First-player and second-player win

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Diagram showing optimal strategy for tic-tac-toe. With perfect play, and from any initial move, both players can always force a draw. Tictactoe-X.svg
Diagram showing optimal strategy for tic-tac-toe. With perfect play, and from any initial move, both players can always force a draw.

In combinatorial game theory, a two-player deterministic perfect information turn-based game is a first-player-win if with perfect play the first player to move can always force a win. Similarly, a game is second-player-win if with perfect play the second player to move can always force a win. With perfect play, if neither side can force a win, the game is a draw.

Some games with relatively small game trees have been proven to be first or second-player wins. For example, the game of nim with the classic 3–4–5 starting position is a first-player-win game. However, Nim with the 1-3-5-7 starting position is a second-player-win. The classic game of Connect Four has been mathematically proven to be first-player-win.

With perfect play, checkers has been determined to be a draw; neither player can force a win. [1] Another example of a game which leads to a draw with perfect play is tic-tac-toe, and this includes play from any opening move.

Significant theory has been completed in the effort to solve chess. It has been speculated that there may be first-move advantage which can be detected when the game is played imperfectly (such as with all humans and all current chess engines). However, with perfect play, it remains unsolved as to whether the game is a first-player win (White), a second player win (Black), or a forced draw. [2] [3] [4]


See also

Related Research Articles

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Checkers, also known as draughts, is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers is developed from alquerque. The term "checkers" derives from the checkered board which the game is played on, whereas "draughts" derives from the verb "to draw" or "to move".

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<span class="mw-page-title-main">Connect Four</span> Childrens board game

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Solving chess consists of finding an optimal strategy for the game of chess; that is, one by which one of the players can always force a victory, or either can force a draw. It is also related to more generally solving chess-like games such as Capablanca chess and infinite chess. In a weaker sense, solving chess may refer to proving which one of the three possible outcomes is the result of two perfect players, without necessarily revealing the optimal strategy itself.

References

  1. Schaeffer, J.; Burch, N.; Bjornsson, Y.; Kishimoto, A.; Muller, M.; Lake, R.; Lu, P.; Sutphen, S. (2007). "Checkers Is Solved". Science. 317 (5844): 1518–1522. Bibcode:2007Sci...317.1518S. doi: 10.1126/science.1144079 . PMID   17641166. S2CID   10274228.
  2. J.W.H.M. Uiterwijk, H.J. van den Herik. "The Advantage of the Initiative". (August 1999).
  3. Shannon, C. (March 1950). "Programming a Computer for Playing Chess" (PDF). Philosophical Magazine . 7. 41 (314). Archived from the original (PDF) on 2010-07-06. Retrieved 2008-06-27.
  4. Victor Allis (1994). "PhD thesis: Searching for Solutions in Games and Artificial Intelligence" (PDF). Department of Computer Science. University of Limburg. Archived from the original (PDF) on 2020-11-22. Retrieved 2012-07-14.