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Lockout Analysis

Lockout in Killer Queen: one team controls all 3 warrior gates (wings maidens), has 2+ warriors, and the opponent has zero warriors — leaving them unable to upgrade.

Dataset: 182,576 logged-in games from Hivemind (logged_in_games/). Full analysis code: lockout_analysis.ipynb.

Contents: Game Quality Metric · How Common is Lockout? · Data Quality Effects · Map Differences · Skill Effects · Timing of First Lockout · Conditional Lockout Rate · Lockout Duration · Victim Queen Lives · Tournament vs. Casual · Summary

Game Quality Metric

Not all games in the dataset are competitive. Cabinets in bars see plenty of casual play — kids mashing buttons, people wandering off mid-game, lopsided 5v1 matchups. To distinguish competitive games from noise, we trained a game quality classifier: a LightGBM model that takes 69 hand-crafted features over the full event stream of a game (berry counts, kill patterns, snail progress, maiden usage, game duration, etc.) and predicts whether the game looks like one played by logged-in Hivemind users (the positive class) versus an unfiltered anonymous game (the negative class). The intuition is that games with logged-in players are more likely to be deliberate, competitive play.

The classifier outputs a score from 0 to 1. The threshold of 0.3643 was chosen to achieve 99% recall on late-round tournament games — i.e., virtually all tournament play scores above this line. Games below the threshold tend to be very short, one-sided, or show patterns inconsistent with two teams actually trying to win.

This analysis uses the quality score to stratify results and check whether lockout patterns differ between low-quality and high-quality games.

How Common is Lockout?

Lockout occurs in 57.8% [57.6%, 58.0%] of logged-in games. More than half of all games reach a state where one team completely controls warrior access.

The lockout team wins 74.0% [73.8%, 74.3%] of the time — a strong but far from guaranteed advantage.

Win condition breakdown (lockout games):

Win condition Count % of lockout games
Military 77,294 73.3%
Economic 18,700 17.7%
Snail 9,514 9.0%

Military wins dominate lockout games, which makes sense — the locking-out team has warrior superiority and can press it for queen kills.

Win condition comparison: all games vs lockout games

Compared to all games, lockout games see a large shift toward military wins and a corresponding decrease in economic and snail wins.

Warrior count at lockout:

Warriors Count %
2 67,308 63.8%
3 36,271 34.4%
4 1,929 1.8%

Most lockouts happen with the minimum 2 warriors, meaning teams achieve lockout quickly rather than building up a full warrior complement first.

Data Quality Effects

Quality score distribution

85.5% of logged-in games score above the quality threshold (0.3643). The logged-in filter already selects for higher-quality games, but a long tail of lower-quality games remains.

Quality tier distribution:

Tier Games
Below threshold (<0.36) 26,424
Medium (0.36–0.6) 22,699
High (0.6–0.8) 75,504
Very high (0.8+) 57,949

Lockout frequency and win rate by quality tier

Lockout frequency rises sharply with game quality: 27% in below-threshold games vs. 63–66% in high/very-high quality games. This likely reflects that competitive games involve more deliberate maiden control. Win rate when locked out is fairly stable across tiers (72–75%), suggesting lockout is similarly decisive regardless of game quality.

Map Differences

Lockout frequency and win rate by map

Map Lockout freq Win rate
Night 64.9% 74.5%
Day 57.3% 76.1%
Dusk 56.4% 73.9%
Twilight 49.8% 68.5%

Night has the highest lockout frequency (64.9%), while Twilight has the lowest (49.8%). Day has the highest lockout win rate (76.1%) despite middling frequency. Twilight stands out with both the lowest frequency and lowest win rate (68.5%) — lockout is hardest to achieve and least decisive on this map.

Skill Effects

Does lockout override a skill deficit?

Lockout win rate by skill differential

Even when the lockout team is the lower-skilled team, they still win 68.5% of the time (46,539 games). Lockout partially overrides a skill deficit but doesn't erase it — higher-skilled teams that lock out win at ~80%, while lower-skilled teams that lock out win at ~68%.

Queen skill

Lockout win rate by queen skill

The victim queen's skill has a clear effect: better victim queens are harder to finish off even when locked out (win rate drops from ~77% to ~72% as victim queen skill increases). The lockout team's queen skill shows a weaker but positive trend — better queens convert lockout to wins more reliably.

