28 |
6 |
34 |
Players 5 |
40 |
4 |
3 |
10 |
6 |
26 |
31 |
4 |
20 |
Players 5 |
40 |
5 |
7 |
19 |
8 |
30 |
22 |
5 |
9 |
Budget200ms
Role selection in 3-player games in the first turn (percentage
of all games)
Players 3 |
200 |
1 |
66 |
15 |
13 |
2 |
2 |
2 |
0 |
Players 3 |
200 |
2 |
24 |
7 |
4 |
1 |
2 |
0 |
62 |
Players 3 |
200 |
3 |
0 |
5 |
1 |
0 |
60 |
1 |
33 |
Role selection in 4-player games in the first turn (percentage
of all games)
Players 4 |
200 |
1 |
74 |
22 |
5 |
0 |
0 |
0 |
0 |
Players 4 |
200 |
2 |
23 |
6 |
0 |
0 |
0 |
2 |
69 |
Players 4 |
200 |
3 |
1 |
4 |
1 |
0 |
67 |
1 |
26 |
Players 4 |
200 |
4 |
0 |
2 |
0 |
64 |
28 |
2 |
4 |
Role selection in 5-player games in the first turn (percentage
of all games)
Players 5 |
200 |
1 |
80 |
18 |
2 |
0 |
0 |
0 |
0 |
Players 5 |
200 |
2 |
19 |
6 |
0 |
0 |
0 |
0 |
75 |
Players 5 |
200 |
3 |
0 |
2 |
3 |
0 |
76 |
0 |
18 |
Players 5 |
200 |
4 |
0 |
2 |
0 |
73 |
18 |
1 |
6 |
Players 5 |
200 |
5 |
0 |
49 |
24 |
21 |
6 |
0 |
0 |
Budget1000ms
Role selection in 3-player games in the first turn (percentage
of all games)
Players 3 |
1000 |
1 |
96 |
2 |
2 |
0 |
0 |
0 |
0 |
Players 3 |
1000 |
2 |
4 |
0 |
0 |
0 |
0 |
0 |
95 |
Players 3 |
1000 |
3 |
0 |
1 |
0 |
0 |
94 |
0 |
4 |
Role selection in 4-player games in the first turn (percentage
of all games)
Players 4 |
1000 |
1 |
90 |
10 |
0 |
0 |
0 |
0 |
0 |
Players 4 |
1000 |
2 |
10 |
0 |
0 |
0 |
0 |
0 |
90 |
Players 4 |
1000 |
3 |
0 |
0 |
0 |
0 |
90 |
0 |
10 |
Players 4 |
1000 |
4 |
0 |
0 |
0 |
90 |
10 |
0 |
0 |
Role selection in 5-player games in the first turn (percentage
of all games)
Players 5 |
1000 |
1 |
92 |
7 |
0 |
0 |
0 |
0 |
0 |
Players 5 |
1000 |
2 |
8 |
0 |
0 |
0 |
0 |
0 |
92 |
Players 5 |
1000 |
3 |
0 |
0 |
2 |
0 |
92 |
0 |
6 |
Players 5 |
1000 |
4 |
0 |
0 |
0 |
92 |
6 |
0 |
2 |
Players 5 |
1000 |
5 |
0 |
62 |
30 |
6 |
2 |
0 |
0 |
Budget5000ms
Role selection in 3-player games in the first turn (percentage
of all games)
Players 3 |
5000 |
1 |
92 |
0 |
8 |
0 |
0 |
0 |
0 |
Players 3 |
5000 |
2 |
8 |
0 |
0 |
0 |
0 |
0 |
92 |
Players 3 |
5000 |
3 |
0 |
2 |
0 |
0 |
92 |
0 |
6 |
Role selection in 4-player games in the first turn (percentage
of all games)
Players 4 |
5000 |
1 |
80 |
11 |
8 |
0 |
0 |
0 |
0 |
Players 4 |
5000 |
2 |
17 |
0 |
2 |
0 |
0 |
0 |
80 |
Players 4 |
5000 |
3 |
2 |
5 |
0 |
0 |
80 |
0 |
12 |
Players 4 |
5000 |
4 |
0 |
0 |
0 |
80 |
13 |
0 |
6 |
Role selection in 5-player games in the first turn (percentage
of all games)
Players 5 |
5000 |
1 |
82 |
8 |
10 |
0 |
0 |
0 |
0 |
Players 5 |
5000 |
2 |
16 |
2 |
1 |
0 |
0 |
0 |
80 |
Players 5 |
5000 |
3 |
2 |
8 |
0 |
0 |
80 |
0 |
10 |
Players 5 |
5000 |
4 |
0 |
0 |
0 |
81 |
13 |
4 |
2 |
Players 5 |
5000 |
5 |
0 |
46 |
34 |
12 |
4 |
0 |
3 |
Sitting next to a bad player
For three player Puerto Rico, we then run a number of additional
games in which we insert a Random player in each game. This player will,
as the name suggests, act completely randomly. The question is then
whether this helps the player to their left (who takes the next turn),
to the player to their right (who took the previous turn).
As the results below show, there is a clear advantage to the player
who sits downstream (to the left) of this very bad player.
Percentage of games in which the player to the left of random
comes 1st, 2nd or 3rd (the columns are for each budget)
1 |
50 |
66 |
64 |
64 |
2 |
48 |
34 |
36 |
36 |
3 |
2 |
0 |
0 |
0 |
Percentage of games in which the player to the right of random
comes 1st, 2nd or 3rd (the columns are for each budget)
1 |
52 |
42 |
40 |
40 |
2 |
46 |
58 |
60 |
60 |
3 |
2 |
0 |
0 |
0 |