Omweso PDF
Omweso PDF
Omweso PDF
Brief introduction to the rules of Omweso ..................................................................................................... 2 Speculation On The Origins Of Omweso....................................................................................................... 5 Recent tournaments ........................................................................................................................................ 7 Omwesos Complexity ................................................................................................................................... 8 State-Space Complexity ............................................................................................................................. 8 Game-tree Complexity ............................................................................................................................... 9 Mutational Complexity............................................................................................................................. 10 Standard Set-Ups: 2 examples...................................................................................................................... 11 Example junior grouping set-up............................................................................................................. 11 Example senior grouping set-up ............................................................................................................ 12 Magic Numbers ............................................................................................................................................ 13 Never-Ending Moves A Proof!.................................................................................................................. 15 Trivial Never-Ending Moves.................................................................................................................... 15 Complex Never-Ending Moves ................................................................................................................ 15 Conclusions .................................................................................................................................................. 19 Theorem on Endless Moves - Appendix ...................................................................................................... 20 Selected Omweso Bibliography ................................................................................................................... 26
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Kampala
Figure 1 - The Peoples Of Uganda Unlike the mancala games played on the West coast of Africa, Omweso is a re-entrant game. That is to say that all the seeds remain in play captured seeds are re-entered onto the winners side of the board. Unlike the game of Bao played on the Swahili coast of East Africa, in Omweso the players start with all 64 seeds in play, and set-up freely at the start.
The objective of the game is to capture opponents seeds until he is unable to move, or to gain a knockout by Cutting off both his heads (that is to capture seeds from both ends of his board in one move).
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Nsimbi notes that in the past games were slower, with players thinking for many minutes to find the right move. Modern play, however, requires very fast play, with only 3 seconds thinking time per turn. The referee counts Omu, Ebiri and if the player does not choose a hole to start his move he loses his turn to other player...
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There are two ways to win in street play: 1. Normal - the loser is immobilised and cannot move (only has empty holes and singleton seeds) 2. Emitwe-Ebiri - 'cutting off at 2 heads'. Capture of both extreme pairs of holes in one move Okukoneeza is a special tournament rule: if a hole has 3 seeds during the opening before first capture 2 seeds into next hole, final seed into next but one Winning by Akakyala - capturing seeds from the loser in two separate moves before the loser has even made his first capture of the game.
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3 4
Russ, L (1995) The Complete Mancala Games Book New York: Marlowe Russ, Ibid 5 Frey, C (1998) Le Francais au Burundi Cedex, EDICEF 6 Vansina, J Paths in the rainforests (1990) London : James Currey 7 Russ (Ibid) 5 of 26
Figure 2: Geographical relationship to other games8 Another strong variant of Omweso is the Rwandese game of Igisoro, which has reversing rules that make for complex play. Mugerwa maintains that Omweso was Mutesas favourite game9 Can one then postulate a hypothesis that as Mwangas reign was a period of economic and cultural isolation, then any swapping or adoption of mancala rules between Baganda people and others must have taken place in and before Mutesas reign, before 1884? Further research is required in this area. By concentrating on the rule variants of 16 hole mancala is various villages from the Swahili Coast all the way to DRC (Zaire) some inferences could be draw. Such field-work outside of the major cities where people have lived in stable communities for hundreds of years should surely be the next step in tracing the evolution of the game.
