Skip to main content

Board Game Geek Data - Sliced and Diced

Inspired by the discovery of the API for the BoardGameGeek website, I decided to play around with some of its data by some Ruby and JavaScript scripting. One thing I wanted to look at was the interconnectedness of game mechanics, but first I wanted to find alternative ways to look at how to measure ones "use" of ones game collection, and the associated question of "can a board game collection ever be too big?".


AkvariefiskH-index and play per game

For example, the concept of H-index is being discussed quite a bit on the ’geek. In short this entails sorting your games by number of plays and finding the last entry in the list with a number of plays higher than (or equal to) the position in the list. It’s rank is your H-index. (This does, of course require one to meticulously log ones plays, but that is another story… For example my overall BGG H-index for the last 12 months is (or seems to be) a measly 5.) Another concept used is to take the number og games owned and divide that by number of total plays (in for example the last 12 months).

Introducing play time

The problem with both those measures is, obviously, that it disregards play time. A game that takes 10 minutes to play, would (probably) more easily get more play time than a game that takes 4+ hours. So, my first experiment entailed sorting games by play time. To do this I just used the, admittedly rather crude, notion of “play time” in the bgg database and multiply that by the logged number of plays.
Here’s my top 7 by play time: 
  1. [“Pandemic”, 405],
  2. [“The Settlers of Catan”, 270],
  3. [“Puerto Rico”, 270],
  4. [“Nations”, 240], 
  5. [“Coloretto”, 210], 
  6. [“Terra Mystica”, 200], 
  7. [“Dominant Species”, 180]

Compared to my top 7 by number of plays: 
  1. [“Pandemic”,9], 
  2. [“Coloretto”,7], 
  3. [“Martian Dice”,7], 
  4. [“7 Wonders”,6], 
  5. [“King of Tokyo”,6], 
  6. [“Love Letter”,6], 
  7. [“Dominion”,5]

Nothing shocking. (Except that it does highlight how flaky my BGG logging has been at times…)

And now, mechanics

OK, next I explored the game mechanics elements in the BGG database. Each game can be assigned many game mechanics, so I wanted to break down playtime of my own games by mechanics, instead of by game. The formula I came up with is simply the following:
time for mechanics equals sum of play time of game containing mechanic divided by number of mechanics in that particular game
That gives me this list of top 7 game mechanics by play time: 
  1. [“Variable Player Powers”, 517], 
  2. [“Hand Management”, 468], 
  3. [“Card Drafting”, 397], 
  4. [“Set Collection”, 346], 
  5. [“Route/Network Building”, 308], 
  6. [“Variable Phase Order”, 295], 
  7. [“Area Control / Area Influence”, 242]
Akvariesjøløve

The rating of mechanics

One of the main interests of BGG is to be able to rate games, I guess, so by extending my code to generate a list of mechanics by rating. To do this I basically used the same formula as above, but replaced playtime with rating - and normalized it afterwards. So:
rating for mechanics equals sum of ratings of game containing mechanic divided by sum of one over the number of mechanics in each game containing that mechanic.
So, my top 7 mechanics by rating is: 
  1. [“Variable Phase Order”, 9.46, “# of games: 5 (Weight: 2.92)”], 
  2. [“Commodity Speculation”, 9.0, “# of games: 1 (Weight: 0.33)”], 
  3. [“Worker Placement”, 9.0, “# of games: 2 (Weight: 1.17)”], 
  4. [“Area Enclosure”, 8.75, “# of games: 5 (Weight: 2.67)”], 
  5. [“Voting”, 8.5, “# of games: 2 (Weight: 0.67)”], 
  6. [“Deck / Pool Building”, 8.5, “# of games: 4 (Weight: 1.33)”], 
  7. [“Auction/Bidding”, 8.32, “# of games: 4 (Weight: 1.48)”]

The weight is simply the sum of 1/number of mechanics in each game containing that mechanic and gives an indication of “trustwortyness” of the rating, I guess.
You can also look at the bottom 7 by rating, of course: 
  1. [“Dice Rolling”, 6.06, “# of games: 8 (Weight: 2.76)”], 
  2. [“Pattern Recognition”, 5.75, “# of games: 2 (Weight: 1.33)”], 
  3. [“Hex-and-Counter”, 5.0, “# of games: 1 (Weight: 0.5)”], 
  4. [“Roll / Spin and Move”, 2.0, “# of games: 3 (Weight: 1.64)”], 
  5. [“Betting/Wagering”, 2.0, “# of games: 1 (Weight: 0.33)”], 
  6. [“Paper-and-Pencil”, 2.0, “# of games: 1 (Weight: 1.0)”], 
  7. [“Stock Holding”, 2.0, “# of games: 1 (Weight: 0.14)”]

Combos

But these mechanics doesn’t operate on their own, so I wanted to see what combinations of mechanics appear often - or never, in my games and generated the following lists.
Top 7 game mechanics combined with “Hand Management”: 
  1. [“Set Collection”, 20], 
  2. [“Card Drafting”, 15], 
  3. [“Variable Player Powers”, 10], 
  4. [“Area Control / Area Influence”, 9], 
  5. [“Simultaneous Action Selection”, 9], 
  6. [“Deck / Pool Building”, 8], 
  7. [“Route/Network Building”, 7]

