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FCE Econografos Nº 80 Agosto 2015 BASIC ANALYSIS OF THE HEX GAME ANÁLISIS BÁSICO DEL JUEGO HEX Mike Woodcock, Fernando Uscategui y David Corrales ¡Escribe y publica la FCE te apoya! Econografos Escuela de Economía Nº 80 Agosto 2015 BASIC ANALYSIS OF THE HEX GAME Mike Woodcock1, Fernando Uscategui2, David Corrales3 Abstract The objective of this paper is to analyze the game of Hex through the use of Game Theory and Graph Theory. Hex is a game where each player must connect two opposite sides by a continuous path of pieces in a hexagonal grid within a rhombus-shaped board. The size of the board is usually 14×14 but the game can be found in a wide range of sizes such as 11×11 and 17×17. Although the strategy is not as deep as in chess, it is still complex, and just like chess, Hex is a no-chance game, and thus it is a perfect candidate to be examined using some formal tools. This game has some interesting features that make it more interesting; unlike chess, the game will never end in a tie, second, the number of possible movements is finite and third, the second player will always win, through this paper, we will show some of these features. Keywords: Game theory, Hex, Strategy, Hex Theorem, Strategy-stealing Página 2 JEL Classification: C72, C65 1 Estudiante de sexto semestre de Economía de la Universidad Nacional de Colombia. (mwoodcockc@unal.edu.co) Estudiante de quinto semestre de Economía de la Universidad Nacional de Colombia. (afuscateguir@unal.edu.co) 3 Estudiante de quinto semestre de Economía de la Universidad Nacional de Colombia. (drcorraleso@unal.edu.co) 2 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales ANÁLISIS BÁSICO DEL JUEGO HEX Resumen El objetivo de este documento es analizar el juego del Hex a través del uso de algunas herramientas de la Teoría de Juegos y la Teoría de Grafos. Hex es un juego en el cual cada jugador debe conectar dos extremos opuestos de un tablero en forma de rombo a través de un camino continuo de fichas. El tamaño del tablero es usualmente 14×14 pero también se puede encontrar en tamaños como 11×11 y 17×17. Las estrategias usadas en el Hex, aunque no tan complicadas como las del ajedrez, son complejas y no existe ningún elemento de suerte, esto hace al Hex un candidato ideal para ser analizado a través de herramientas matemáticas formales. El Hex tiene algunas características interesantes: contrario al ajedrez el juego nunca puede terminar en tablas, el número de movimientos es finito y por último el primer jugador siempre tendrá una estrategia ganadora. Demostraremos algunas de estas cosas a lo largo de este documento. Análisis Palabras clave: Teoría de Juegos, Hex, Estrategia, Teorema Hex, Robo de estrategias. Página 3 Clasificación JEL: C72, C65 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas FCE Econografos La Colección Econografos considera para publicación manuscritos originales de estudiantes de pregrado de la Facultad de Ciencias Económicas de la Universidad Nacional de Colombia, que hayan sido propuestos, programados, producidos y evaluados en una asignatura, en un grupo de estudio o en otra instancia académica. Econografos Escuela de Economía ISSN 2011-6292 Econografos FCE puede ser consultada en el portal virtual: http://www.fce.unal.edu.co/publicaciones/ Director Centro Editorial-FCE Álvaro Zerda Sarmiento Equipo Centro Editorial-FCE Nadeyda Suárez Morales Pilar Ducuara López Yuly Rocío Orjuela Rozo Contacto: Centro Editorial FCE-CID Correo electrónico: publicac_fcebog@unal.edu.co Este documento puede ser reproducido citando la fuente. El contenido y la forma del presente material es responsabilidad exclusiva de sus autores y no compromete de ninguna manera a la Escuela de Economía, ni a la Facultad de Ciencias Económicas, ni a la Universidad Nacional de Colombia. Rector Ignacio Mantilla Prada Vicerector General Jorge Iván Bula Escobar Facultad de Ciencias Económicas Decano José Guillermo García Isaza Vicedecano Rafael Suárez Escuela de Economía Director Álvaro Martín Moreno Rivas Coordinador Programa Curricular de Economía Raúl Chamorro Narváez Centro de Investigaciones para El Desarrollo CID Director Manuel José Antonio Muñoz Conde Subdirectora Vilma Narváez FACULTAD DE CIENCIAS ECONÓMICAS CENTRO DE INVESTIGACIONES PARA EL DESARROLLO - CID Escuela de Economía Mike Woodcock, Fernando Uscategui, David Corrales Contents Introduction ............................................................................................................................6 Basic Strategies ......................................................................................................................8 Long Term Strategy .............................................................................................................11 The Symmetry of Attacking and Defending ....................................................................11 Hex Theorem ....................................................................................................................12 Strategy-Stealing Argument .............................................................................................16 The Extent of Hex Theorem: Several proofs .......................................................................17 Uniqueness of every path .................................................................................................17 Every set is its own subset ............................................................................................17 Two winning paths can’t exist at the same time ...........................................................18 The no return of every path ..............................................................................................18 Closing Notes .......................................................................................................................21 Página 5 References ............................................................................................................................23 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Econografos Escuela de Economía Nº 80 Agosto 2015 Introduction Hex was invented independently by the mathematicians: Peit Hein in 1942 and John Nash in 1947, but it wasn’t until 1952 that it started being sold commercially under the name of Hex. The game is played on a hexagonal grid within a rhombus-shaped board and the objective is to connect two parallel sides marked with the player’s color through a continuous path of chips of that same color. The rules are as follows: each player can place only one chip per turn and the players alternate turns to place a chip in any empty hexagon on the board, the first player is decided randomly through a coin toss and after the first movement has been made the second player has the option to either switch colors with his adversary or to keep his own. This is done to lessen any potential first turn advantage4. The game of Hex can be analyzed as a non-cooperative zero-sum game with perfect information. It is noncooperative because given the payouts ((0,1) or (1,0)) where the winning player receives one and the losing player gets zero. The match can never end in a tie and given that attacking is the equivalent of defending5, there will never be any incentives to cooperate. It is zero-sum because for one player to win the other must lose, and it has perfect information because each player knows every possible movement and every previous movement during each match. The game of Hex is considered to be ultra-weakly solved6 as John Nash proved in Página 6 1949 that the first player to move always has a winning strategy. 4 This rule is not taken account during the development of the formal reasoning of this paper. We will prove this later on in the document. 6 There are 3 levels on which a game can be solved: the first consists of knowing the existence of a winning strategy, the second, knowing which strategy is the winning one and the third is when the final move of the game can be determined given any starting position. 5 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales Figure 1: Random Board of Hex Self-Made Graph In figure 1, we observe the first 6 movements of a random game of Hex. Here the player who is playing black would most likely play E5 as their next move with the intention of connecting all of their pieces, alternatively if it were the other player's turn the next logical move would be to also play E5 as to avoid black from connecting their pieces. The act of connecting two pieces of the same color together is called ‘building a bridge’. These bridges may be classified as weak or strong, depending on how easy it is for the other player to block the connection. The move we just reviewed is an example of a weak bridge, as the player playing white could have easily blocked the connection by placing one of their chips in E5. Figure 2a is another example of a weak bridge, as the player with the white pieces can easily stop the other from connecting A and C by placing one of their own chips in B. Figure 2b represents an example of a strong bridge. This means that if the player playing black were Página A and D with a single move. Hence if a player were to connect their sides of the board with 7 to place a piece in D the other player would have no way of blocking the connection between Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Econografos Escuela de Economía Nº 80 Agosto 2015 only strong bridges the game could be considered as over because the player would only need to 'fill in the blanks' to win. This shows just how strong these types of bridges are. Figure 2: Types of Bridges (A) Weak Bridge (B) Strong Bridge Self-Made Graph Basic Strategies The first thing that we must understand is the construction of bridges; that means connecting two positions which are one hex away from each other. Let us call connecting two or more close chips a basic connection; these are important because the outcome of the game will depend on how good they are. Figure 3 shows all the positions where the player playing black can place a chip in order establish a basic connection with A. It also represents every other possible move that can be played7 because any other position on the board could be interpreted as a rotation or reflection of figure 3. For instance, let's suppose that player 2 wants to connect A with the Hex adjacent to E and D that is missing in the figure, then we would just need to rotate figure 3 by -45 degrees and the result would be the same as if player 2 wanted to connect A with C, thus it is possible to analyze every move that creates a basic Página 8 connection through the rotation of this figure. 