The branching factor of a game is the average number of new states reachable from a given state. It is a widely used metric in AI research on board games, but less often computed or discussed for videogames. This paper provides estimates for the branching factors of 103 Atari 2600 games, as implemented in the Arcade Learning Environment (ALE). Depending on the game, ALE exposes between 3 and 18 available actions per frame of gameplay, which is an upper bound on branching factor. This paper shows, based on an enumeration of the first 1 million distinct states reachable in each game, that the average branching factor is usually much lower, in many games barely above 1. In addition to reporting the branching factors, this paper aims to clarify what constitutes a distinct state in ALE.
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A Mathematical Connection Between Single-Elimination Sports Tournaments and Evolutionary Trees
How many ways are there to arrange the sequence of games in a single-elimination sports tournament? We consider the connection between this enumeration problem and the enumeration of “labeled histories,” or sequences of asynchronous branching events, in mathematical phylogenetics. The possibility of playing multiple games simultaneously in different arenas suggests an extension of the enumeration of labeled histories to scenarios in which multiple branching events occur simultaneously. We provide a recursive result enumerating game sequences and labeled histories in which simultaneity is allowed. For a March Madness basketball tournament of 68 labeled teams, the number of possible sequences of games is ∼1.91×10^78 if arbitrarily many arenas are available, but only ∼3.60×10^68 if all games must be played sequentially in the same arena.
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- Award ID(s):
- 2116322
- PAR ID:
- 10522025
- Publisher / Repository:
- Taylor & Francis
- Date Published:
- Journal Name:
- Mathematics Magazine
- Volume:
- 96
- Issue:
- 5
- ISSN:
- 0025-570X
- Page Range / eLocation ID:
- 484 to 497
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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