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We perform a quantitative analysis of extensive chess databases and show that the frequencies of
opening moves are distributed according to a power-law with an exponent that increases linearly
with the game depth, whereas the pooled distribution of all opening weights follows Zipf’s law with
universal exponent. We propose a simple stochastic process that is able to capture the observed
arXiv:0704.2711v2 [physics.soc-ph] 18 Nov 2009
playing statistics and show that the Zipf law arises from the self-similar nature of the game tree of
chess. Thus, in the case of hierarchical fragmentation the scaling is truly universal and independent
of a particular generating mechanism. Our findings are of relevance in general processes with
composite decisions.
Decision making refers to situations where individuals sequence as a directed path starting from the initial node.
have to select a course of action among multiple alter- We will differentiate between two game situations if they
natives [1]. Such processes are ubiquitous, ranging from are reached by different move sequences. This way the
one’s personal life to business, management and politics graph becomes a game tree, and each node σ is uniquely
and take a large part in shaping our life and society. assoiciated with an opening sequence.
Decision making is an immensely complex process and, Using a chess-database [6] we can measure the popular-
given the number of factors that influence each choice, a ity nσ or weight of every opening sequence as the number
quantitative understanding in terms of statistical laws re- of occurences in the database. We find that the weighted
mains a difficult and often elusive goal. Investigations are game-tree of chess is self-similar and the frequencies S(n)
complicated by the shortage of reliable data sets, since of weights follow a Zipf-Law [7]
information about human behavior is often difficult to
be quantified and not easily available in large numbers, S(n) ∼ n−α (1)
whereas decision processes typically involve a huge space
with universal exponent α = 2. Note, the precise scal-
of possible courses of action. Board games, such as chess,
ing in the histogram of weight frequencies S(n) and in
provide a well-documented case where the players in turn
the cumulative distribution C(n) over the entire ob-
select their next move among a set of possible game con-
servable range (Fig. 2A). Similar power-law distribu-
tinuations that are determined by the rules of the game.
tions with universal exponent have been identified in a
Human fascination with the game of chess is long- large number of natural, economic and social systems
standing and pervasive [2], not least due to the sheer in- [7, 8, 9, 10, 11, 12, 13, 14, 15] - a fact which has come
finite richness of the game. The total number of different to be known as Zipf- or Pareto law [7, 8]. If we count
games that can be played, i.e., the game tree complex- only the frequencies Sd (n) of opening weights nσ after
ity of chess, has roughly been estimated as the average the first d moves we still find broad distributions consis-
number of legal moves in a chess position to the power of tent with power-law behavior Sd (n) ∼ n−αd (Fig. 2B).
the length of a typical game, yielding the Shannon num- The exponents αd are not universal, however, but in-
ber 3080 ≈ 10120 [3]. Obviously only a small fraction of crease linearly with d (Fig. 2B, inset). The results are
all possible games can be realized in actual play. But robust: similar power-laws could be observed in different
even during the first moves of a game, when the game databases and other board games, regardless of the con-
complexity is still manageable, not all possibilities are sidered game depth, constraints on player levels or the
explored equally often. While the history of successful decade when the games were played. Stretching over six
initial moves has been classified in opening theory [4], orders of magnitude, the here reported distributions are
about the mechanisms underlying the formation of fash- one of the most precise examples for power-laws known
ionable openings not much is known [5]. With the recent today in social data sets.