7 Player 2 could play on a hex far away from A, however in this section we just analyze the movements that connect two close positions Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales Figure 3: Basic Connections Self-Made Graph Given any position in the board, for instance, the black chip standing alone in figure 1, the next logical movement could be interpreted 'locally' in figure 3. Let us suppose that the black player was trying to connect the black borders as fast as possible, thus they would use a straight line similar to the one in figure 1. It is as if, in the figure 3, the black player was trying to connect A with C, then they would need to place a chip in the B and C to connect them in order to win. The problem here is that if Black placed a chip in B then White would block them by playing C and if Black plays C, they will be blocked in B, thus making them unable to connect through a straight line. Using some basic game theory to explain it, we can use the extended form diagrammed in figure 4. Figure 4: Weak Bridge in Extended Form (A) Player 1 plays next (B) Player 2 plays next Self-Made Graph or strictly dominated strategy, the outcome in both cases (when the black player plays first 9 and second) is that they will not be able to connect. That means that playing a straight line Página We can see that neither figure 4a or 4b represent a Nash Equilibrium (NE) nor a dominated Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Econografos Escuela de Economía Nº 80 Agosto 2015 is very poor strategy, of course it is necessary to keep in mind that it is possible that the other player does not block the line due to several factors (e.g. trying to connect their own path or realizing that there is no point in blocking that path). This means that the strategy of a straight line or a weak bridge should be one of the last options to consider but it should not be completely tossed aside. Figure 5: Strong Bridge in Extended Form Self-Made Graph On the other hand, we have a strong bridge, which consists of going in a diagonal line. In the figure 3 that means connecting A with D through either B or E. The analysis of the strategy is represented in the figure 5. Here there are zero Nash Equilibriums just as with the weak bridge, but in this case, there exists a non-strictly dominated strategy. To connect with D the black player has three different options: he can start by placing a chip in either B or E, and thus he would be blocked in D, the third option is to play a strong bridge, that is to say to play D so that the other player has only two options, play B or E, if either of these happen the Black player in his next turn can play the other hex, thus connecting D with A. In this last scenario, (first move is D) the White player cannot stop the Black player from connecting the two hexes. As we can see in figure 5, by following the path 1D we will always get a payout of 1, meaning that we were able to connect those hexes, and the other player will Página 10 always get a negative score (the opposite meaning), so a rational player will not try to block Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales a strong bridge8, meaning that if there is a path made by strong bridges9 the game has already ended and the owner of that path won, only if there is no other shorter strong-bridges path. So as we can see, a strategy that uses some weak bridges will be easily blocked. Therefore, we can conclude that most of the cases the strong bridges will be used. Long Term Strategy So far, we have talked about short-term strategy, as it is very useful and it is something every casual and advanced Hex player should know, however those strategies were very basic. In this section will briefly talk about long term strategies, these strategies require the use mathematical processes to analyze due to the exponential increase of possible moves. One of the most interesting results that has been found about Hex, is the existence of a winning strategy for the first player. It states that there is a strategy that if played by the first player to act, it assures that they will win, no matter what the second player does. Meaning that there is an advantage over the player who plays second, that is the reason why the second player has the option of switching colors (and become the first player) after the first move. In order to prove the existence of a winning strategy we will need the Hex Theorem, but this just proves the existence of a winning strategy, it will not tell us which player will win. To prove that the player one will always win, we will need to understand the concept of stealing strategies, which will be explained later on in the paper along with the symmetry between attacking and defending. The Symmetry of Attacking and Defending For this section we will consider an attacking move as any move made with the intention of getting closer to connecting the opposite sides of the board and a defensive move will be any Página a player will attack when they feel confident that they are not at risk of losing the game and 11 move made with the intention of preventing the opponent from doing so. Understanding this, 8 A player can still play a chip within an adversary's strong bridge if they have a goal other than blocking in mind such as connecting their own hexes. 