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| license: mit | |
| pretty_name: "2048 Solver Benchmark (expectimax depth sweep)" | |
| language: | |
| - en | |
| tags: | |
| - "2048" | |
| - expectimax | |
| - game-ai | |
| - search-depth | |
| - benchmark | |
| task_categories: | |
| - other | |
| size_categories: | |
| - n<1K | |
| configs: | |
| - config_name: depth_sweep | |
| data_files: data/2048-benchmark.json | |
| # 2048 Solver Benchmark — Expectimax Depth Sweep | |
| By **[LK Forge](https://lkforge.com)**: privacy-first browser tools & games, nothing to install, nothing uploaded. | |
| How well the [LK Forge 2048 Solver](https://lkforge.com/games/2048/) plays as a function of | |
| search depth. The shipped engine is an **expectimax search with a corner-snake heuristic**, | |
| plus **probability-threshold pruning and a transposition table** (the pruning/table approach | |
| follows [nneonneo's canonical 2048-ai](https://github.com/nneonneo/2048-ai)). Self-played | |
| headlessly at fixed depths 1–6 plus the shipped adaptive setting. | |
| - **How the solver works:** https://lkforge.com/games/2048/blog-how-the-ai-solver-works.html | |
| - **Full write-up:** https://lkforge.com/blog/2048-expectimax-depth-benchmark/ | |
| - **Try it:** https://lkforge.com/games/2048/ | |
| - **Producer:** [LK Forge](https://lkforge.com) — client-side AI games, solvers, and tools. | |
| ## Headline numbers | |
| - **Below a 3-ply lookahead the solver never reaches 2048** — 0% of games at depth 1 and depth 2. | |
| - **Depth 3 is the threshold:** reach-2048 jumps to **66%**, and the mean score jumps six-fold | |
| (from ~4,400 to ~29,600) for that one extra ply. | |
| - **Quality climbs to 97% reach at depth 5**, but a depth-6 move costs about **83× more compute** | |
| than depth 3 for a shrinking gain. | |
| - **The shipped adaptive engine reaches 2048 in 94% of 300 games** (depth 4 on an open board, rising to | |
| depth 7 when it is nearly full), pushes to 4096 in **70%**, and breaks **8192 in 9%**, at 1.8 ms/move. | |
| A separate 250-game run of the same engine measured **92.8%** reach-2048 — corroborating within | |
| sampling error. | |
| ## Files | |
| - `data/2048-benchmark.json` — per-depth reach-rates (1024/2048/4096/8192), mean/median score, and | |
| mean ms/move for fixed depths 1–6, plus the adaptive run and a headline summary. | |
| ## Method | |
| - **Engine:** the exact shipped engine (`public/games/2048/solver-core.js`), self-played headlessly — | |
| the numbers describe the search the game actually runs. | |
| - **Reach-rate** = share of games that reached that tile at least once. | |
| - **Spawns:** standard 90% "2" / 10% "4" tile spawns. | |
| - **Samples:** depths 1–4 and adaptive are 300 games each; depth 5 is 100 games, depth 6 is 30 games | |
| (each move there is far slower), so those percentages carry wider error bars. | |
| - Tile spawns use a seeded PRNG so the run is re-runnable. The search itself is deterministic — it | |
| expands every empty cell rather than sampling — so all game-to-game variance comes from the random | |
| spawns, and reach-rate is a distribution, not a single fixed value. | |
| - Timing is mean milliseconds per move on one laptop. Measured **23 September 2026** (reworked engine). | |
| ## Reproduce | |
| ```bash | |
| node scripts/benchmark-2048-depth.mjs | |
| # or: GAMES=300,300,300,300,100,30 DEPTHS=1,2,3,4,5,6 node scripts/benchmark-2048-depth.mjs | |
| ``` | |
| The same engine is published as a standalone, MIT-licensed repo that reproduces the adaptive run: | |
| ```bash | |
| git clone https://github.com/lucian-devops/2048-ai-solver && cd 2048-ai-solver | |
| node benchmark.js 250 # ~20 minutes: ~2 ms/move, ~3,000 moves per game | |
| ``` | |
| ## Citation | |
| > LK Forge (2026). *2048 Solver Benchmark — Expectimax Depth Sweep.* | |
| > https://lkforge.com/blog/2048-expectimax-depth-benchmark/ | |
| Everything runs client-side, no login, no tracking. | |