First-player-win
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First-player-win
In combinatorial game theory, a two-player deterministic perfect information turn-based game is a first-player-win if with perfect play the first player to move can always force a win. Similarly, a game is second-player-win if with perfect play the second player to move can always force a win. With perfect play, if neither side can force a win, the game is a draw. Some games with relatively small game trees have been proven to be first or second-player wins. For example, the game of nim with the classic 3–4–5 starting position is a first-player-win game. However, Nim with the 1-3-5-7 starting position is a second-player-win. The classic game of Connect Four has been mathematically proven to be first-player-win. With perfect play, checkers has been determined to be a draw; neither player can force a win. Another example of a game which leads to a draw with perfect play is tic-tac-toe, and this includes play from any opening move. Significant theory has been completed in the e ...
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First-move Advantage In Chess
In chess, there is a general consensus among players and theorists that the player who makes the first move (White) has an inherent advantage. Since 1851, compiled statistics support this view; White consistently slightly more often than Black, usually scoring between 52 and 56 percent. White's is about the same for tournament games between humans and games between computers; however, White's advantage is less significant in blitz games and games between lower-level players. Chess players and theoreticians have long debated whether, given perfect play by both sides, the game should end in a win for White or a draw. Since approximately 1889, when World Champion Wilhelm Steinitz addressed this issue, the consensus has been that a perfectly played game would end in a draw (futile game). A few notable players have argued, however, that White's advantage may be sufficient to a win: Weaver Adams and Vsevolod Rauzer claimed that White is winning after the first move 1.e4, whil ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players take turns changing in defined ways or ''moves'' to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field. C ...
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Determinacy
Determinacy is a subfield of set theory, a branch of mathematics, that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Alternatively and similarly, "determinacy" is the property of a game whereby such a strategy exists. Determinacy was introduced by Gale and Stewart in 1950, under the name "determinateness". The games studied in set theory are usually Gale–Stewart games—two-player games of perfect information in which the players make an infinite sequence of moves and there are no draws. The field of game theory studies more general kinds of games, including games with draws such as tic-tac-toe, chess, or infinite chess, or games with imperfect information such as poker. Basic notions Games The first sort of game we shall consider is the two-player game of perfect information of length ω, in which the players play natural numbers. These games are often cal ...
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Zugzwang
Zugzwang (German for "compulsion to move", ) is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position. Although the term is used less precisely in games such as chess, it is used specifically in combinatorial game theory to denote a move that directly changes the outcome of the game from a win to a loss. Putting the opponent in zugzwang is a common way to help the superior side win a game, and in some cases it is necessary in order to make the win possible. The term ''zugzwang'' was used in German chess literature in 1858 or earlier, and the first known use of the term in English was by World Champion Emanuel Lasker in 1905. The concept of zugzwang was known to chess players many centuries before the term was coined, appearing in an endgame study published in 1604 by Alessandro Salvio, one of the first writers ...
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Strategy-stealing Argument
In combinatorial game theory, the strategy-stealing argument is a general argument that shows, for many two-player games, that the second player cannot have a guaranteed winning strategy. The strategy-stealing argument applies to any symmetric game (one in which either player has the same set of available moves with the same results, so that the first player can "use" the second player's strategy) in which an extra move can never be a disadvantage. A key property of a strategy stealing argument is that it proves that the first player can win (or possibly draw) the game without actually constructing such a strategy. So, although it might tell you that there exists a winning strategy, the proof gives you no information about what that strategy is. The argument works by obtaining a contradiction. A winning strategy is assumed to exist for the second player, who is using it. But then, roughly speaking, after making an arbitrary first move – which by the conditions above is not a disa ...
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University Of Limburg
Maastricht University (abbreviated as UM; nl, Universiteit Maastricht) is a public research university in Maastricht, Netherlands. Founded in 1976, it is the second youngest of the thirteen Dutch universities. In 2021, 22,383 students studied at Maastricht University, 56% of whom were foreign students, with over 4,000 employees. About half of the bachelor's programmes are fully offered in English, while the other half is taught wholly or partly in Dutch. Most of the master's and doctoral programmes are in English. Besides traditional programmes, Maastricht University also has three honours liberal arts colleges: University College Maastricht and the Maastricht Science Programme in the same liberal arts tradition. The satellite University College Venlo opened in 2015. Maastricht University regularly ranks as one of Europe's leading universities. The university has been placed in the top 300 universities in the world by five major ranking tables. Maastricht University was at 88th p ...
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Philosophical Magazine
The ''Philosophical Magazine'' is one of the oldest scientific journals published in English. It was established by Alexander Tilloch in 1798;John Burnett"Tilloch, Alexander (1759–1825)" Oxford Dictionary of National Biography, Oxford University Press, Sept 2004; online edn, May 2006, accessed 17 Feb 2010 in 1822 Richard Taylor became joint editor and it has been published continuously by Taylor & Francis ever since. Early history The name of the journal dates from a period when "natural philosophy" embraced all aspects of science. The very first paper published in the journal carried the title "Account of Mr Cartwright's Patent Steam Engine". Other articles in the first volume include "Methods of discovering whether Wine has been adulterated with any Metals prejudicial to Health" and "Description of the Apparatus used by Lavoisier to produce Water from its component Parts, Oxygen and Hydrogen". 19th century Early in the nineteenth century, classic papers by Humphry Davy, M ...
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Chess Engine
In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface with no graphics or windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Many chess engines are now available for mobile phones and tablets, making them even more accessible. History The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess Engine," their brand name for the chess computer hardware made, and markete ...
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Solving Chess
Solving chess means finding an optimal strategy for the game of chess, that is, one by which one of the players ( White or Black) can always force a victory, or either can force a draw (see solved game). It also means more generally solving ''chess-like'' games (i.e. combinatorial games of perfect information), such as Capablanca chess and infinite chess. According to Zermelo's theorem, a determinable optimal strategy must exist for chess and chess-like games. In a weaker sense, ''solving chess'' may refer to proving which one of the three possible outcomes (White wins; Black wins; draw) is the result of two perfect players, without necessarily revealing the optimal strategy itself (see indirect proof). No complete solution for chess in either of the two senses is known, nor is it expected that chess will be solved in the near future. There is disagreement on whether the current exponential growth of computing power will continue long enough to someday allow for solving it by " ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players take turns changing in defined ways or ''moves'' to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field. C ...
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Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row is the winner. It is a solved game, with a forced draw assuming best play from both players. Gameplay Tic-tac-toe is played on a three-by-three grid by two players, who alternately place the marks X and O in one of the nine spaces in the grid. In the following example, the first player (''X'') wins the game in seven steps: There is no universally-agreed rule as to who plays first, but in this article the convention that X plays first is used. Players soon discover that the best play from both parties leads to a draw. Hence, tic-tac-toe is often played by young children who may not have discovered the optimal strategy. Because of the s ...
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