Hex - PowerPoint PPT Presentation

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Hex

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Object of the game is to make a continuous chain of your ... A subgame in which if we get one free move, we play one piece to create a new full connection. ... – PowerPoint PPT presentation

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Title: Hex


1
Hex
  • A game of connections

2
The Beginning
  • Invented independently by Piet Hein in 1942 and
    John Nash in 1948.
  • Played on a grid of hexagons. Standard size for
    tournaments is 11x11 or 14x14.
  • Object of the game is to make a continuous chain
    of your colour to connect your sides of the
    board.
  • Simple Rules
  • Play anywhere Very wide game tree
  • Swap Rule Helps balance the game
  • Early Game Proofs
  • First Player Win
  • No Ties

3
The Board
4
Virtual Connections
  • What is a virtual connection?
  • Subgame goal is to connect two board positions,
    not necessarily the edges.
  • A guarantee that for a given subgame, even if the
    opponent plays first, you can still win the
    subgame.
  • An edge to edge virtual connection for a player
    means they win!

5
Basic Virtual Connections
  • Simplest Basic Virtual Connection is the two
    bridge
  • The two blue pieces here form a two bridge, and
    the lower piece forms a two bridge with the edge.
  • In diagrams, we represent virtual connections by
    colouring all the pieces required to maintain the
    connection.

6
Edge Connection Templates
2 out connection
  • A good example of more complex virtual
    connections are edge templates.
  • These templates are virtual connections from the
    edge to a piece on the board.
  • The farther out the piece, the more pieces that
    are needed to connect it to the edge.
  • Very useful to know for learning how to play Hex
    better!

3 out connections
4 out connections ?
7
Almost Virtual Connections
  • A subgame in which if we get one free move, we
    play one piece to create a new full connection.
  • The piece that creates the full connection is
    called the key of the almost connection.
  • In our diagrams, a blue key is coloured cyan and
    a red key is coloured magenta.

8
Complex Virtual Connections
  • The advantage to virtual connections is the
    number of pieces required to win a game on any
    board is much smaller.
  • Sometimes, you can win with only a handful of
    pieces on the board!
  • Consider this board position. Blue responds to
    Reds rather poor follow-up move

9
  • And Blue wins, because he already has a full
    connection from edge to edge!

10
Discovering Virtual Connections
11
Recursive Virtual Connections
  • By applying three rules, we can find some virtual
    connections
  • The connections found are a subset of all
    connections, but they are still very useful
  • These rules were formalized in two papers written
    by Vadim Anshelevich
  • As each connection is discovered, it is added to
    a data structure for use by later rules
  • Every two adjacent positions have a trivial
    connection joining them

12
The And Rule
  • Assume we have
  • Connection from A-B
  • Connection from B-C
  • B is our colour
  • A-B and B-C do not intersect
  • Then the union of A-B and B-C is a connection
    from A-C

13
The And Rule Empty Intersection
  • The two connections must have an empty
    intersection
  • If they do not, one opponent move can challenge
    both components

14
The Almost Rule
  • Assume we have
  • Connection from A-B
  • Connection from B-C
  • B is empty
  • A-B and B-C do not intersect
  • Then the union of A-B, B-C, and B is an almost
    connection from A-C

15
The Or Rule
  • Assume we have
  • At least two Almost connections from A-B
  • A subset of these connections has an empty
    intersection
  • Then, the union of this subset is a connection
    from A-B

16
The Or Rule - continued
17
Recursive Virtual Connections
Trivial Connections
AND Connections
ALMOST Connections
OR Connections
When no new connections are found, we are done.
18
Applications of Virtual Connection Information
  • We know of three good uses for virtual connection
    information
  • Proving a win for a player
  • Evaluation Function
  • Limiting the search tree

19
Proving a win for a player
  • If a player has an edge-to-edge connection, they
    have a guaranteed win.

20
Evaluation Function
  • In 1953, Claude Shannon and E.F. Moore made a
    Hex-playing machine, based on electrical
    resistances
  • Vadim Anshelevich describes a method of using
    electrical resistances in his Hex papers.

21
Evaluation Function
  • Each virtual connection is a wire between two
    positions, with a resistance based on the size of
    the connection, and the state of the endpoints.
  • A voltage is applied to the edges. The resulting
    current that passes through the system is the
    value of the evaluation function.

22
Limiting the search tree
  • On smaller boards (7x7 and less) one or both
    players will often have almost connections
    joining edge to edge within the first few moves
  • If the opponent does not play within this
    connection, then the player can play the key of
    the almost connection, forming a full connection.

23
Limiting the search tree
24
Mustplay Regions
  • If a player has multiple almost edge-edge
    connections, then their opponent must play a move
    that disrupts all such connections.
  • The opponent must then play a move in the
    intersection of all of the players almost
    edge-edge connections.

25
Mustplay Region for D5
26
Mustplay Regions
  • Since a player is forced to play in their
    mustplay region, we can eliminate parts of the
    search tree.
  • On smaller boards (7x7 and lower) most lines of
    play have mustplay regions within the first few
    moves
  • On larger boards, mustplay regions will only
    develop in the midgame.
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