9 The path will lack the hexes to complete the strong bridge i.e. B and E in figure 2b, so the path will not be completely full of hexes. Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Econografos Escuela de Economía Nº 80 Agosto 2015 they will defend when their opponent is either close to winning or stands to gain a lot from a certain move. The reason that the strategy of attacking and the strategy of defending overlap is that any chip placed by a player cannot be harmful to them in any way; this means that if one player plays a chip, whether it be attacking or defending, that chip will open up possibilities for new bridges and connections that previously were not possible. Even if a player were to play a chip in a hex on the board that does not permit any new bridges or connections, they will still be better off than before as that chip will have blocked some of the other player’s connections. Thus if a player focuses only on defending they will eventually have enough weak and strong bridges built so that they could threaten their opponent with winning should they not switch their strategy. Hex Theorem Basically, the Hex Theorem sustains that, if the hex board is completely full (one chip in every hex), there is always a path connecting the player 1's borders or the player 2's borders, i.e. there's a winning path for one of the two players. Figure 6: Edges, Vertices and Faces in Hex . (A) One vertex and three edges colored (B) Edges colored Página 12 Self-Made Graph There are different ways to prove this, here we will use the same method that Matthew Calvin (Calvin, 2013) used to explain David Gale´s paper of 1979, as we consider it a more straightforward approach to it, also it allows for easier understanding. To fully understand Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales the demonstration of the Hex theorem, we have to think of the Hex board as a graph 10, in order to do that it is necessary to know the very basic concepts of graph theory edge, vertex and face. A vertex in the Hex board would look like the blue point in figure 6a; we can understand it as any corner of any hex, so in the figure 6a there are 13 vertices. In the same figure we can also see three edges in red; so an edge will be any border of any hex, thus in the figure there are a total of 15 edges. It is necessary to keep in mind that the border of the Hex board is not the joint of the edges of the hexes in the border; that is the black or white area in the figure 1. Any edge will have two adjoint hexes except for the edges in the border, as they will have only one adjoint hex and one adjoint border; for instance in the figure 6b the red edge has the A hex and the 𝐶 hex as adjoint hexes, notice that the 𝐵 and 𝐷 hexes have only one vertex that has the red edge as its edge, but 𝐵 and 𝐷 are not considered as adjoint hexes for the red edge. Finally, a face will be the hex itself. It can be a white hex (with a white chip in it), a black hex or an empty hex (no chip in it). With that in mind, we could define 𝐻 as any Hex board of n dimensions (ℝ𝑛 ) completely full (a chip in every hex). Here we will work with 𝑛 = 2, as there is no real reason for working with higher dimensions, ̂ = (𝑉, 𝐸), where it would just mean the use of heavier topological concepts. Let's define 𝐻 V are all the vertices of 𝐻, and 𝐸 are all the edges in H, whose adjoint hexes are not of the same color, and all edges that are in the border of the board, only if the border and its adjoint hex are opposite colors. To make it clearer let's look at the figure 6b, the red edge will be contained in E because 𝐴 and 𝐶 (its adjoint hexes) are opposite colors, but the blue edge is not contained in E because D and C are both white. The figure 7 represents the board of a random game of Hex, where we can observe 𝑉 in blue (i.e. all the vertices of 𝐻) and 𝐸 in ̂ , that means removing the board from figure 7 and keeping 𝐸 red; while figure 8 is just 𝐻 and 𝑉. Notice that every edge in E is together with another edge in E, it is impossible for an edge to be alone (later on we will be prove this), and every element in E is part of a cycle11 Página 13 or a path12. 