From: Edward Jackman Newsgroups: sci.math Subject: Progressive Go-muko & Questions about Generalized Tic-tac-toe Date: Sat, 7 Jan 95 12:46:55 -0500 A friend of mine and I were talking about a new game invented called, PROGRESSIVE GO-MOKU. Played on a standard 19x19 Go board, each player in turn takes one more move than the previous player, with the restriction that all moves in a single turn must be _mutually non-adjacent_, and 5 in a row wins. Who has the win? What is the maximum length forcable row on an infinite board and who can force it -- or is there no maximum with best play? This got me looking in my files and I found this from Chris Sanderson : > Five in a row (go-moku) is really a variant to tic-tac-toe. > Go-moku is one example of a number of games based on getting > n-in-a-row. Also, the rule can state four directions only, or > all directions are allowed. All tic-tac-toe games are either a > win for the first player, or the second player can force a tie. > > Here is rundown of the tic-tac-toe like games and their current > status at to being winnable or not. > > 1. normal tic-tac-toe. A draw only because the board is so > small. Obviously three in a row is easy on a large board. > > 2. 3x3x3 tic tac toe. An easy win for the first player. > > 3. 4x4x4 tic tac toe. Recently show to be a win for the first > player. The strategy for doing it is rather involved. > > And now on to n in a row on an arbitrary board. (19x19 is large enough) > > 4. 1,2,3 in a row a win for the first player > > 5. 4 in a row, 8 directions. A win for the first player. > > 6. 4 in a row, 4 direstions (NSEW). A draw can be forced by the > second player. To do this, each square has a well defined > compliment square. For every stone put by the first player, the > second puts his ston on the complement square. The details are > complicated. > > 7. 5 in a row, 4 direction. Same as above. > > 8. 5 in a row, 8 directions. This is the commonly played go-moku > game. I list it this way to show that go-moku is actually one of > a family of similar games, each of which can be put into the > winable or drawable class. Five in a row was only recently shown to be a > win for the first player. This was the hardest of the > tic-tac-toe like games to solve. However, this does not mean > that just because its won that the player will find the right > moves. In fact, of all such games, this one did require the most > computer time and analysis to solve. Of all these types of > games, this one is the most challenging. Still, it is just > tic-tac-toe, and you should really play a good game of chess. I'm wondering which of this questions have been answered: 1. Is 6 in a row* a draw on an infinite board? If not, what is the minimum n in a row that is known to be a draw on an infinte board? 2. What is the smallest square board on which 5 in a row is a known to be a win for the first player? 3. What is the smallest square board on which 4 in a row is a win for the first player? [Order 6, right?] 4. Is six or more in a row forcable on an infinite board if we extend the definition of a row to include ANY set of equally spaced colinear squares? For example: x - - x - - x - - x - - x - - x - y - - - - - - - - - - - - - - - - - y - - - - - - - - - - - - - - - - - y - - - - - - - - - - - - - - - - - y - - - - - - - - - - - - - - - - - y - - - - - - - - - - - - - - - - - y - - - - Moving to three dimensions: 5. What is the minimum size cube on which 5 in a row is known to be a win for the first player?^ 6. What is the minimum n in a row that is a draw on an infinite 3d board? 7. What is known about generalized tic-tac-toe in 4 or more dimensions? On a Hexagonal grid: 8. What is them maximum length row that can be forced by the first player on an infinite hexagonal grid?# 9. What is the minimum order hexagonal grid on which 3, 4 or 5 in a row can be forced by the first player? * A row can be in any of 4 orientations to win: two orthoganal, two diagaonal. ^ A row can be in any of 13 orientations to win: 3 orthoganal, 6 plane diagonal, 4 cubic diagonal. (A 4d row has 40 orientations and 5d rows have 121 ... I think.) # A row can be in any of 3 orientations to win, one each parallel to each pair of sides of the grid. Then of course there's DOUBLEMOVE GO-MOKU -- the first player makes one mark and from then on, each player in turn plays twice, 6 in a row wins. Who has the win? Is 6 the maximum length forcable on an infinite board? Doublemove is also played on an order 5 cube -- 5 in a row wins, and on a order 6 cube. Email responses and I'll summarize here. Edward Jackman