Top 7 game mechanics combined with “Set Collection”: 
  1. [“Hand Management”, 20], 
  2. [“Card Drafting”, 15], 
  3. [“Tile Placement”, 10], 
  4. [“Variable Player Powers”, 9], 
  5. [“Area Control / Area Influence”, 8], 
  6. [“Worker Placement”, 7], 
  7. [“Simultaneous Action Selection”, 6]

Top 7 game mechanics combined with “Card Drafting”: 
  1. [“Set Collection”, 15], 
  2. [“Hand Management”, 15], 
  3. [“Variable Player Powers”, 7], 
  4. [“Route/Network Building”, 6], 
  5. [“Tile Placement”, 5], 
  6. [“Deck / Pool Building”, 5], 
  7. [“Simultaneous Action Selection”, 4]

And so on… 

And (inter)action

Fascinating. However it is always fun to visualise data. To get an interactive visual apreciation of the interconnectedness of these mechanics I decided to try to visualise them using D3. First with a force graph. Each node represents a game mechanic, their colours reflect the ratings, their size their weights, and the edges in the graph is the number of times they appear together in the same game.
This is what that entangled mess looks like:
Next I wanted to see if a matrix view of it would make more sense, so I ended up with this:

The Possible Futures

Simplifications

There's still too much going on in these visualisations, so some simplification could be interesting to look into. Like PCA - principle component analysis, why not?

Look at arbitrary user data

For now my scripts are locked to my own user data, but there is of course nothing hindering me in writing this as a kind of web service where users can explore their own data.

Improving the visualisations

There are many ways to improve the visualisations. The ones I presented above are not-very-heavily-modified versions of Mark Bostock's D3 example code.

Conclusion

The moral of the story is that I'll try to be better at logging my board game plays...
Also, if anyone wants to improve upon my "work" I've left all my Ruby code as a gist on github.

Comments

Popular posts from this blog

Fix your rapid blinking Marantz SR-6004 using nothing but 3 fingers - and a thumb

A couple of years ago my (most of the time excellent) Maranz SR6004 acted up. It did't want to turn itself on. Properly. Just stood there and blinked rapidly. Its little red light that is. At me. The solution was so simple that I didn't bother to write it down as I was sure to remember it. Alas, no. Some weeks ago it did it again. (Can it be the heat?) Just stood there blinking rapidly at me. The manual just said - as it said last time around - that it was time to return the unit to it's maker. Or similar. Some googling led me to this page:  http://www.allquests.com/question/4056803/Marantz-XXX4-Series-Failure-Issues.html  The technical term for what I had experienced seems to be "The Pop of Death". Aïe. But!, humongous letters said: YOU CAN SOMETIMES RESET THE UNIT BY PRESSING SURR MODE, CLEAR AND EXIT SIMULTANEOUSLY And so I did. And so it was fixed. And all was well. (And now I have written it down for the next time.)

Using a Raspberry Pi as a MIDI USB/5-pin bridge

In my constant... need... to get everything music instrument related to communicate with each other, I wanted to look into ways to get some of my keyboards/synths with only MIDI over USB to talk to devices with regular good old-fashioned 5-pin MIDI ports from the eighties. Cables! First I had a quick look at off the shelf solutions. The most interesting one being the Kenton MIDI USB Host – providing MIDI host functionality for USB devices as well as regular MIDI in and out in a small box. Unfortunately it is rather expensive (~125 €) and a reliable online source warned me that it was not entirely stable in collaboration with my OP-1, so I started thinking of more... home-grown solutions. I decided to try to use my old Raspberry Pi and see if that would serve as a USB host with a borrowed MIDI USB adapter. (Thanks Simon.) A cheaper, and, as an added boon, a nerdier solution. Step 1: Get the USB MIDI device up and running This was the easy part. The device I have been lent ...

Fix upside down Skype video in Ubuntu 12.10 [UPDATED]

When launching Skype in 64-bit Ubuntu 12.10 on my Asus U35J the webcam image was all topsy-turvy. Since I don't live in Australia, or something (tsk-tsk), this was not really cutting it for me.  Some quick googling led me to this forum post:  http://forums.pcpitstop.com/index.php?/topic/198236-why-is-my-skype-video-showing-upside-down/   After making sure that the necessary packages was installed (notably  libv4l-0) I adapted the command from the forum post to: LD_PRELOAD=/usr/lib/i386-linux-gnu/libv4l/v4l1compat.so skype and voila, the image was OK. Next step is for this to be set to default, which seems to be outlined here (in steps 2 and 3):  http://pc-freak.net/blog/how-to-fix-upside-down-inverted-web-camera-laptop-asus-k51ac-issue-on-ubuntu-linux-and-debian-gnu-linux/  (Actually this post seems to cover most of what is useful from the forum post above...) UPDATE (19/04/2013): Since my laptop was working fine, I decided it was abou...