Game between Christian Freeling and Ed van Zon|alt=|300x300px Symple is a two-player abstract strategy game co-invented in 2010 by Christian Freeling and Benedikt Rosenau.Ploog, David. "The Movement Protocol of Symple." Abstract Games... for the competitive thinker Issue 19, 2020, pp. 8-13, www.abstractgames.org/uploads/1/1/6/4/116462923/abstract_games_issue_19.pdf. Accessed 2 Sept. 2020. The goal of Symple is to control the largest amount of territory on the board with the fewest groups . Like Go, Symple is played on a 19x19 grid of lines , although the game can be played on the squares of a checkered board as well, and there is no capture . Symple is a drawless finite perfect information game for which an opening advantage for either player cannot be argued successfully. Freeling considers it to be one of his six most important games along with Dameo, Emergo, Grand Chess, Storisende, and Sygo. Grow all of their groups of stones or. .. Put a stone on a vacant cell unconnected to any other friendly group. The lighter color moves first. In order to mitigate any turn order advantage, if neither player has grown their groups, the second player may grow all of his groups and place a single stone on any vacant square on the same turn. Moving is compulsory and a player may not pass his turn at any time. In the endgame, when growth potential is reduced, opportunities arise to cut off the opponent's groups or connect the player's own groups (to eliminate group penalties at the end of the game.) A huge part of the endgame strategy involves something called "Invasions, " where a player purposely places a stone within the opponent's surrounded territoryin order to interfere with their plans. Stones placed in invasion moves have no possibility of reconnecting with other friendly groups."It is only favorable to start a new group within the 'opponent's territory', if it can outgrow its own negative starting value and the inherent forfeit of a growing turn. That of course depends on the value of P: the higher it is set, the more stones are needed to create a group that contributes positively to the score, and the more difficult invasions will become. It may be very unfavorable to be forced to start a new groupbecause one's growing options have run out. Towards the endgame these options increasingly diminish." Symple can be played online against the AiAi program. Symple has a game tree complexity of ~10^2 08, higher than that of Chess, Shogi, and Xiangqi. Symple was selected for the 2013 Codecup Challenge. Contestants had to create a program that could play the game and then compete against each other. The winner was Abdessamad Elkasimi.   
Game between Christian Freeling and Ed van Zon|alt=|300x300px Symple is a two-player abstract strategy game created in 2010 by Christian Freeling and Benedikt Rosenau.Ploog, David. "The Movement Protocol of Symple." Abstract Games... for the competitive thinker Issue 19, 2020, pp. 8-13, www.abstractgames.org/uploads/1/1/6/4/116462923/abstract_games_issue_19.pdf. Accessed 2 Sept. 2020. The goal of Symple is to end the game with the highest score, with score being determined via points for controlling territory on the board less a penalty for each separate group of stones . Like Go, Symple is played on a 19x19 grid of lines ; unlike Go, there are no mechanics allowing capture of stones once placed . Symple is a drawless finite perfect information game . Grow all of their groups of stones . Put a stone on a vacant cell unconnected to any other friendly group. The lighter color moves first. In order to mitigate turn order advantage, if neither player has grown their groups, the second player may grow all of his groups and place a single stone on any vacant square on the same turn. Moving is compulsory and a player may not pass his turn at any time. In the endgame, when growth potential is reduced, opportunities arise to cut off the opponent's groups or connect the player's own groups (to eliminate group penalties at the end of the game.) Additionally, during the final turns, it is possible to attempt to intentionally keep small empty areas within one's territory; since players are forced to create a new group if they cannot grow, this can be a way to force the other player to make a worthless invasion group for which the per-group penalty will be larger than whatever score is gained by creating the group. Symple can be played online against the AiAi program. Symple has a game tree complexity of ~10^2 08. Symple was selected for the 2013 Codecup Challenge. Contestants had to create a program that could play the game and then compete against each other. The winner was Abdessamad Elkasimi. See also Sygo References Category:Abstract strategy games Category:Board game
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co-invented
created
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control the largest amount of
end the game with the highest score, with score being determined via points for controlling
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with the fewest groups
less a penalty for each separate group of stones
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, although the game can be played on the squares of a checkered board as well, and there is no capture
; unlike Go, there are no mechanics allowing capture of stones once placed
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for which an opening advantage for either player cannot be argued successfully. Freeling considers it to be one of his six most important games along with Dameo, Emergo, Grand Chess, Storisende, and Sygo.
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or. ..
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any
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A huge part of the endgame strategy involves something called "Invasions, " where a player purposely places a stone within the opponent's surrounded territoryin order to interfere with their plans. Stones placed in invasion moves have no possibility of reconnecting with other friendly groups."It is only favorable to start
Additionally, during the final turns, it is possible to attempt to intentionally keep small empty areas within one's territory; since players are forced to create
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within the 'opponent's territory', if it can outgrow its own negative starting value and the inherent forfeit of a growing turn. That of course depends on the value of P: the higher it is set, the more stones are needed to create a group that contributes positively to the score, and the more difficult invasions will become. It may be very unfavorable to be forced to start a new groupbecause one's growing options have run out. Towards the endgame these options increasingly diminish."
if they cannot grow, this can be a way to force the other player to make a worthless invasion group for which the per-group penalty will be larger than whatever score is gained by creating the group.
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08, higher than that of Chess, Shogi, and Xiangqi.
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See also Sygo
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References
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Category:Abstract strategy games Category:Board game