appearance of extensive databases playing habits have As seen in (Fig.1) for each node σ the weights of its
become accessible to quantitative analysis, making chess subtrees define a partition of the integers (1 . . . nσ ). The
an ideal platform for analyzing human decision processes. assumption of self-similarity implies a statistical equiv-
The set of all possible games can be represented by alence of the branching in the nodes of the tree. We
a directed graph whose nodes are game situations and can thus define the branching ratio distribution over the
whose edges correspond to legal moves from each posi- real interval r ∈ [0, 1] by the probability Q(r|n) that a
tion (Fig. 1). Every opening is represented by its move random pick from the numbers 1 . . . n is in a subset of
2
A
8
10 6
6 10
10 10
4
frequency S(n)
4 C(n)
10 10
2
2 0
10 10 0 2 4
n 6
10 10 10 10
0
10 histogram
-2 logbin
10 Zipf-distribution
-4
Figure 1: A) Schematic representation of the weighted game 10
-6
tree of chess based on the ScidBase [6] for the first three half 10 0 1 2 3 4 6
5
moves. Each node indicates a state of the game. Possible 10 10 10 10 10 10 10
game continuations are shown as solid lines together with the B
6
branching ratios rd . Dotted lines symbolize other game con- 10 4
tinuations, which are not shown. B) Alternative represen- 4 3
10
frequency Sd(n)
tation emphasizing the successive segmentation of the set of α2
games, here indicated for games following a 1.d4 opening until 2 1
10 0
the fourth half move d = 4. Each node σ is represented by a 0 1 10 20 30 40
box of a size proportional to its frequency nσ . In the subse- 10 d
quent half move these games split into subsets (indicated ver- -2 d=4 logbin
q(r)
q(r) = (1 + β) rβ , 0 ≤ r ≤ 1, (4) 4
3
of power-law distributions, which typically arise in prefer-
2
ential attachment schemes. In this case the jump process
νd is Poissonian and distributed according to a gamma 1
d
distribution πd (ν) = (1+β)
(d−1)! ν
d−1 −(1+β)ν
e . After retrans- 0
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1
r
formation to the original variables and noting that from B 6
the probability pd (n) for a single node at distance d to the 10
root to have the weight n one obtains the expected num- 10
4 database d=22
simulation arcsin
ber Sd (n) of these nodes in N realizations of the random simulation uniform
theory uniform
frequency Pd(n)
2
process as Sd (n) = N pd (n)/n, and in particular 10
0
d−1 1−β 10
(1 + β)d
N N
Sd (n) = log . (5) -2
N (d − 1)! n n 10
-4
The functions Sd (n) are strongly skewed and can exhibit 10
A B
fraction of openings Q 1 1
W=0.9
database are concentrated in about 23% of the most pop-
fraction of openings Q
0.8 0.8 W=0.8 ular openings), whereas beyond the critical game depth
Gini coefficient G
0.6 0.6
rarely used move sequences are dominating such that
W=0.5
in aggregate they comprise the majority of all games
0.4 0.4
(Fig. 4). Note, that this result arises from the statistics
0.2 0.2
d=25 d=20 d=15 d=10 d=5 of iterated decisions and does not indicate a crossover of
0
0 0.2 0.4 0.6 0.8 1
0
0 5 10 15 20 25 30 playing behavior with increasing game depth.
fraction of games W game depth d
Our study suggests the analysis of board games as a
promising new perspective for statistical physics. The
Figure 4: Inequality [11, 20] of the distribution Sd (n). A)
Proportion W of games that is concentrating in the fraction
enormous amount of information contained in game
Q of the most popular openings, for several levels of the game databases, with its evolution resolved in time and in re-
depth d. B) Q as a function of d for three different values of lation to an evolving network of players, provide a rich
environment to study the formation of fashions and col-
R1
W (solid lines) and Gini-coefficient G = 1 − 2 0 Q(W ) dW as
a function of game depth (dotted line). lective behavior in social systems.
We are indebted to Andriy Bandrivskyy for invaluable
help with the data analysis.
Thus, the multiplicative random process (Eq. 3) with any
well behaving branching ratio distribution q(r) on the
intervall [0, 1] always leads to an asymptotically univer-
sal scaling for n ≪ N (compare also the excellent fit of
Eq. (8) to the chess data in Fig. 2a). In [15] the same [1] H. Simon, Administrative behaviour (Macmillan, New
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composite decision processes, where each action is as- (http://scid.sourceforge.net) with N = 1.4 · 106
sembled from a sequence of d mutually exclusive choices. recoreded games. Each game was uniquely coded by a
What in chess corresponds to an opening sequence, may string (up to d = 40 half moves) and the game strings
be a multivariate strategy or a customized ordering in were sorted alphabetically, so that all games following
other situations. The question how such strategies are the same move sequence up to a given game depth d
distributed is important for management and marketing were grouped together in clusters. Popularities were
[21]. One consequence of our theory is, that in a process obtained by counting the cluster sizes nd .
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5
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