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Board Game Studies Journal
The article examines the ancient Royal Game of Ur through mathematical methods.
The Royal Game of Ur, an ancient board game, is examined here through rigorous mathematical methods, filling a gap in prior scholarship that had proposed rule-sets without analyzing them quantitatively. The central aim is to measure the game's complexity and to build decision-making tools that explain which moves are favored and why. The analysis covers several historically proposed rule variants, including the Bell/British Museum, Masters, Skiriuk, Murray, and Aseb paths, with the Murray and Masters/Skiriuk paths yielding the highest state-space complexity because of their longer routes and greater numbers of contestable war-zone tiles. Reported values for the Murray and Skiriuk paths are lower bounds, since piece direction was simplified.
A key finding is that state-space complexity rises to a peak and then declines as piece count increases. The authors argue that state-space complexity alone is insufficient, because the game-tree complexity for Bell/British Museum rules (about 5.3 × 10^115) far exceeds it, yet remains below that of Backgammon. This places the game as requiring less skill than Backgammon but more strategy than Checkers or Ludo. The dice distribution, with probabilities of 37.5% for a roll of 2, 25% each for 1 and 3, and 6.25% each for 0 and 4, is shown to meaningfully inform move selection.
The work proposes an expected-value decision framework that scores moves by walking, attack, and capture contributions. Probabilistic analysis indicates that individual games are strongly shaped by luck, with wide variation in roll frequencies, though sound heuristics can still improve play. The authors position their recursive gain model as an explanatory tool rather than a competitive engine, acknowledging stronger algorithms such as Expectimax.
European Conference on Games Based Learning (ECGBL) · 2026