This diagram is not intended to be to scale, and the nomadic nature of the Pastoral cattle-herders in these regions will blur any simplistic approach in matching games rules to fixed territorial tribal borders. 9 Mugerwa p17 6 of 26
Omwesos Complexity
State-Space Complexity
A formula for game state-space complexity: (h-1+ s)! minus k (h-1)! x s Where: h = number of holes s = number of seeds k = number of illegal/improbable positions An illegal position in chess might be where a King and Queen share the same square. An improbable position in Awari would include 47 seeds in one hole, and the remaining seed in another. Table 2: State-space complexities of 'world' games Game Awari Bao Omweso Chess Go11 Initial set-up 1 1 5.6 x 1023 1 1 As play starts Slowly rising Very slowly Rising Rising quickly Rising slowly Rising quickly Midgame 2.8 x 1011 1025 1025 1050 10160 to 500 Endgame Falling Falling Falling
In Omweso, each player has 32 seeds to set up, giving 7.5 x 1011 possible positions for the first player to set up, which can be countered by the other player in 7.5 x 1011 ways giving 5.6 x 1023 combinations12. In tournament play there are no illegal set-up combinations, and very few improbable ones. The k factor for mancala games is lower than in positional games since many pieces may share the same hole in mancala. The fact that pieces are white or black in positional games, and have different attributes (e.g. knight, King etc.)which increases the combinations in those games. State-space complexity in Omweso rises rapidly after the first captures, and remains high throughout as the seeds become redistributed in large numbers quasi-stochastically from one player to the other. Note that different games have different numbers of pieces in play at different stages. For example, in Bao seeds are introduced throughout the initial phase of the game, with captures are re-entered onto the board. In chess captured pieces are removed. In Go new pieces are added until the end of the game, when areas of stability appear in safe areas. Therefore all these calculations have many implicit assumptions, and are only roughly comparable. De Voogt has pointed out that games with high theoretical state-space complexity, such as Songka may be less intricate for humans as the outcomes are beyond mental calculation and require brute force calculations of no finesse.13 This implies that only games which are on the edge of human capacity for calculation and tactics and especially those that show high degrees of chaotic behaviour are interesting.
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Goldis, Bjorn (1999) Towards Abstraction in Go Knowledge Representation Mayega pp11-12 13 De Voogt (1995) Limits of the mind Leiden, CNWS 8 of 26
Game-tree Complexity
Table 3: Game-tree complexities of 'Mancala' games Game Awari Bao Omweso Initial set-up 1 1 5.6 x 1023 By endgame (no forced moves) 1032 2 x 1034 (5.6 x 1023) x (5 x 1050) = 2.8 x 1074
i1 x i2 x (b)p
Where: i = branches in set-up of game for players 1 and 2 b = branches per move p = plays in game length Awari and Omweso do not have forced moves (except where in Awari one must feed the opponent if all his holes are empty). However, in Bao forced moves are very common, perhaps 1/10 in master-level play14, and more common amongst less experienced players who do not know how to avoid or take advantage of these situations. One must also take into account the increased choices a Bao player has in choosing where to re-enter captured seeds (left or right) in the initial stage of the game. In Omweso the player has no choice where to re-enter the seeds, but he/she has greater choice over where to begin sowing to make a capture. The average in a sample game15 from the Kampala 2000 tournament is 5.4 anti-clockwise possibilities plus the possibility of deciding to reverse capture in about 20% of sowings. Therefore the number of branches per player turn in Omweso is well above 6. However, when the other player is susceptible to a reverse capture, the possibility of further reverse captures often appears (say 50% of cases). An example of this is shown at one point in the sample game. A multiple-reverse capture is made by Semakula, where his initial 5 choices of move expand into 9 choices of outcome depending on whether he decides to reverse capture or not during his move. If one assumes then that there are 7 branches per turn with an average game being 60 turns, then the branching complexity would become 760 = 5 x 1050 There are, however, many assumptions in the above calculations. For example, using an average for the branching complexity b will overstate the branches if b is sometimes low and sometimes high. For example, if a two turn game has 5 branches per turn, then the number of end positions is 25. However if the first turn is forced (i.e. b=1) and the second turn has, say, 9 possibilities, then only 9 outcomes exist. But the average of 5+5 is the same as 1+9.. A comprehensive analysis of tournament games is required before one can come to any conclusion about the relevance of these sorts of calculations in relation to branching complexities. I have only analysed one game for this paper a full transcription of the games is in progress, and a selection of the games in video format is available on CD-ROM where the seeds being played are easy to follow, even at the speed these players manage to achieve!
