Harary's generalized tic-tac-toe
{{Short description|Mathematical game}}
Harary's generalized tic-tac-toe or animal tic-tac-toe is a generalization of the game tic-tac-toe, defining the game as a race to complete a particular polyomino (Harary called them "animals") on a grid of squares. It was devised by Frank Harary in March 1977.
Harary tic-tac-toe is similar to the m,n,k-games, of which tic-tac-toe and Gomoku are examples; but in tic-tac-toe the first player is trying to complete either an I-tromino (a horizontal or vertical line of three squares) or a diagonal line of three corner-connected squares, whereas in Harary's game there is only a single polyomino involved.
Categorization of polyominoes by properties of their games
Each polyomino corresponds to a generalized tic-tac-toe game: for example, the I-tromino corresponds to the game in which Player 1 is trying to form an I-tromino and Player 2 is trying to stop him. (Note that it is impossible for Player 2 to form an I-tromino before Player 1 does: the strategy-stealing argument applies.) Harary defines the unqualified terms "winner" and "loser": A polyomino is a "winner" if Player 1 wins its game (assuming perfect play from both sides), and a "loser" if Player 2 can always prevent Player 1 from winning.
Harary generalizes over various restrictions of the board; for example, the V-tromino is a loser on the 2x2 board but a winner on the 3x3 board. (The unqualified terms "winner" and "loser" always refer to the game on an infinite board.) Other mathematicians have generalized over a Go-style "handicap": A game with "handicap k" is a game in which Player 1 is allowed to place k of his own marks on the board before his first move. So, for example, the V-tromino is a winner with handicap 1 even on the 2x2 board.
Harary defines a polyomino of k cells to be an "economical winner" if it wins in exactly k moves; that is, if every one of Player 1's marks forms part of the finished animal. This may depend on the board size: for example, the Z-tetromino is a non-economical winner on the 3x3 board, but an economical winner on the 5x5 board.
The game has also been generalized to higher dimensions: for example, Player 1 may be trying to form a particular polycube on a 3D grid while Player 2 tries to stop him. The 2x2 square tetromino is a 2D loser, but a 3D winner. Every polyomino is a winner in high enough dimension.
=Strategies for Player 2=
Every known "loser" succumbs to a simple strategy from Player 2, known as the "paving strategy." For example, consider the game in which Player 1 is trying to form the square tetromino and Player 2 is trying to stop him. Player 2 imagines that the infinite grid has been partitioned into ("paved with") domino tiles arranged like a wall of bricks. Each time Player 1 puts his mark in one cell of a domino, Player 2 responds by putting his own mark in the other cell of that same domino. This prevents Player 1 from ever completing any domino that is part of Player 2's paving. It is impossible to place a square tetromino without including the whole of some domino from Player 2's paving; therefore Player 1 can never win.
A polyomino that succumbs to any such domino-paving strategy is called a "paving loser." Every known loser is a paving loser, although different animals require different pavings. Five different pavings suffice to defeat all known losers.
The "Snaky" hexomino (see below), on the other hand, is a paving winner: it does not succumb to any paving strategy. In fact, it is a pair-partition winner: it does not succumb to any strategy that involves Player 2's partitioning the grid into (possibly non-contiguous) pairs of cells, regardless of adjacency.
=Known winners, and Snaky=
Harary calls a loser a "basic loser" if it contains no smaller loser. For example, the square tetromino is a basic loser. The P-pentomino is a loser but not a basic loser, because it contains within itself the square tetromino. There are twelve known basic losers.
All heptominoes are known to be losers, which means that all higher-order polyominoes are necessarily losers.
All hexominoes are known to be losers, except for the one that Harary nicknames "Snaky," which consists of a domino joined to an I-tetromino.
This leaves eleven polyominoes which are known to be winners (in 2D, on an infinite grid, with no handicap).
If Snaky is a winner, then there exist 12 winners and 12 basic losers; if Snaky is a loser, then there exist 11 winners and 13 basic losers.
The following table gives those eleven winners along with the values of two derived variables that Harary termed and . (For clarity, we follow Thompson (1996) in distinguishing and from and .)
The value is what Harary calls the "board number" of the game: the side length of the smallest square board on which Player 1 can force a win with perfect play. is the "move number": the smallest number of moves in which Player 1 can force a win on a board of size . Vice versa, Berlekamp et al. (1982) compute and . Their value is the smallest number of moves in which Player 1 can force a win on an infinitely large board, and is the side length of the smallest square board on which Player 1 can win in moves with perfect play.
The and values in the following table are from Berlekamp et al. (2003) unless otherwise indicated.