Punitiveness by skill level

Lockout win rate by skill level in even-matched games

In even-matched games (skill differential < 4.1), lockout win rate is fairly flat across skill levels: 72.2% at the lowest skill bin to 75.2% at the highest. Lockout is roughly equally punishing at all skill levels.

Timing of First Lockout

Lockout timing distribution and win rate

This measures when the first lockout occurs in each game (not how long it lasts — see Duration below). Median time of first lockout is 48 seconds — lockout happens early. The distribution is right-skewed with most first lockouts occurring within the first 60 seconds.

Early vs. late first-lockout win rates are nearly identical: 74.2% (early) vs. 73.8% (late). When lockout first occurs doesn't meaningfully affect how decisive it is. Only 310 of 105,508 lockout games (0.3%) see their first lockout after 300 seconds.

Conditional Lockout Rate

Conditional lockout probability per 5-second window

The timing histogram above shows when lockout happens, but a more useful question is: given that a game has reached time T without lockout, what's the probability lockout occurs in the next 5 seconds? This is the discrete hazard rate.

The hazard peaks at 4.8% around t=48s — if a game reaches 48 seconds without lockout, there's roughly a 1-in-20 chance it happens in the next 5 seconds. After the peak the rate gradually declines: by 120s it's down to 3.8%. This shape makes sense — games that were going to get locked out mostly already have been, so the surviving population is increasingly lockout-resistant.

Lockout Duration

Lockout duration distribution and win rate

After the first lockout is achieved, how long does it last? Duration is measured from the moment lockout conditions are first met until the victim team gets a warrior. The victim queen can tag a gate, or kill an opposing warrior, but as long as the victim team has zero warriors they remain locked out and the clock keeps running. If the victim never forms a warrior, the duration extends to the game-ending event.

Longer-lasting lockouts tend to be more decisive, as the locking-out team has more time to press their advantage for military kills or economic/snail wins.

Victim Queen Lives

Victim win probability by queen lives at lockout

How much does the victim queen's status at the moment of lockout matter? | Eggs remaining | Victim win rate | 95% CI | Games | |---|---|---|---| | 2 (no deaths) | 35.6% | ±0.5% | 32,155 | | 1 (died once) | 25.9% | ±0.4% | 43,996 | | 0 (died twice) | 15.5% | ±0.4% | 29,357 |

Each queen death costs the victim team about 40% of the remaining win probability. A victim queen with full lives still loses the majority of the time, but has more than double the win rate of a queen on her last life. This makes sense — a queen with lives to spare can play aggressively to retake gates, while a queen on last life must play conservatively or risk a military loss.

Tournament vs. Casual

Setting Games Lockout freq 95% CI Win rate 95% CI
Tournament 29,571 66.1% [65.5%, 66.6%] 78.1% [77.5%, 78.7%]
Casual 153,005 56.2% [55.9%, 56.4%] 73.1% [72.8%, 73.4%]

Tournament games have significantly higher lockout frequency (66.1% vs. 56.2%) and higher lockout win rate (78.1% vs. 73.1%). Tournament players are better at achieving lockout and better at converting it to wins. Both differences are well outside the 95% confidence intervals.

Summary

  • Lockout is extremely common — 57.8% of logged-in games, rising to 66% in tournament play.
  • Lockout is decisive but not deterministic — 74% win rate overall, 78% in tournaments.
  • Military wins dominate lockout games (73%), as expected from warrior superiority.
  • Map matters — Twilight has the lowest lockout rate (50%) and win rate (69%); Night has the highest rate (65%).
  • Lockout partially overrides skill deficits — even lower-skilled teams win 69% when they lock out.
  • Lockout happens early — median first lockout at 48 seconds — and timing doesn't affect win rate.
  • Conditional lockout rate peaks around 48s then declines — the hazard rate falls as lockout-prone games exit the at-risk pool.
  • Longer lockouts are more decisive — lockout duration correlates with win rate.
  • Victim queen lives matter a lot — victim win rate drops from 36% (no deaths) to 16% (two deaths) at lockout.
  • Higher-quality games have more lockout (27% below-threshold vs. 66% very-high), but win rate is stable across quality tiers.
  • Tournament players lock out more often and convert more reliably than casual players.