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Ibid p.158 ddamba s vs semakula u - game 1 Kampala 2000 (at 2:20 minutes) 9 of 26
Mutational Complexity
De Voogt16 has introduced the concept of mutational complexity with respect to the number of changes on the board due to a single move. These moves change the nature of the board by changing the state-space not just in moving from one position to another, as in Chess, but by changing the all the intervening numbers due to the sowing process. The capturing re-entry rules in Bao lead to a preponderance of seeds in the front rows, and it is reasonably rare for players to takata round the entire board (5 out of 72 moves in one example tournament game) In Aware there is no relay sowing so the impact of any one move usually limited to changes in half-a-dozen or less holes. De Voogt estimates a change in 6 holes per move in Bao (including the hole from which the seeds have been removed). In Omweso the average number of changed holes in the sample game was exactly 3 per move for the first 9 moves whilst the players positioned themselves without laying themselves open. The next stage had an average of 7.1 moves per player turn as one player maintained a large position ready to strike, and thereafter 13.4 per turn. This count of mutational complexity does not however take into account lapping the board, in which many holes are changed more than once, and the additional changes to holes already visited that occur when captured seeds are re-entered onto the board. If these are counted, then in one single move Ddamba not only changes the state of 6 holes on his opponents side of the board, but sows 47 times into the holes on his side of the board, changing their seed count in some cases 5 times. The average number of holes changed across the sample Omweso game is 9.31 (or 12.4 if one doublecounts holes sowed into more than once in a turn). The game was 26 moves per player, and 3:05min in length. This is about 3.6 seconds per player turn (including thinking and sowing time). The sample game was somewhat shorter in length than average (tournament games are usually 4-5 minutes long). From these calculations I could conclude that Omweso is a more complex game than Bao. But more research is needed to define what we mean by complexity. We need to move beyond simple combinatorial statistics into definitions of finesse, chaos and non-computational complexities that human beings find difficult, such as mutational complexity and memory complexity. Other human characteristics such as dexterity and speed of play are pronounced in Mancala games, especially where thinking time is curtailed as much as it is in Omweso. Does this lead to a lessening of depth of play, or does it enhance a players use of subliminal zen-like techniques and feel for play that Go dan-grade players exhibit?
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De Voogt p.158 10 of 26
Lower Player
Several alternative notations have been used. Shackell presented two different notations: one using anticlockwise counting from 1-16 (Uganda Journal, 1934 vol.II) and an alphabetical notation omitting o and l (1935 vol.III). Both Russ and Zaslavsky use an anti-clockwise alphabetical notation. Ilukor uses Shackells anti-clockwise number notation to demonstrate the magic numbers therein. The notation I am using here is one that has been used in Kampala by the Ugandans, so it has the advantage of compatibility with the notes of the experts, even though the Zaslavsky or Ilukor notations have some advantages. 18 Notes on recommended play: A. The best opening for the Upper player is B, which moves the 3 seeds there into A, I and J. Lower is best to respond with d, sowing into c and b. B. Upper then plays the 3 in C Lower plays e, landing in a, and then reversing with those 6 into g capturing the 2 now in B and J C. Upper plays H, hoping for Lower to play c which will put on 2 heads. Lower wisely plays p 11 of 26
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Table 7: Lower responds to the "twenty three" 3 3 3 3 20 3 Or: 3 3 Or: 3 3 Or: 3 3 Or: 3 3 Or: 3 3 3 23 Junior groupings having a maximum of 5, 6, or 7 seeds are popular. Senior groupings of 17, 19, 20, 21, 22 and 23 seeds are seen often in tournament play. Openings, responses and analysis of the first dozen or so moves exist for these opening settings have been documented in manuscript form, but I have yet to collate, analyse or check all these. 19 2 1 1 2 18 2 2 3 17 2
3 17 See footnote 19
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Nsimbi (1968) Diagram 8 illustrates exactly the same opening as Uppers position in Table 5. My informants were familiar with Nsimbis work published in the vernacular. However, this opening (the 17) was also illustrated in the Uganda Journal in 1934 (Ref: Shackell 1934) which was unknown to them. This opening may therefore have been handed down the generations by play alone for more than 65 years. 12 of 26
Magic Numbers
Professor Mayega wrote the first known Omweso computer program (written in Algol 60), and presented some statistical analysis in his 1974 paper, together with some work on applying matrix theory to the Omweso problem to create a goal-seeking program driven by a points scoring system. In 1978 Professor Ilukor took a different tack by investigating the magic numbers within Omweso rather than crunching away at traditional statistical and matrix bound techniques. He made several simple observations which are illustrated in Figure 3. These observations help introduce us to a new form of mathematics that may solve many complex problems in Mancala, as we shall see in the next section. Figure 3: Magic Numbers In Omweso
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Figure 4: "Trivial" never-ending moves These trivial settings have the following properties: One can see the repetition immediately without experimentation After each move the board is left in exactly the same state, except that the starting hole position is rotated Triangular numbers play a part with patterns of 4,3,2,1 appearing
Two players working in 4 hour relays in Kampala had failed to find an end-point or repetition in the game. On my return to London I wrote a Java program to: Calculate the number of iterations to the return position Check for any rotational symmetry in intervening moves I also checked some other never-ending moves from the literature and one of my own invention. The results are shown in Figure 5.