The and values are from Gardner (2001) unless otherwise indicated.
class="wikitable" | ||||
Shape | b1 | m1 | b2 | m2 |
---|---|---|---|---|
monomino | 1 | 1 | 1 | 1 |
domino | 2 | 2 | 2 | 2 |
I-tromino | 4 | 3 | 4 | 3 |
V-tromino | 3 | 3 | 3 | 3 |
I-tetromino | 7 | 6 | 7 (6) | 8 |
L-tetromino | 4 | 4 | 4 | 4 |
T-tetromino | 5 | 4 | 5 | 4 |
Z-tetromino | 5?Winning Ways{{'}} table incorrectly lists the Z-tetromino with (b=3,m=5). The Z-tetromino is a winner (with ) on the 3x3 board, but it is an economical winner (with ) on the 5x5 board. | 4 | 3 | 5 |
L-pentomino | 7 | 7 | 7 (6) | 10 (9) |
N-pentomino | 6 | 6 | 6 | 6 |
Y-pentomino | 7 | 6 | 7 (6) | 9 |
Harary has conjectured that Snaky is a winner with about 15 (certainly ) and about 13.
Snaky is proved to be a pair-partition winner, but it is an open question whether it might lose via some non-partition-based strategy. Snaky is a loser on any board 8x8 or smaller. Snaky is a winner (on an infinite board{{huh|date=April 2025|reason=we should be able to compute at least an upper bound on the board number b; what is that upper bound and why?}}) in 2 dimensions with handicap 1; therefore it is a winner in 3 dimensions with handicap zero.
Other generalizations
Harary divided tic-tac-toe-like games into what he called "achievement games" (where the goal is to form a particular pattern) and "avoidance games" (where the goal is to avoid forming a particular pattern; or, equivalently, to force your opponent to form that pattern first). The avoidance game is the misère form of the achievement game.
Harary's "animal tic-tac-toe" considered only the "animals" corresponding to (edge-connected) polyominoes. The game could also be played with so-called "wild animals" — sets of squares which are merely corner-connected — or even with arbitrary non-contiguous shapes. Harary's game considers the free polyominoes (where for example both forms of the L-tetromino are permitted); the game could be played with one-sided polyominoes instead (such that if Player 1 is trying to form a left-handed L, forming the right-handed L would not count as a victory).
A common variation is to permit Player 2 to place two marks per turn; this changes the game from what Harary called a "(1,1)-achievement game" to a "(1,2)-achievement game." The strategy-stealing argument that applies in the -achievement game does not apply in the -achievement game. The (1,2)-achievement game may be played as a "strong" achievement game, in which Player 2 wins instantly if he forms the target shape before Player 1; or as a "weak" achievement game, in which Player 2's goal is merely to prevent Player 1 from winning. For example, the game Connect6 (in which both players attempt to form a row of six stones, placing two per turn) is a strong (2,2)-achievement game, with a handicap of -1 (that is, Player 1 places only one stone on his first turn).
Another generalization would be to have Player 1 try to achieve one particular animal while Player 2 tries to achieve a different one: for example, Player 1 tries to achieve the I-tetromino before Player 2 achieves the I-tromino.{{better example needed|date=April 2025}}
References
{{cite book |title=Winning Ways for Your Mathematical Plays |author1=Elwyn Berlekamp |author2=John Conway |author3=Richard Guy |edition=1st |publisher=Academic Press |year=1982 |volume=2 |pages=684–685 |isbn=978-0-12-091150-9 |url=https://archive.org/details/winningwaysforyo02berl/page/684/mode/2up}}
{{cite book |title=Winning Ways for Your Mathematical Plays |author1=Elwyn Berlekamp |author2=John Conway |author3=Richard Guy |edition=2nd |publisher=A. K. Peters |year=2003 |volume=3 |pages=748–749 |url=https://bobson.ludost.net/copycrime/Winning%20Ways%202nd%20Edition/Winning.Ways.for.Your.Mathematical.Plays.V3--1568811438.pdf}}
{{cite journal |author=Martin Gardner |title=In which players of ticktacktoe are taught to hunt bigger game |journal=Scientific American |series=Mathematical Games |date=April 1979 |volume=240 |number=4 |pages=18–36 |jstor=24965167 |url=https://www.jstor.org/stable/24965167}}
{{cite book |author=Martin Gardner |chapter=Harary's Generalized Ticktacktoe |title=The Colossal Book of Mathematics |edition=1st |publisher=W. W. Norton |year=2001 |isbn=0-393-02023-1 |pages=493–503 |chapter-url=https://archive.org/details/martingardnerthecolossalbookofmathematics/page/n509}}
{{cite journal |title=Snaky is a Paving Winner |author1=Heiko Harborth |author2=Markus Seemann |journal=Bulletin of the Institute of Combinatorics and its Applications |volume=19 |year=1997 |pages=71–78 |url=https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=1f81e6d3d43e1c24d76f508357593f6eebbbb74a}}
- {{citation
| last = Beck | first = József | authorlink = József Beck
| doi = 10.1017/CBO9780511735202
| location = Cambridge
| mr = 2402857
| publisher = Cambridge University Press
| series = Encyclopedia of Mathematics and its Applications
| title = Combinatorial Games: Tic-Tac-Toe Theory
| title-link = Combinatorial Games: Tic-Tac-Toe Theory
| volume = 114
| year = 2008
| contribution = Harary's Animal Tic-Tac-Toe
| pages = 60–64| isbn = 978-0-521-46100-9 }}
- Numberphile. The Snakey Hexomino (unsolved Tic-Tac-Toe problem) [https://www.youtube.com/watch?v=ouTE-GYGIA8]
{{Tic-Tac-Toe}}