How to win at Hex: the general story.
One can prove that the first player can always win at Hex(n) for any n, but unfortunately the only known proof for general n is non-constructive. For small n, it is easy to work out a first player winning strategy. Figure 1 below illustrates how to win at Hex(4) and Hex(5), for example.In fact, for all n< 7, Jack van Rijswijck [VJ1] has worked out not only all the winning first moves in Hex(n), but also how many moves it takes to win if both players are playing optimally, according to at least one definition of optimal play. Figure 4 illustrates one second player winning strategy when the first player does not play in one of the four winning opening moves. This strategy also illustrates the use of The Intersection Lemma.
For n=6, strategies begin to be challenging to describe, and for n≥ 7, the story is much more complicated. Jing Yang was first to find winning strategies for Hex(7) [YJ1],[YJ2] and seems to be the only person to have found winning strategies for Hex(8) and Hex(9) [YJ3].
We note that Hex can also be played on asymmetric, m x n, m ≠ n, boards as well. However, in this case, the player with the smaller side can always win and a winning strategy is quite easy to describe (see [GM3], for example).
Conventions and general theorems on how to win
We begin by establishing some conventions and proving a proposition central to Hex strategy.We will reference a tile on the Hex board by an ordered pair indicating the tile's row number and column number as demonstrated in Figure 2 below.
We formally define a path to be an ordered set of adjacent tiles, denoted
P=
.
(Note that the length of the path P is
m.) A path will be called complete
if all of the tiles in the path are occupied by one player's counters
and incomplete otherwise. To be clear, an incomplete path may contain
tiles that are occupied by both players (in which case, the path can never
be completed) or contain only tiles that are either unoccupied or occupied by one
player's counters.
Now, suppose that during a game of Hex(n,l), it is blue's turn, but placement of a red counter in tile [b,r] would guarantee a win for red through the path P1 or P2 and placement of a red counter in tile [b',r'] would guarantee a win for red through the path Q1 or Q2. If R is the set of tiles
The principle above generalizes to the following:
is a set of incomplete paths from
T1 to T2; - placement of a red counter in tile [bi,ri]
S guarantees that red
can complete one of the paths in the set
.
A Second Player winning strategy for Hex(4) (when the first player doesn't play correctly)
If the first player does not first play in a tile along the central axis (positions [i,j] with i+j=5) in Hex(4), then the second player can win. For example, if blue opens with a move in [4,2], then red can win by following the strategy outlined in the figure below.Note that the two branches are sufficient because of The Intersection Lemma.
Where to go from here?
- Back to: Homepage for this topic [Abstract, ToC, References].
- A brief history of Hex.
- Who wins at Hex: A non-constructive answer.
- Optimal winning strategies.
References
- [GM3] , The Scientific American Book of Mathematical Puzzles and Diversions, volume 1, chapter: The Game of Hex, pages 73 83. Simon and Schuster, New York, NY, 1959.
- [VJ1] , Hex opening theory.
- [YJ1] . A decomposition method for finding solution in game Hex 7x7. In International Conference on Application and Development of Computer Games in the 21st Century, pages 96 111, November, 2001.
- [YJ2] . Another solution for Hex 7x7. Technical Reoprt, University of Manitoba, 2002.
- [YJ3] . Jing Yang's Homepage.



