
Menu
Battleship
Tic Tac Toe
Tic-Tac-Toe Variants
Dots and Hexagons
Dots and Boxes
Gomoku
Hangman
Hex
Mastermind
Sprouts
|
Hex is a board game played on
a hexagonal grid, usually in the shape of a 10 by 10 or a 11 by
11 rhombus. (The book A Beautiful Mind says Nash et al
settled on 14 by 14 as best.)
History
The game was invented by the Danish mathematician Piet Hein, who
introduced the game in 1942 at the Niels Bohr Institute, and independently
by the mathematician John Nash in the late 1940s. It became known
in Denmark under the name Polygon (though Hein called it
CON-TAC-TIX); Nash's fellow players at first called the game Nash.
According to Martin Gardner, some of the Princeton University students
also referred to the game as John, because it was often played
on the hexagonal tiles of bathroom floors. In 1952 Parker Brothers
marketed a version. They called their version "Hex" and the name
stuck.
Rules
Players have two colors, say "Red" and "Blue". (Of course, the
colors are merely a convention and the actual colors vary from board
to board and from version to version.) They alternate turns placing
a piece of their color inside a hexagon, filling in that hexagon
with their color. Red's goal is to form a red path connecting the
top and bottom sides of the parallelogram, and Blue's goal is to
form a path connecting the left and right sides.
In the image on left, Red moved first in this game and won.
Strategy
The game can never end in a tie, a fact found by Nash: the only
way to prevent your opponent from forming a connecting path is to
form a path yourself.
When the sides of the grid are equal, the game favors the first
player. A standard non-constructive trategy-stealing argument proves
that the first player has a winning strategy. It is obvious that
since hex is a finite, perfect information game which cannot end
in a tie, either the first or second player has a winning strategy.
Note that an extra move for either player in any position can only
improve that player's position. Therefore, if the second player
has a winning strategy, the first player could steal it by making
an irrelevant move and then follow the second player's strategy.
If the strategy ever called for moving on the square already chosen,
the first player makes another random move. This ensures a first
player win.
There are two ways to make the game fairer. One way is to make
the second player's sides closer together, playing on a parallelogram
rather than a rhombus. However, using a simple pairing strategy,
this has been proven to result in a win for the second player.
A fairer way is to use the pie rule, by which the second player
has the option of swapping colors after the first player makes the
first move, or first three moves, thus encouraging the first player
to even out the game. Nowadays, in most online sites, the swap rule
is the default, with the swap made after only one move. In theory
the swap rule ensures that the second player has a winning strategy,
but in practice the first player can chose a hex for which no winning
strategy is known.
Cameron Browne wrote a book entitled Hex Strategy: Making the
Right Connections, which covers Hex strategy at a greater level
of detail than any preceding work. However, some hex players feel
that this book contains many factual errors and advocates questionable
strategies. Another book, to be written by Jack van Rijswijck and
Ryan Hayward, was put on hold soon after the publication of Hex
Strategy; it was to have a more mathematical bent than the somewhat
conversational tone of Browne's book.
In computational complexity theory, Hex has been proven to be PSPACE-complete.
(Note that a number of other abstract strategy games, such as checkers,
chess and go, are EXPTIME-complete.) |