Actually sorry, I was misreading my metrics, it seems to be the opposite. I initially though that reducing p1's options at the start meant that there are less opportunities for a guaranteed win. But I forgot to account for the fact that p2 also has much fewer options for "escape" on their turn.
Metrics:
- 10,000 Games
- 56,205,893 end states calculated.
- .000295 ms/end state
- Takes first path found to victory and trims sibling branches
- 50.2% states where p1 wins
- 49.8% states where p2 wins
- 7,803 guaranteed p1 wins
- 2,197 guaranteed p2 wins
Again, this is with no maximum calculated depth aka perfect play. Thinking 8 turns into the future with generally 4 options each turn is not something possible for most people.
Also, I was misremembering the original metrics. Previous bias was actual 37-63~ Anecdotally, when playing against my wife I went second a lot and it felt like I was losing more, but I figured it was a skill issue. (It probably still was)
P1 moves 1, P2 moves 4 is more fair computationally (5193-4807), but of course I'm not saying you should make balance decisions off of this. Reducing starting options to 4 makes the start of the game less overwhelming, and also having different starting rules for p1 and p2 could overcomplicate a game that excels in its simplicity.
If anything, my only suggesting would be adding a line like this:
WIN
The last player able to complete a move wins the game. For the next game, swap who goes first.
Sorry, that was a long winded post. But just to reiterate, I'm not trying to tell the designer how to make their game, just thought the data was interesting!
Thanks so much for the game. (Oh, and if anyone sees this and has experience in c++ or decision trees generally, it would be great if I could get my algorithm peer reviewed for correctness.)