Table of Contents

Arimaa

TODO: Description

Inventor: Aamir Syed, Omar Syed

Rules

See https://arimaa.com/arimaa/learn/rulesIntro.html for the official rules

See https://youtu.be/-l028j_eqZE for an unofficial but good explanation of the rules

Goal

Achieve one of the following at the end of your turn to win:

Useful Notes:

Pieces and Board

The two sides are Gold (plays first) and Silver (plays second). Each side has 16 pieces to begin the game in 6 different piece types. The pieces move and operate identically with 3 caveats: rabbits are uniquely referenced in the victory conditions, rabbits cannot move backwards, and all 6 pieces are ranked in a strength hierarchy from strongest to weakest as below:

  1. Elephant
  2. Camel
  3. Horse
  4. Dog
  5. Cat
  6. Rabbit

So the Elephant is the strongest piece and the rabbits are the weakest

It may help to remember the strength hierarchy that it tends to mirror the size of the real life animals (one can find real horses which are as heavy as camels, or dogs that are smaller than cats, but if you don't look at outliers, it is quite intuitive)

The pieces are abbreviated by their first letter, with the exception of Camels which are abbreviated “M” to avoid conflict with Cats. Capital letters are used in notation for Gold pieces, and lowercase letters for Silver pieces

The board (8×8) has 4 marked squares on it, known as trap squares or traps. Individual squares can be referred to with algebraic notation, as in chess (so a1 is always in the lower left from Gold's perspective)

General regions of the board can be referred to with compass directions from Gold's perspective. Cardinal directions (most commonly East or West) refer to halves of the board and serve a similar purpose to the chess terms “Kingside” and “Queenside”. Ordinal directions refer to quarters of the board. For example, “The East” is the area e1-e8-h8-h1-e1 and “The Northwest” is the area around the c6 trap, regardless of which player you are

Setup

In turn, Gold and then Silver set up in the same manner. This is not simultaneous: Silver can and should take Gold's setup into account in deciding how best to set up themselves

Place the following 16 pieces in any arrangement on the two ranks closest to you (the 1st and 2nd ranks for Gold, the 7th and 8th ranks for Silver):

Input Tips:

Gameplay

Each turn, one has 4 steps to spend. You are not required to use all of them, though you must change the position somehow (so you can't pass), and it's usually best to use them all. Listed below are the actions which you can spend your steps on, and automatic effects which apply after each action. You may take these actions in any combination so long as you don't exceed the 4 step limit

Basic Move

Move a piece 1 step orthogonally

Cost: 1 step

Useful notes:

Pushing or Pulling

Move a friendly piece and an orthogonally adjacent strictly weaker opposing piece together

Cost: 2 steps

Useful Notes:

Pushing
  1. Move the opposing piece to an orthogonally adjacent empty space
  2. Move your piece to the vacated square
Pulling
  1. Move your piece to an orthogonally adjacent empty space
  2. Move the opposing piece to the vacated square

Automatic Effects

Freezing

A piece is frozen and cannot move if the following conditions ALL apply:

Equivalently, a piece is not frozen and can move if at least 1 of the following conditions apply:

Useful notes:

Trapping

A piece falls into a trap (ie, is captured and removed from the board) if the following conditions ALL apply:

Useful notes:

Repetition

You may not repeat the same position with the same player to play 3 times

Equivalently: Delayed Situational Superko

Most of the time, this is equivalent to saying you can undo the opponent's move once, but if they choose to redo their move, you can't undo it a second time, because that would create the position before their move for the 3rd time

Useful notes:

Endless Endgame

Inventor: clyring

Endless Endgame differs from Standard Arimaa only in the randomized setup, and in that Gold gets only 2 steps on their first turn, otherwise it plays identically. It is designed to send the players directly into endgame positions: the most tactical stage of Arimaa

