Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Hex (board game)
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Computational complexity=== In 1976, [[Shimon Even]] and [[Robert Tarjan]] proved that determining whether a position in a game of generalized Hex played on arbitrary graphs is a winning position is [[PSPACE-complete]].<ref>{{Cite journal|doi = 10.1145/321978.321989|title = A Combinatorial Problem Which is Complete in Polynomial Space|year = 1976|last1 = Even|first1 = S.|last2 = Tarjan|first2 = R. E.|journal = Journal of the ACM|volume = 23|issue = 4|pages = 710–719|s2cid = 8845949|doi-access = free}}</ref> A strengthening of this result was proved by Reisch by reducing the [[True quantified Boolean formula|quantified Boolean formula problem]] in [[conjunctive normal form]] to Hex.<ref>{{cite journal | author = Stefan Reisch | title = Hex ist PSPACE-vollständig (Hex is PSPACE-complete) | journal = Acta Informatica | issue = 2 | year = 1981 | pages = 167–191 | volume=15 | doi=10.1007/bf00288964| s2cid = 9125259 }}</ref> This result means that there is no efficient (polynomial time in board size) algorithm to solve an arbitrary Hex position unless there is an efficient algorithm for all PSPACE problems, which is widely believed not to be the case.<ref>Sanjeev Arora, Boaz Barak, "Computational Complexity: A Modern Approach". Cambridge University Press, 2009. Section 4.3</ref> However, it doesn't rule out the possibility of a simple winning strategy for the initial position (on boards of arbitrary size), or a simple winning strategy for all positions on a board of a particular size. In 11×11 Hex, the state space complexity is approximately 2.4×10<sup>56</sup>;<ref>{{cite book|last1=Browne|first1=C|title=Hex Strategy|date=2000|publisher=A.K. Peters, Ltd.|location=Natick, MA|isbn=1-56881-117-9|pages=5–6}}</ref> versus 4.6×10<sup>46</sup> for chess.<ref>{{cite web|last1=Tromp |first1=J |title=Number of chess diagrams and positions |url=http://homepages.cwi.nl/~tromp/chess/chess.html |website=John's Chess Playground |url-status=bot: unknown |archive-url=https://web.archive.org/web/20110629215923/http://homepages.cwi.nl/~tromp/chess/chess.html |archive-date=29 June 2011}}</ref> The game tree complexity is approximately 10<sup>98</sup><ref>H. J. van den Herik; J. W. H. M. Uiterwijk; J. van Rijswijck (2002). "Games solved: Now and in the future". Artificial Intelligence. 134 (1–2): 277–311. </ref> versus 10<sup>123</sup> for chess.<ref>Victor Allis (1994). ''Searching for Solutions in Games and Artificial Intelligence''. Ph.D. Thesis, University of Limburg, pdf, 6.3.9 Chess pp. 171</ref>
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)