2014 saw the rise of two games, 2048 and flappy bird, both notably having simple mechanics while requiring skill to execute. The casual player had no trouble getting into them, and the high skill cap along with the natural competitiveness of these games propelled them into outspread popularity. We’ll be looking at the arguably more intricate game, 2048 today.
2048 was created in February 2014 by Gabriele Cirulli, based off the original game threes by Sirvo. The free, slightly less complex 2048 rose into popularity shortly after it’s creation, while the prettier, original version did not see much success.
The game is rather simple, there is a 4×4 grid with numerous tiles with powers of two on them. The player can swipe in each of the four standard directions to move all the tiles in that direction. When tiles with the same value collide, they merge to form a tile with double the original value. Each turn, a new tile spawns at a random location. The original version only allowed for a maximum value of 2048 to be attained; the game automatically ends when the player attains a tile with the number 2048 on it. Shortly after it’s release, this cap was removed, and players could attain tiles with larger values.
So onto the game!
Before we discuss the strategy of the game, we need to look at the motivation behind these strategic maneuvers. First, we’ll look at the theoretical maximum value attainable:
Suppose instead of a 4×4 grid, we only had a 1×2 grid. What would be the largest value we can get playing in this grid? Let’s just ignore the fact that 2048 allows for 4s to spawn randomly and consider the scenario where only 2s can spawn. Quite clearly, in a 1×2 grid, we can only attain a maximum value of 4. Why can’t we get 8 you ask? Well, quite simple, to get an 8, we’ll need two 4s. And it’s impossible to get a 4 in a single square. Likewise, the maximum value you can attain in a 1×3 grid is 8, as we’ve already shown that it’s impossible to get a 8 in a 1×2 grid to combine with our first 8 to get 16. By induction, we can quite clearly see that the maximum possible value attainable in a 4×4 grid is 216 = 65536. Of course, since the game allows for 4s to spawn, it is also possible, albeit extremely unlikely to achieve 217 = 131072. A clearer explanation is available on the numberphile youtube channel: video link
What’s the point of this you ask? It’s important to understand what the game is about, what the restrictions are, so that we can devise a strategy that allows for the creation of larger tiles. The game of 2048 is largely a game about space. A 4×4 grid is not a terribly large amount of space for us to create our ultimate goal, the 16384 tile. A 4×4 grid gives us 16 units of space, while the 16384 tile requires log2 16384 = 14 units of space, leaving us essentially 2 units of space to spare.
Basic Strategy:
An inevitable conclusion reached by anyone playing this game is that keeping the largest number in the corner is a necessary part of the winning strategy. Why is this so? In a sense, the game requires you to build a long chain of consecutive powers of 2 to reach the next power, and one of the best ways to allow for these consecutive powers of two to easily be combined is for the consecutive powers of two to be adjacent to one another.
<These board states are generated at this version of 2048 which allows users to generate any board state they want. Many examples in this post are impossible.>
It’s quite intuitive as to why the largest square should be in the corner. If the largest square is not in the corner, a space is essentially wasted, and a larger number has to be created in a smaller space. In the above two examples, you can see that a 32 has to be made in the rightmost 2 columns when there’s a 2 in the way, while only a 16 has to be made in the rightmost 2 columns when the 2 is not present.
It happens to be the case that it is possible to produce a chain of consecutive powers of 2 that covers the entire board with the largest tile not in the corner, however, it is extremely difficult to manipulate the board if this is the case.
This brings us to
Tip 1:
Try and keep the largest tile in a corner, as well as keep the next largest tiles beside it.
Once we’ve established the importance of “space”, we can begin to talk about other strategies:
Losing space
One of the more common ways of losing space is to have the game spawn a new tile in a space right beside your largest tile:
In both cases, a minimum of 1 space is lost. The board state on the right is slightly more complicated, you can either consider it as 1 lost space, and build towards a 256 tile (by looking at the chain in the second row upwards, aim to convert the “4” into a 32), or consider it 2 lost spaces and build a 128 tile downwards. Difficulty wise, these two options should be almost identical.
How did it come about that we were forced to lose this space? It is not uncommon that a completely filled column/row ceases to be filled when two tiles are combined. In the process, we may be forced to make a move that loses a space as we can see in the situation below:
Swiping down is the lesser of two evils:
It is usually the case that you will be able to swipe in neutral directions (in this case being left or up) a few times before being forced to swipe down. Doing so is strongly advisable.
It may not be immediately apparent, but it is in the player’s best interest to avoid having rows simultaneously having relatively large numbers and empty squares. One of the ways to resolve this is:
Tip 2:
While creating larger tiles, try and merge tiles towards the center of the chain, and not towards the ends. Doing so will reduce the likelihood of being forced to swipe in an undesirable direction as the number of vacant spaces created when combining tiles is minimised.
As opposed to the above, try building either of the following:
This is partly where experience plays a part. It is important to know what you’re comfortable with making with any amount of space. If you’re comfortable with making 256s in 3 rows, go ahead and use the merging option on the left, if you’re more comfortable with making 512s in 3 rows, go ahead and use the superior option on the right.
With more experience, other reasons to build as above will become clear. It is fundamentally much easier to build a larger number in the center of a row/column as opposed to building it at the ends. Oftentimes, attempting to build a 256/512 in a corner slot ends up creating unnecessarily large tiles in the second row that can become problematic.
Tip 3:
Prioritising the combination of awkward tiles
Similar idea to tip 2. In the above situation, it is far better to combine the 64s in the second row, than the two in the first column.
Look at the awkward 64 in the picture on the right. In the above scenario, the 64 could very likely be moved to the bottom row too, but an unlucky spawn could ruin any plans for that to happen. The safer more stable option is to combine laterally.
Tip 4:
Always think about the concept of space; try and combine things in the right direction.
Suppose now you’re playing this game, and you’re trying to create a 128 in the second column in the corner to combine with the 128 already present in the first column. The most intuitive way of completing this is to build a 16 on top of the 16 in the second column, and then build a 32.
However, this isn’t the best way to do things, especially at the higher numbers when space is extremely valuable.
A slight improvement would be to merge the two tiles above the 64, so as to give you one more space to build towards the bottom. As we can see, this one unit of space allows you the leniency to build smaller tiles in the second column. Before, we had to build 32s. Now, we only have to build a 16. While this play may seem rather inconsequential, it is important when it comes to the later parts of the game when every single bit of space is valuable.
Tip 5:
There isn’t much to this one, but one of the most frustrating things when playing this game is to have the game completely screw you over by having a 2 spawn in a position that forces you to swipe in your “forbidden” direction. This happens when there are 3 complete columns with no adjacent similar tiles:
I don’t have a good way to avoid this. The only tip I have is to resist your urge to combine similar tiles, and take a good look at the situation before making your move:
Moving left in this situation will only give you a 20% chance of randomly creating huge problems for yourself. Control the urge, move down and then left.
Some general tips:
Getting to 16384 will take a long long time, I took about 3 hours of gameplay, much patience will be needed, take breaks if necessary and make sure you don’t lose concentration above all else.
This was:
Part 1: Introduction + Basic techniques
Move on to:
Part 2: More Advanced techniques
Part 3: Recovery plays + technical plays