The name “Endless Endgame” refers to the cyclic nature of the “Endless Endgame Event” for which it was invented, though it certainly creates an endless supply of endgames to play no matter the context

  1. Randomly choose for Gold 1-8 rabbits, 0-2 cats, 0-2 dogs, 0-2 horses, and 0 or 1 camels, add 1 elephant, and arrange them all at random on the first two ranks (ie where Gold would normally set up)
  2. If there are anywhere from 4-12 pieces placed by step 1, continue to step 3, else go back to step 1 and repeat
  3. Randomly choose either rotational symmetry, or reflectional symmetry, and set up Silver pieces on the last two ranks accordingly (ie, shogi-style symmetry, or western chess-style symmetry)
  4. Gold takes only 2 steps on their first turn, and thereafter play continues as per usual with 4 steps per turn

Handicap

Traditionally, most handicap games of Arimaa have been played by uwate (the stronger player) intentionally walking some of their pieces into their home traps on their first move. Thanks to Perlkönig, though, AP has a Freestyle Setup variant which allows uwate to set up with reduced material in the first place without recourse to such workarounds. Freestyle Setup is far more flexible, though. For example, I prefer to replace pieces with rabbits rather than sac them outright. This keeps the same army size for both players, which arguably makes for a more interesting imbalance

Strategy and Tactics

This page will mainly focus on widely applicable concepts, but there are a variety of more in-depth resources available, some of which are listed below

Piece Alignment

Pieces are most efficiently used to fight opposing pieces exactly 1 rank weaker. More than 1 rank weaker, and it's inefficient, equal or greater rank, and it's ineffective (though sometimes a piece of equal rank is the right piece)

Conversely, you DON'T want your pieces to fight opposing pieces exactly 1 rank stronger. More than 1 rank stronger, and your opponent is being inefficient, equal or weaker, and your opponent is fighting a losing battle

This concept, also known as “the right piece”, is a fundamental of how to decide where you want to move your pieces over the course of multiple turns, and applies from the opening to the endgame and all in between

Openings

Generally opening plans can be grouped into 3 categories, including neither lone elephant attacks (which shouldn't work as well as other strategies against good resistance) nor focusing on defense

  1. EMH Attack: arguably the most popular approach at the high level today, it aims to take control of an away trap or, failing that, gain some other advantage as ransom
  2. EHH Attack: aims to take control of an away trap or, failing that, gain some other advantage as ransom
  3. EH Attack: aims to fight for an away trap before either gaining some local advantage, or launching an MH Attack on the opposite wing once the opponent is tied up defending the EH Attack

Note that if an EMH Attack and an EHH Attack are launched against eachother on the same wing, a local stalemate is good for the EHH Attack, as they have a camel free on the other wing to attack

There is a lot of variety at the top level in which setups people prefer, but in the interest in providing some concrete suggestions, some solid options are given below


The 99of9 setup (pictured here with cats behind traps) is a balanced setup which has been around for years. The minor pieces (cats and dogs) can be permutated as desired

In Standard Setup games, the “Quick setup” button gives this setup


This setup does not have a widely agreed upon name, but it is the preferred setup for Gold of Rusty, a NN-based bot which is currently the strongest Arimaa entity, and has been used to great effect by browni3141, the current strongest human player

Gold: Ee2, Mb2, Ha2, Hh2, Dd2, De1, Cb1, Cg2, Ra1, Rc1, Rc2, Rd1, Rf2, Rf1, Rg1, Rh1


TODO: give some Silver setups, including at least 1 EHH setup

Material Advantage

As in many games, more material is better in Arimaa, all else being equal. In Arimaa, however, all else is rarely if ever equal, and it is easier to find positional compensation for material than in chess, so being ahead in material must always be taken with a grain of salt, especially in unclear positions

Some Potential Sources of Positional Compensation

Harlog

Harlog is a material evaluation system which is very good at accurately judging trades, in exchange for moderate complexity

Positive numbers indicate advantage for Gold, negative numbers indicate advantage for Silver

When can I trust it?