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Mayega (1974) assumed in writing his Algol 60 program that infinite looping cannot occur, but it would be nice to have a formal proof or disproof of this statement. But Ilukor (1978) reported that players were well aware of infinite looping , and postulated his (incorrect) theory that there were only 4 such cases, all involving 25 seeds. 15 of 26
Figure 5: Known complex never-ending moves Ilukor had a theory that all never-ending positions were related to his Magic Number 25. The examples here of my 28 and Kygabas 32 disprove this idea.21 These complex positions have the following attributes: A large (200+) number of repetitions before the position appears again When the seeds appear again in the same sequence, the starting hole is in exactly the same position (i.e. no intervening rotation occurs) The number of iterations in these examples is always divisible by 4 There are no obvious patterns occurring Jonkers, Uiterwijk and de Voogt in last years Colloquium22 presented the starting position shown in Table 2. Wondering whether such positions can occur in a game of 16 hole Mancala. The answer is yes, but in Bao this can only occur in a real game if one player cannot capture at the start of his move and then plays takata unable to capture again in his move, and therefore continuing an un-ending move. This could occur with Ilukors Case 4 opening shown in Figure 5, where only one hole may start, and would only capture if the Lower opponent had a front-row occupied where the 17th seed would land. This will seldom occur in Bao. However, in Omweso, if the Lower player is invulnerable to capture, as he often is, then Upper will sometimes find himself unknowingly starting a never-ending move. The tournament rules from Kampala recognise this with their rule for Ekyeso kyolutentezi oba ekitayalika = Non stop/unending move the umpire shall give 3 minutes, and where the 3 minutes elapse, he shall order the game to be repeated. 23
Ilukors Cases 2 & 3 do not work as presented in his paper, probably due to typo errors. Mancala Games Topics in Matematics and Artificial Intelligence (2001) Donkers J, Uiterwijk J and deVoogt A 23 Amateeka Agafuga Omweso Mu Uganda Y.M.C.A. or Rules Governing The Board Game Omweso In The Uganda YMCA, Uganda Ymca Mweso Council, Nakasero, Kampala 1999
22
21
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Steven Mayer24 is Professor of Physics at the Milwaukee School of Engineering, Milwaukee, Wisconsin. I am thankful to him for providing a theorem for a test for complex never-ending moves together with a mathematical proof. His full paper is attached as an Appendix to these presentation notes. I will give a brief non-mathematical overview of his theorem and proof here in Figure 6. Figure 6 Mayer Tests A, B, C & D
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Mayers full proof is provided in the Appendix to these presentation notes. Mayer starts by proving that Test A is violated at the end of a sowing if the last seed lands in an empty hole. He goes on to show that his four tests are mutually supportive: Test A can only be violated at the end of any move if Tests B, C or D are violated at the beginning of that move Test B can only be violated if Tests A or D were previously violated Tests C & D can only be violated if Tests A, B, C or D were previously violated
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Conclusions
There are many areas of mathematical, historical and anthropological research still requiring work. How did these games come to be played in so many areas by so many peoples who were for long periods of time isolated from outside influence? Why is Omweso so different from Bao, yet played with the same board configuration and number of seeds? Some mathematical questions are still unanswered: Does Mayers theorem cover all Complex cases? Is the iteration count always divisible by 4? Can we define a method to catalogue all never ending positions for n-hole mancala games? I hope that this paper shows that Omweso poses a unique and interesting area of board games research that has been relatively neglected up to now by the academic community, and perhaps I shall stimulate further research by the presentation of this paper.
