One of the main focuses while designing this engine was flexibility, to ensure the library is usable for a wide variety of Mancala variants. While certain abstractions are necessary to achieve this goal, it’s also important not to overly abstract the library.
MankalaEngine provides classes to assist in creating computerized opponents for many Mancala variants. As mentioned earlier, these classes are designed with a degree of abstraction to allow for greater flexibility on the developer’s end. In addition to these base classes, a concrete implementation tailored for the Bohnenspiel variant [1] is also provided.
Board
structThe board
struct is the base struct for a Mancala game board. It is used to
specify the structure of the board used by a variant. As of now, this struct
allows for a board with an arbitrary number of holes and two stores, one per
player, as this seems to be the case for most Mancala games.
Rules
classThe rules
class is the base class for the rules of a Mancala variant. It is
used to specify the behaviour when making a move, what constitutes a valid move,
when the game is over, etc. The only rule assumed to be shared by all variants is
that the winning player is the one with more pebbles in their store, as this
seems to be relatively common in Mancala variants.
moveselection
functionsThe functions provided in the moveselection
file are general adversarial search
functions that can be used to select moves for Mancala games. In addition to
Minimax [2] and MTDF-f [3],
random selection and user selection functions are also provided.
Minimax works by recursively exploring the game tree, considering each player’s moves and assuming that each player chooses the optimal move to maximize their chances of winning. If we’re scoring a Mancala position using an evaluation function that subtracts the pebbles in Player 2’s store from the pebbles in Player 1’s store, this means that Player 1 will want to maximize the score, while Player 2 will want to minimize it. The diagram below shows how a position is evaluated using the Minimax algorithm.
Each node represents a specific board configuration, and each level of the tree represents a turn of play. The tree nodes are squares on Player 1’s turn and circles on Player 2’s turn. Leaf nodes (nodes without children) are scored using the evaluation function. The rest of the nodes are scored by selecting the best score out of their children nodes - highest score if it’s Player 1’s turn and lowest score if it’s Player 2’s turn.
The Minimax implementation in the library also uses alpha-beta pruning, a technique used to reduce the number of nodes evaluated in the tree by eliminating branches that are guaranteed to be worse than previously examined branches.
A great explanation of Minimax and Alpha-beta prunning can be found in Sebastian Lague’s Youtube video about this algorithm.
MTD-f works by repeatedly calling Minimax until it converges to a value. The Minimax used by MTD-f is implemented using alpha-beta pruning.
Since MTD-f calls Minimax several times, it’s also important to use a transposition table, which is a data structure that stores previously evaluated positions and their scores.
Below is Aske Plaat’s pseudo-code for the algorithm.
function MTDF(root : node_type; f : integer; d : integer) : integer;
g := f;
upperbound := +INFINITY;
lowerbound := -INFINITY;
repeat
if g == lowerbound then beta := g + 1 else beta := g;
g := Minimax(root, beta - 1, beta, d);
if g < beta then upperbound := g else lowerbound := g;
until lowerbound >= upperbound;
return g;
The static evaluation function used in this library consists of subtracting the pebbles in Player 2’s store from the pebbles in Player 1’s store. This is the same function that was used when solving the Mancala variant Kalah [4].
This way of scoring Mancala positions is particulary suitable for MTD-f, since, according to Plaat, the static evaluation function used should be coarse-grained, meaning that we should avoid using heuristics with little weight. As he says in his post about MTD(f), “The coarser the grain of eval, the less passes MTD(f) has to make to converge to the minimax value. Some programs have a fine grained evaluation function, where positional knowledge can be worth as little as one hundredst of a pawn.” [3].
MankalaEngine
classThe MankalaEngine
class ties everything together. When instatiating it, you’ll
need to choose a move selection function. It then provides a function, play
,
that, given the player whose turn it is to play, the rules to use, and the board
in which the move will be played, executes the move selected by its move
selection function. This allows reusing the common structure of a play across all
Mancala variants while deferring variant-specific behaviour to the rules object.
bool MankalaEngine::play(Player player, const Rules& rules,
Board& state) const {
if (rules.gameOver(player, state)) {
const Player winner = player == player_1 ? player_2 : player_1;
rules.finishGame(winner, state);
return false;
}
const int move = _selectMove(player, rules, state);
rules.move(move, player, state);
return true;
}
The idea is to continue adding concrete variant implementations to the library so that developers wanting to create a Mancala game don’t have to implement them themselves. Additionally, adding the option to choose the difficulty of an opponent is also relevant. This may be implemented, for example, by allowing changes to the cutoff depth for the Minimax and MTD-f opponents, which is not currently supported.
As of now, the implemented Minimax only uses alpha-beta prunning and transposition tables. Adding more optimizations, such as move ordering, per example, might also be of interest.
Another possible route is developing a Qt application for playing Mancala that uses this engine. This would likely help generate interest in the project within the broader community.
If you’re interested in this project, you can check it out on Invent and come talk to us on Matrix.
1. “Das Bohnenspiel”, Wikipedia, 2023. https://en.wikipedia.org/wiki/Das_Bohnenspiel.
2. “Algorithms - Minimax” https://cs.stanford.edu/people/eroberts/courses/soco/projects/2003-04/intelligent-search/minimax.html.
3. “Aske Plaat: MTD(f), a new chess algorithm.” https://people.csail.mit.edu/plaat/mtdf.html.
4. G. Irving, J. Donkers, and J. Uiterwijk, “Solving Kalah”, Icga journal, vol. 23, no. 3, pp. 139–147, Sep. 2000, doi: 10.3233/ICG-2000-23303.