Hex: A Strategy Guide
mseymour.ca
mseymour.ca
You move first and the ai might swap meaning that it steals your first move and you swap colors. This enforces you to pick an even opening.
I'm very bad at hex but it still was an awesome experience to observe the ai surpass my performance.
You might be interested in this - the one time I won, it seemed like a bug? I was playing red and blue could have easily won, but threw the game?
https://i.imgur.com/4uyipte.png if blue goes on the other 6.4 spot blue probably wins, if not red wins. Honestly I was about to give up on the game because the ai plays "mean" as noted in the readme - it always does close out favorable positions but doesn't prioritize the simplest/quickest win. This time I was annoyed at it or something though and playing it out was really surprised at that move it made.
This may or may not be relevant, but it's interesting that the agent rates both the correct move and the move it made at 6.4, maybe that was part of the problem?
(There's a lot of other really fun and interesting games there too BTW - it's been very popular in our family.)
Hex - The Full Story by Ryan B. Hayward and Bjarne Toft
[1]. https://www.google.com/books/edition/Hex_Strategy/tR7XkqeV31...
There was a kid from Poland who was insanely good. Maciej Celuch. Don't know what's become of him, but wouldn't be a kid any longer. He was the top player by a mile, won the Little Golem tournaments every year he participated. A bunch of people from the same town in Poland were also really, really good, I guess they had a bit of a community going.
The other place there was a bit of community going was in Oslo, a bunch of guys associated with the defense research institute (FFI). I went to an offline tournament with them once, to my surprise I didn't finish quite last.
I think it's a satisfying game, because it's quite easy to learn to look far ahead. Since the pieces stay put, it's much easier to reason about positions.
M. Seymour's online book is great, too. I've heard good things about Ryan B. Hayward's book. Cameron Browne is a nice guy and has done a lot of other cool work in combinatorial games, but I can't recommend his old Hex book. The tactics advice is not good.
https://www.nickbentley.games/abstract-strategy-games-online...
Y https://boardgamegeek.com/boardgame/5242/game-y (from 1953)
ConHex https://boardgamegeek.com/boardgame/10989/conhex
Away Across https://boardgamegeek.com/boardgame/30988/away-across (Sid Sackson game from Calculate! - a set of math games)
Lightning https://boardgamegeek.com/boardgame/35528/lightning (from 1892 - possibly the first connection game - https://patents.google.com/patent/US471666A/en?oq=US471666)
Thoughtwave https://boardgamegeek.com/boardgame/2395/thoughtwave (1974) a pipe's style.
Tak https://boardgamegeek.com/boardgame/197405/tak (from The Wise Man's Fear)
Twixt https://boardgamegeek.com/boardgame/949/twixt (1962, when 3M made games)
(For more - https://boardgamegeek.com/boardgamefamily/7345/mechanism-con... and https://en.wikipedia.org/wiki/Connection_game )
Beginner players do seem to think that playing near a black side is a good opening, but it's actually one of the weakest, but playing it "quite a bit" I would suspect you would stumble on playing near the middle by accident if nothing else?
This was awhile ago though, long before AI solutions to Go and Chess, and what we were reading wasn't that detailed. It seems like the game trees are much harder to know a priori than was our impression at the time, at least for sufficiently large boards. It still makes me wonder but maybe is more complex than I thought.
Seeing it here on HN has kinda rekindled my interest in it.
I will admit in general, these AI approaches to boardgames has kinda changed the way I think about them, from puzzles to think about with a companion to a giant math problem to solve once or so forever for all humankind. It's kinda shifted my interest to the possibility of games where it's harder to develop an AI that could "solve" the game in an algorithmic sense (I was going to say in the sense that there is a program whose probability of winning is equal to or exceeds any other player, but I'm not sure if that's right, because if AI had a 0.5 probability that would be more interesting).
google is not being my friend today.
https://boardspace.net/english/about_hex.html
Last time I checked there were a couple of mobile games. Looks like these are still available:
https://apps.apple.com/us/app/hex-ai-board-game/id1326484730
Having not played Hex, I can't say whether it's strategically similar (although just from the first couple of chapters, there are definitely similar concepts of important shapes and ladder breakers).
This game degenerated to "primitive Go" most of the time, because both sides blocking each other is easy on a square board, and at that point it's down to who has the most territory (most free moves to fill in their own areas without being captured.
I've played both on a modest level. I'd say that Hex, at the sizes we typically play at, is a lot like one big Go fight. I find it easier to look far ahead in Hex since pieces are never removed, ladders are (even) more common, and since non-overlapping templates ("miai" in Go) always connect you can build them together into huge parts of the board where you know you can connect.
(Even the similar terminology of "stone" and "ladder" seem to hint at a relationship.)
ox
xo
If we only allow 4-way connections then a connected line won't permit another line to cross it.For hex 6-way connections, lets say a place ( ) is where lines cross, but it can only be a single color. How about making a cross connection like the 8-way square: (doesn't work)
x x x o
x o o o x
x o x x x
o x x x ox
x.
So that 'o' is prohibited from playing in the empty spot there because 'x' already has a connection - you get the game Crossway - https://boardgamegeek.com/boardgame/30517/crossway // http://superdupergames.org/gameinfo.html?game=cross // http://www.marksteeregames.com/Crossway_rules.pdfJohn Nash independently invented hex in grad school. A sequence of scenes involving hex were cut from the movie "A Beautiful Mind".
The first day that Russell Crowe joined the production, he was occupied with hours of makeup tests for his aging progression. Ron Howard had me meet him during a break, to discuss the hex and go scenes to come. The first dozen of a crew that would be hundreds hadn't met him either, so they hovered nearby as we talked.
To my surprise, Russell asked me what mathematical truths drew Nash to this game. Never underestimate people; I went for it. Rather than explaining the proof Nash liked that the first player could always win, I decided to explain why some player had to win. As I talked, Russell drew me in with fascinated, understanding facial expressions.
When I was done he looked at Ron, "Can you get me the Parker Brothers rules? They're for 8 to 80, I didn't understand a word this guy just said!" Peals of laughter from the room.
Months later we're filming a roomful of grad students playing hex, and Russell doesn't like what the script has him saying. He gets permission to ad lib. "Think of the black stones as water, the white stones as land. Either you can swim across this way, or there's a land bridge that way..."
My longest day shooting, I woke at five, and was an actor in the pen ceremony that evening. Close to 24 hours awake, I found myself nodding off high at a party in Russell's room, everyone singing various national anthems. I learned much later that Russell had been kidded as a child for not knowing the New Zealand anthem. By the party he knew them all. He likes jokes only he gets, jokes with long fuses.