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A B C D
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BW: This proof can be extended for an n hole Mancala board, with the test and proof working to mod n+1. 20 of 26
Case 1: Suppose x_0 is a multiple of 16. Then x_0 = 16n for some n. Thus x_0 ~ -n (1) y_0 = n (2) y_k = x_k + n for k > 0 (3) Suppose A(0) is violated on iteration 2. Then y_0 ~ 1 n ~ 1 by (2) x_0 ~ -1 by (1) contradicts B(0) on iteration 1 Suppose A(i) is violated on iteration 2, i > 0. Then y_i ~ i + 1 x_i + n ~ i + 1 by (3) x_i ~ i + 1 n x_0 ~ x_0 + i + 1 by (1) contradicts C(0,i) on iteration 1 Suppose B(0) is violated on iteration 1. Then y_0 ~ -1 n ~ -1 by (2) x_0 ~ 1 by (1) contradicts A(0) on iteration 1 Suppose B(i) is violated on iteration 2, i > 0. Then y_i ~ i -1 x_i + n ~ i 1 by (3) x_i ~ i 1 n x_i ~ x_0 + i 1 by (1) contradicts D(0,i) on iteration 1 Suppose C(0,0) is violated on iteration 2. This can never happen, since C(0,0) implies 0 ~ 1. Suppose C(0,j) is violated on iteration 2, j > 0. Then y_j ~ y_i + j + 1 x_j + n ~ n + j + 1 by (3) and (2) x_j ~ j + 1 contradicts A(j) on iteration 1 Suppose C(i,0) is violated. This cant happen since it implies y_i ~ y_i + 1 Suppose C(i,j) is violated on iteration 2, i > 0 , j> 0. Then y_(i+j) ~ y_i + j + 1 x_(i+j) + n ~ x_i + n + j + 1 by (3) x_(i+j) ~ x_i + j + 1 contradicts C(i,j) on iteration 1 D(0,0) cant happen. Suppose D(0,j) is violated on iteration 2 with j > 0. Then y_j ~ y_0 + j 1 x_j + n ~ n + j 1 by (3) and (2) x_j ~ j 1 contradicts B(j) on iteration 1 D(i,0) cant happen.
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Suppose D(i,j) is violated on iteration 2, with i > 0 and j > 0. Then y_(i+j) ~ y_i + j 1 x_(i+j) + n ~ x_i + n + j 1 by (3) x_(i+j) ~ x_i + j 1 contradicts D(i,j) on iteration 1
Case 2: x_0 is not a multiple of 16. Then x_0 = 16n + m for some n and m, where 0 < m < 16. Thus x_0 ~ m n (4) y_0 = x_(16-m) + n + 1 (5) y_m = n (6) If 0 < k < m then y_k = x_(16-m+k) + n + 1 (7) If k > m then y_k = x_(k-m) + n (8)
To save space I will use boldface type to denote incongruencies that are hypothetically violated on iteration 2; I will use normal type to denote incongruencies that are consequently violated on iteration 1. I will omit cases where j = 0, since these are all vacuous. A(0):
y_0 ~ 1 x_(16-m) + n + 1 ~ 1 by (5) x_(16-m) ~ -n x_(16-m) ~ x_0 m by (4) x_(16-m) ~ x_0 + (16-m) + 1 because 16 ~ -1 C(0,16-m)
A(m):
y_m ~ m + 1 n ~ m + 1 by (6) -1 ~ m n -1 ~ x_0 by (4) B(0)
A(i), i > m :
y_i ~ i + 1 x_(i-m) + n ~ i + 1 by (8) x_(i-m) ~ (i-m) + m n + 1 x_(i-m) ~ (i-m) + x_0 + 1 by (4) C(0, i-m)
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B(0):
y_0 ~ -1 x_(16-m) + n + 1 ~ -1 by (5) x_(16-m) ~ (16 m) + m n 1 because 16 ~ -1 x_(16-m) ~ (16 m) + x_0 - 1 by (4) D(0, 16-m)
B(m):
y_m ~ m 1 n ~ m 1 by (6) 1~mn 1 ~ x_0 by (4) A(0)
B(i), i > m :
y_i ~ i 1 x_(i-m) + n ~ i 1 by (8) x_(i-m) ~ (i m) + m n 1 x_(i-m) ~ (i m) + x_0 1 by (4) D(0, i-m)
C(0, m):
y_m ~ y_0 + m + 1 n ~ x_(16-m) + n + 1 + m + 1 by (6) and (5) x_(16-m) ~ (16 m) 1 B(16 m)
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D(0, m):
y_m ~ y_0 + m 1 n ~ x_(16-m) + n + 1 + m 1 by (6) and (5) x_(16-m) ~ (16 m) + 1 A(16-m)
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Found at Kimberley Public Library, South Africa by the Author The Basoga are a different tribe to the Baganda (see Figure 1). I have not had sight of this paper since it is missing from the SOAS library. I would welcome a copy if anybody can source it. 29 Cited by Mayega. This was an undated offprint held at Makerere University at Kampala. I have not had sight of it, and would welcome a copy if anybody can source it. 26 of 26