Harlog should always be taken with a grain of salt, because positional factors can be extremely significant in Arimaa, but there are some times when it's probably more reliable than others

It should be at its best when evaluating trades in the opening and early middlegame. This is both because it was most closely examined and tuned for accurate representation of opening trades, and because the more tactical endgame leaves even more room for positional compensation than the opening and middlegame. Indeed, it has been said that in Arimaa endgames, the number of pieces one has is more important than their strength. Harlog does take this into account, but, grain of salt

It should be taken with extra skepticism regarding situations which won't come up in normal games (like more than 8 rabbits, 0 elephants for one side, more than 1 elephant for either side, and so on), since such situations were not the intended use case for it. It won't break or give obviously bogus answers, it's just reasonable to expect that it may accrue error as it gets further from its intended domain

How does it work?

Harlog assigns a value to each army, and then subtracts the Silver total from the Gold total to get the relative advantage

  1. Each side gets credited for each of their non-rabbit pieces based on how many opposing pieces are strictly stronger than them
  2. Each side gets a bonus which rewards both having more rabbits and having more total pieces
  3. The difference between them gives the Harlog
  4. Multiply by 7.995516184 to normalize to 1.00 being 1 rabbit lost (since the previous steps are all addition, this operation can be distributed to the individual steps, or performed at the end, and it's equivalent save for floating point error)

Notation

Several notation systems have been employed in the past, here we will treat a few of particular relevance to playing on Abstract Play

Commonalities among most notation systems (including those treated here) is the use of EMHDCR to denote the gold pieces from strongest to weakest, and likewise emhdcr the silver pieces, and the use of x to denote capturing, as well as a reliance on algebraic coordinates as used in chess (always from Gold's perspective, as in chess). These will be assumed in the descriptions below, with piece and square referring to these specific symbols

It is sometimes desirable to notate the idea of a step being anything, as opposed to being passed. I am unaware of any notation systems which officially include that, but some people (including me) use qpss to denote that, after the token Sharp2015 uses for that

Abstract Play

Setup

Comma-separated list of tokens of the form [piece][square]

Movement

Comma-separated list of tokens of the form (piece-moving)(origin-square)(destination-square)(\(x(piece-captured)(square-captured-on)\))?

Passed steps are omitted

Lightvector

Designed as a formalization of how Arimaa players naturally tend to describe moves. It allows very succinct yet readable notation in many cases. While it is defined in terms of needing to generate all legal moves from a position, humans are very good at using heuristics to skip this step, so it's very comfortable to use even the more succinct forms of it

While it may look complicated at first glance, just remember the general notational principles of piece abbreviations and algebraic coordinates, use your chess notation intuitions to put them together into space-separated tokens in a way that makes sense, and chances are it will be valid lightvector notation

It does not define a notation for setup, presumably assuming it to just be a space-separated list of tokens of the form (piece)(square)

Original post: http://arimaa.com/arimaa/forum/cgi/YaBB.cgi?board=talk;action=display;num=1230217856;start=63

Movement

Space-separated list of tokens of the form (piece|square|(piece)(square))(square|(n|s|e|w)+|x), or in more abstract terms, (piece-specifier)(property). The (piece|square|(piece)(square)) part is the piece specifier, and the (square|(n|s|e|w)+|x) part is the property

Each token claims that at some point during the move, a piece satisfying the piece specifier satisfied the claimed property. If the move which satisfies all tokens with the fewest steps (and secondarily with the fewest moved pieces) is unique (considering moves which result in identical positions to be identical), then it is valid lightvector notation describing that move

A “moved piece” for the purposes of lightvector notation is considered to be a piece of either color ending up on a different square at the end of the turn than it started on. Being captured in place does not count as being “moved”, but being captured on a different square than starting the turn on would count, though still technically not for the capturing itself