10 A set of vertices and edges Also known as loop because it returns to its starting point 12 A path will not return over any edge it has already passed 11 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Econografos Escuela de Economía Nº 80 Agosto 2015 Figure 7: Random Hex Game Self-Made Graph ̂ ) will have three types of degree; 0, 1 and 2. It is Vertices under this construction (𝐻 impossible to have a vertex with a greater degree than 2 or for one to have a degree of 1 while not being in any corner. In a Graph made by adjoint hexes, as the Hex board (leaving no free spaces in it, as the Hex board does), 𝐺 = (𝑉′, 𝐸′), with V all the vertices and E all ̂ , so If 𝐺 and 𝐻 ̂ are in the same hex board then |V ′ | ≥ |V|, it is a broader the edges (unlike 𝐻 definition) the maximum degree of any vertex in V will be 3. Now we apply the conditions of 𝑉 to those vertices, that means that the maximum degree is reduced to 2. Let's take a ̂ , with 𝑁(𝑉2 ) = 3, therefore it has 3 incident edges 𝑒𝑖 𝜖 E with 𝑖 = 1, 2, 3, vertex 𝑉2 ∈ 𝑉 in 𝐻 𝐵′ must be different colors, and given that the 𝐶 edge is in 𝐸, then 𝐶′ and 𝐵′ are opposite colors, therefore if 𝐴′ and 𝐶′ are opposite colors from 𝐵′, then they are the same color, Página 14 it would look like the blue point in figure 6a; given that the edge 𝐵 is in 𝐸 therefore 𝐴′ and Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales therefore the edge 𝐴 would not belong to 𝐸 so 𝑁(𝑉2 ) = 2 therefore if any vertex 𝑉2 ∈ 𝑉 in ̂ cannot have degree 3 or higher. 𝐻 To prove that the edges in the corners of the board (in 𝐸) are the only ones that can have a degree equal to 1, let's use the figure 6a again, now let's imagine any vertex 𝑣 with a degree of 1 and is not in any corner, as the blue one on the figure, but let's suppose that the edges 𝐶 and 𝐵 are not there, the only incident edge to 𝑣 is A, therefore the chip in 𝐴′ and 𝐶 ′ are opposites colors, and due to 𝐶 does not exist, 𝐶′ and 𝐵′ are the same color, the same for 𝐴′ and 𝐵′, then if 𝐴′ is the same color of 𝐵′, and 𝐶′ is the same color of 𝐵′, then 𝐴′ and 𝐶′ must be the same color, but this a contradiction, so the only way there is to make sense of it is that 𝐴′ or 𝐶′ don't exist (because it is the border). Any vertex in 𝑉 can belong to either a cycle, a path or it can be an isolated vertex. Being part of a cycle means that its degree is two (no other option). Página Self-Made Graph 15 ̂ of a Random Hex Game Figure 8: 𝑯 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Econografos Escuela de Economía Nº 80 Agosto 2015 Because we know that the only vertices which 𝑁 (𝑉) = 1 are the ones in the corners, then a path has to start in a corner and finish in one of them too. In addition, we know that every vertex in a path is at least 1-vertex (i.e. vertex of degree 1), that means that a path cannot be finished in any part of the board that is not a corner, therefore every path is a corner-corner path. We can go even further, given that there are only four corners, then there are only four 1-vertices, therefore, there will always be two paths (in any 𝐻) that never intersect each other (if they do it would mean there is a vi which 𝑁(𝑣𝑖 ) > 2)13, and due to there are two nonintersected paths they must start and end in borders of the same color and also we can notice that a path has two sides, which are opposite colors (either white or black) by following one of them we will connect the white borders of the board or the black borders. Therefore, if the board is full there is a winning path14 for one of the two players. Strategy-Stealing Argument Now we just need the Strategy-stealing argument to be able to prove that the first to play can always win. This strategy is very simple and straightforward. Let us suppose there exists a winning strategy for the second player, but if there is such a strategy (which can be only be played by the second player), the first player will be aware of it (because the players are completely rational and have perfect prevision) and would try to use it. Thus, player 1 faces the problem that this strategy can only be played by whoever goes second in the game. The way to solve this is that Player 1 will place their first chip in any random hex within the board and then will ignore it by imagining that the board is completely empty. This means that when the second player places what effectively is the second chip of the game, it would be as if they had just placed the very first chip and as player 1 is next to move, in their mind they will be going second, thus placing the second chip of the game and giving them access to player 2s winning strategy. The difference is that the real first player has one chip more, Página 16 the one that is being ignored, and because no chip in Hex can harm the one that played it, this will not matter in the long run. If at any point in the game, the next move requires placing a chip in the hex that contains the very first chip (the one that was being ignored), they can put a chip in any other hex and ignore it and it would be as if the chip that was being ignored 13 14 See the section “The no return of every path” One winning path made by chips, or two winning paths made by edges. Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales was just played. Therefore, if there is a winning strategy only for the second player, the player one can steal it and win. The Extent of Hex Theorem: Several proofs In this section, we will use Hex Theorem to prove several important things to give a basic mathematical description of the Hex game. In general, the aim of this section is to try to assimilate the nature and constitution of Hex, while we discover the features that this game has to offer. For this reason, this section will use the tools described above. These various proofs are based on the book “Game Theory” (Maschler, Solan, & Zamir, 2013). Uniqueness of every path Proving the uniqueness of every path is akin to proving that every line within the board can be continued in a unique way. To do this we must first describe a graph 𝐻 (as we did when we were discussing the Hex Theorem) with a set of vertices 𝑉 and a set of edges 𝐸. Here a path will be any continuous connection between the two borders of one of the players within 𝐻. Now we will need two basic concepts: the first one derives from Set Theory and the second one is a logical deduction made by taking into account the existence of the second player. Every set is its own subset Let 𝑆 be the set of hexes in the board; this set contains every possible move that can be played and every possible combination of those moves. Let 𝑊𝑖 ⊆ 𝑃(𝑆) be all the subsets of 𝑆 where 𝑖 are all the possible board positions that contain a winning bridge. The complement of 𝑊𝑖 is 𝑊𝑖′ ⊆ P(S), this subset will contain all the possible board combinations that a losing player can get. Thus if we combine every possible board position that contains a winning bridge and every possible board position that does not we will obtain 𝑆 like so 𝑊𝑖 ∪ Wi′ = S. For this let’s suppose that paths are not unique thus there exist two winning bridges made from the exact same chips and movements, 𝑊1 = 𝑊2 , according to the Set Theory if two opposite also holds true, that means that 𝑊2 is at least as good or ‘easy’ as 𝑊1 , given that Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Página 𝑊2 ⊆ 𝑊1 . This tells us that the path 𝑊1 is at least as good or ‘easy’ as 𝑊2 and that the 17 sets are equal then each set is contained within the other, more formally, 𝑊1 ⊆ 𝑊2 and Econografos Escuela de Economía Nº 80 Agosto 2015 only one chip can occupy a Hex at a time then it must hold true that 𝑊1 and 𝑊2 are exactly the same path. 𝑊1 ≡ 𝑊2 Thus 𝑊1 is unique. Two winning paths can’t exist at the same time The second definition is the following: given two winning paths, 𝑊𝑖 , one for each player where 𝑖 can be white (𝑤) or black (𝑏); the black wining path is equal (using the second definition of equal =̈ ) to the white winning path, 𝑊𝑏 =̈ 𝑊𝑤 , if and only if 𝑊𝑖 = 𝑇(𝑊−𝑖 ) 15 where 𝑖 is 𝑤 or 𝑏 and −𝑖 is the complement; and 𝑇 is a transformation from a winning path to another winning path of the same dimensions (𝑇 ∶ 𝑊1 → 𝑊2 ) where 𝑇 is a 𝜋(2𝑛 + 1)/2 rotation16 where 𝑛 𝜖 ℤ. Using this definition, it is impossible for two winning paths to exist at the same time, because they will have to cross at one point or another and there can only be one chip per hex. That chip will only belong to one of the two paths, so the other path will lack a chip, therefore that path will not be a winning path, and thus we infer that it is impossible for two paths to share the same hexes. The no return of every path Here, we will prove that a path will never return to a vertex through which it previously passed. In figure 9, we can see a Hex board, which has geographic direction for each one of Página 18 the 4 corners: North (N), South (S), West (W) and East (E). 15 16 Where 𝑊1 is equal to 𝑊−𝑖 using the first definition. It is a rotation 90 or 270 degrees and so on. Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales Figure 9: Hex Board with Cardinal Directions Self-Made Graph So far, we know that there exists a bridge (path) or broken line that describes the “victory” for one of the players, and we also know that every vertex in a path is at least 1 degree because, as we described before, every path is a corner-corner path. Every time that the game ends (full board) there are two paths17 that the reader can follow in order to find the winning player18. This is true based on the proofs stated above. If Black player wins, the paths are connecting the (W, S) and the (N, E) corners; otherwise, if White player wins, the paths are connecting (W, N) and (S,E) corners19. Therefore, there is no possible for the way for a link between (N, S) and (W, E) to exist. The problem resides in the face or hex20 placed in the corners that could depicts both colors 21, if and (W, E). 