Game AI Benchmark

The Same 2048 AI Gets Stronger on Bigger Boards

Published September 12, 2026 · LK Forge

68%
reach 2048 on a cramped 4×4
100%
reach 2048 on 6×6 and 8×8
32768
median tile once the board is 6×6
1
engine — identical at every size

The 2048 game comes in several board sizes — the classic 5×5, 6×6 and 8×8 — and every one of them is driven by the same AI. All the sizes load one shared solver-core.js and call the identical expectimax search with a corner-snake heuristic; only the board dimension changes. That makes an easy experiment: hold the engine fixed, vary the board, and measure. The result is lopsided — and the small board is the hard one.

The finding. The same engine reaches the 2048 tile in 68% of 4×4 games, 97.5% on 5×5, and 100% on 6×6 and 8×8 — where it routinely climbs all the way to 32768. The AI never changed. Bigger boards simply give the search more room to breathe.

The numbers

BoardGamesReach 2048Reach 8192Median tile
4×420068.0%0.0%2048
5×512097.5%65.8%8192
6×660100%100%32768
8×820100%100%32768
0 25 50 75 100% 680 9866 100100 100100 4×45×56×68×8 reach 2048 reach 8192 lkforge.com

Share of games reaching each tile, by board size (200 / 120 / 60 / 20 games). On 4×4 the 8192 tile never appears; by 6×6 it is unavoidable.

Why the small board is harder

It sounds backwards — surely a bigger board is a bigger problem? For expectimax it is the opposite. The engine's whole strategy is to herd large tiles into a corner and keep empty cells in reserve; its evaluation literally rewards empty space and a clean corner-snake ordering. On a cramped 4×4 that reserve runs out fast, and a single unlucky spawn in the wrong cell can force a merge that unravels the snake — which is why the 2048 tile is reached only about two-thirds of the time. Give the same search a 6×6 or 8×8 board and there is always somewhere to park a stray tile, so it almost never paints itself into a corner. Same heuristic, far more forgiving canvas.

How we measured it

The engine under test is the exact file the game ships. Using LK2048.makeEngine(size, 2048) we built each board and self-played to game over with the shipped adaptive depth (three plies on an open board, up to five as it fills). Tile spawns use a seeded generator, so the run is re-runnable; the search samples empty cells with the same randomness the live engine uses, so a reach-rate is a stable distribution, not a fixed value. Sample sizes are 200 (4×4), 120 (5×5), 60 (6×6) and 20 (8×8) — the larger boards run far slower because a single game is tens of thousands of moves.

One honest caveat: the 6×6 and 8×8 games are so long they hit the harness's 20,000-move safety cap rather than a natural game-over. By that point every game had comfortably reached 32768, so the 100% figures are real — but the true ceiling on those boards is higher than this run measures.

// reach-rate on any board size, straight from the shipped engine
import { readFileSync } from 'node:fs';
import vm from 'node:vm';
vm.runInThisContext(readFileSync('solver-core.js', 'utf8'));   // from lkforge.com/games/2048/

const eng = globalThis.LK2048.makeEngine(6, 2048);            // 6×6 board
let reached = 0;
for (let i = 0; i < 60; i++)
  if (eng.selfPlayGame(Math.random).maxTile >= 2048) reached++;
console.log((100 * reached / 60) + '% reached 2048');

So the board variants aren't just a bigger playground — they quietly turn the AI's hardest game into its easiest. Want the mechanics behind the search itself? Read how the 2048 AI solver works, or how much search depth is worth on the classic board in the expectimax depth benchmark.

FAQ

Does the 2048 AI change on the bigger boards?

No — the AI is the exact same engine. All the board sizes (4×4, 5×5, 6×6, 8×8) load one shared solver-core.js and call the same expectimax search with the same corner-snake heuristic; only the board dimension differs. So any change in results comes from the board, not the AI.

How does the 2048 AI perform on bigger boards?

The AI gets dramatically stronger on bigger boards. In a seeded headless benchmark the same engine reached the 2048 tile in 68% of 4×4 games, 97.5% on 5×5, and 100% on 6×6 and 8×8 — where it routinely reached 32768. Bigger boards give the search far more empty space to maneuver, so mistakes are rarely fatal.

Why is the small 4×4 board the hard one?

Because the 4×4 board is cramped. On 4×4 the board fills fast and a single bad merge can end the game, so the 2048 tile is reached only about two-thirds of the time. On a 6×6 or 8×8 board there is always somewhere to put a stray tile, so the same search almost never gets stuck.

Were these numbers measured or estimated?

Measured. Every figure comes from driving the shipped solver-core.js headlessly with a seeded generator: 200 games on 4×4, 120 on 5×5, 60 on 6×6 and 20 on 8×8. The 6×6 and 8×8 games are so long they hit the harness's 20,000-move safety cap, by which point every game had comfortably reached 32768.

Give the AI more room — try a bigger board.

Play 2048 on 6×6 →