Fanorona
Fanorona is a board game with its roots in Madagascar. It is derived from the game “Alquerque” which might be over 3000 years old. Below we explain the rules of Fanorona. The explanation is based on the rules given in (Bell, [1980]) and in (Chauvicourt and Chauvicourt [1980]). The goal of the game is to capture all opponent pieces.
The game is a draw if neither player succeeds.
Fanorona has three standard versions:
Fanoron-Telo, Fanoron-Dimyand, and Fanoron-Tsivy.
The
difference between these
versions is the board size. Fanoron-Telo is played on
a 3×3 board and the difficulty
of this game can be compared to the game of Tic-Tac-Toe.
Fanoron-Dimyand is
played on a 5×5 board and Fanoron-Tsivy is played on
a 5×9 board. We will call
Fanoron-Tsivy from now on Fanorona, because it is the
best-known board size and
the main subject of this article.
The Fanorona board consists of lines and
intersections. A line represents the path
along which a piece can move during the game. There
are weak and strong intersections.
On a weak intersection it is only possible to move a
piece horizontally and
vertically, while on a strong intersection it is also
possible to move a piece diagonally.
A piece can only move from one intersection to an
adjacent intersection.
In the initial position each player has 22 pieces.
Players move alternately; White plays first.
Rules of the Games
We distinguish two kinds of moves, capturing and
non-capturing moves. Capturing
moves are obliged and have to be played, if possible,
above non-capturing moves.
Capturing implies removing one or more pieces of the
opponent. It can be done in
two different ways, either (1) by approach or (2) by
withdrawal. An approach is the
movement of the capturing piece to an intersection
adjacent to an opponent piece
provided that the opponent piece is situated on the
continuation of the capturing
piece’s movement line. A withdrawal works analogously
as an approach but the difference is that the
movement is away from the opponent piece. When an
opponent piece is captured, all opponent pieces in
line behind that piece (as long as there is no
interruption by an empty point or an own piece) are
captured as well.
As in checkers it is allowed to continue capturing
with the same piece as long as
possible. We call this extended capturing. Although a
player is obliged to play a capturing move above a
non-capturing move, the player may stop capturing
after any number of opponent pieces are captured.
This rule is different from the checkers rule where
stopping a capturing sequence is not permitted.
There are three more rules concerning capturing
pieces. (1) It is not allowed
to capture by approach and withdrawal at the same
time. (2) It is not allowed to make a capturing move
in the same direction as the capturing move directly
before. A player is allowed to play a capturing
sequence two times into the same direction if a
capturing movement in another direction is done in
between. The last movement direction of the capturing
in the previous turn (i.e., before the last opponent
move) does not influence possible capturing
directions in the current turn. (3) The current
capturing piece is not allowed to arrive on the same
intersection twice during a capturing sequence. If no
capturing move can be played, a non-capturing move is
allowed. This is called a paika move and consists of
moving one piece along a line to an adjacent
intersection.
The player who first captures all opponent pieces
wins the game. The game is a
draw if no player is able to win against the
opponent. In practice this is achieved
by repetition of the same position with the same
player to move (Schadd [2006]).
There does not exist any documentation stating what
the outcome of the game
would be if a player is not able to move. If this
occurs during a game we define that
a player who is not able to move forfeits the game.
However, this situation rarely
occurs and it is unlikely that the game-theoretical
value would change if another
outcome would be defined in this situation. It has
still to be determined whether
such situations can be reached legally.
Solving the game
Solving the game has be done in two stages. The first
was constructing an endgame database
(Strohlein[1970). During the
analysis we saw that most moves are played with few
pieces on the board. Thus endgame databases proofed
to be very successful for Fanorona. During this
research we managed to make a 7 piece endgame
database. This means that we solved all positions
with 7 or less pieces on the board and stored that
information in a file. It turned out that there exist
a total of 6.261.651.660 different positions with 7
or less pieces on the board and the database used 3.6
GB of hard-disk space. The construction of the 4vs3
database alone took more then three weeks. In total
more then 2 months were used to compute all endgame
databases.
The second step was to implement a search technique
called “Proof-number search” (Allis [1994] ) . This technique stores the search tree in
memory and chooses the most promising node for
evaluation. Thus PN search (Proof-number search) is a
best first search. PN search uses for each node a
proof number and a
disproof number to indicate how many nodes minimally
need to be evaluated in order to prove the goal of
the search. The goal of the search can be that “White
wins the game when playing optimally”.
The combination of the endgame database and the
customized PN form the core of the program
KINGRALOMBO. This program was able to solve the start
position of Fanorona in more than a week of computing
time. It turns out that the Fanorona is a draw.
130,820,097,938 nodes were created during the search
to prove that Fanorona is a draw. This means that if
both players are playing optimally a draw is the
result
of the game. So far the moves d3-e3A and f2-e3A have
been proven to be optimal to achieve the draw in the
initial position.
References
- L. V. Allis. Searching for Solutions in Games
and Artificial Intelligence. PhD thesis,
Rijksuniversiteit Limburg, Maastricht, The
Netherlands, 1994.
- R. C. Bell. Board and Table Games from Many
Civilizations. Dover Publications,
1980.
- J. Chauvicourt and S. Chauvicourt. Le Fanorona
- Jeu National Malgache. Nouvelle
Imprimerie de Arts Graphiques, 1980. In French.
- M. P. D. Schadd. Solving Fanorona. Master’s
thesis, Universiteit Maastricht, Maastricht,
The Netherlands, 2006.
- T. Strohlein. Untersuchungen uber
kombinatorische Spiele. PhD thesis, Fakultat fur
Allgemeine Wissenschaften der Technischen
Hochschule Munchen, Munchen, Germany,
1970.