17 Made by edges and not chips Both paths are winning paths for the same player 19 Depending on who made the first move 20 Hex is the game and hex is the hexagon 21 These four hexes are directly connected to both borders, black and white 18 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Página have the same color or different color there is no way to build a path which connects (N, S) 19 we combine any possibility, it means that if there is a full board, whether both corner hexes Econografos Escuela de Economía Nº 80 Agosto 2015 The first possibility is represented in Figure 10A and that is that two opposite corner chips have the same color 22 and if one wants to make a Black winning bridge23 and the path start in the left side down (beginning red path in the corner S), as we can see in the figure 10, in one moment the path has to cross the bridge to connect with the other side of the path that started in the top right side (beginning red path in N) what in this context it would be a contradiction because if we suppose a black winning bridge that blocks any possibility that there would be both opposite chips that create a vertex who (which) cross to connect with the another side of the path in the top (corner N)24. The other case can be seen in figure 10B in which opposite corner chips have different colors, in this case what happens is similar to the previous case, let’s suppose that there will be a black winning bridge and keep in mind that the left side down chip is white and black to the top. In this case, the difference resides that there will be a black chip in the (S, E) border (to create a winning black bridge), in this sense, the path will have the same obstruction as the previous case with the difference that the bridge does not start in the corner S but in one of the black border hexes (S, E). Thus, we reject the possibility of linking together two opposite corners of the board. Figure 10: Opposite Corner Path 20 (A) Same color (B) Different colors Página Self-Made Graph Let’s suppose both black A bridge is a path made by chips and not edges 24 See the section “Hex Theorem” 22 23 Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales In this sense, if every path (broken line) connects adjacent corners, it always has to contain at least 1-degree vertex, so a “victory” cannot be shaped as a cycle (2-degree vertex set). Moreover, it is impossible that a cycle leads us to a victory. We can prove it through a different method than the one we used before. We know that every edge of the winning path in E rely on being around the two opposites colors, so we know that a player wins if they made a bridge that links their two borders, this means that the first chip from each border is always of the same color, if we iterate that process we will see that both broken line are a corner-corner path (adjacent corner for both paths according to the winning graph), so it is impossible that this forms a cycle given that one of the players has to win in order for a broken line to exist and the bridge had to link the winning color, thus in that bridge there is not another color that would have made it so that the broken line returns at the same vertex as a cycle does. This proof is similar to the one previously explained where two opposite corners cannot be connected because no path can cross over a winning bridge. Closing Notes We have proven up to this point, that the game of hex is indeed a complex one, and that it can be analyzed both through the usage of inductive and deductive methods and advanced mathematical tools. However the theorems demonstrated in this paper are but an initial approach to fully understanding the game, many things remain to be proven such as what is exactly the winning strategy that leads the first player to always win. Until this is proven, we will not be able to say that the game is fully solved like other games such as Checkers or Limit Texas Hold'em so there is still room for more study and investigation on the topic. We have also shown through the use of game theory the existence of weakly dominated and strongly dominated strategies within the game, and perhaps one of the main conclusions we can draw is that the extent of the rationality of the players is what will in most cases determine the outcome of the game, as more rational agents will be able to precisely because the precise strategy that leads to victory is still unknown, so the player that Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Página construction of stronger bridges and ultimately to victory. We can draw this conclusion 21 develop stronger long term strategies as opposed to weak short term ones, leading to the Econografos Escuela de Economía Nº 80 Agosto 2015 can predict and adjust to the other's play better will always have the advantage, regardless Página 22 of going first or second. Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas Mike Woodcock, Fernando Uscategui, David Corrales References Calvin, M. (2013, September). The joy of hex and brouwers fixed point theorem. Retrieved 2013-09-30, from https://vigoroushandwaving.wordpress.com/2013/09/30/the-joy-of-hexand-brouwers-fixed-point-theorem/ Gale, D. (1979). The game of hex and the brouwer fixed-point theorem. The American Mathematical Monthly, 86 (10), pp. 818-827. Retrieved from http://www.jstor.org/stable/2320146 Maschler, M., Solan, E., & Zamir, S. (2013). Game theory. Cambridge University Press. Página 23 Maschler, M., Solan, E., & Zamir, S. (2013). Game theory. Cambridge University Press. Universidad Nacional de Colombia Sede Bogotá - Facultad de Ciencias Económicas