A strong positional game (also called Maker-Maker game) is a kind of
positional game
A positional game is a kind of a combinatorial game for two players. It is described by:
*Xa finite set of elements. Often ''X'' is called the ''board'' and its elements are called ''positions''.
*\mathcala family of subsets of X. These subset ...
.
Like most positional games, it is described by its set of ''positions'' (
) and its family of ''winning-sets'' (
- a
family of subsets of
). It is played by two players, called First and Second, who alternately take previously-untaken positions.
In a strong positional game, the winner is the first player who holds all the elements of a winning-set. If all positions are taken and no player wins, then it is a draw. Classic
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''. ...
is an example of a strong positional game.
First player advantage
In a strong positional game, Second cannot have a winning strategy. This can be proved by a
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 ...
: if Second had a winning strategy, then First could have stolen it and win too, but this is impossible since there is only one winner.
Therefore, for every strong-positional game there are only two options: either First has a winning strategy, or Second has a drawing strategy.
An interesting corollary is that, if a certain game does not have draw positions, then First always has a winning strategy.
Comparison to Maker-Breaker game
Every strong positional game has a variant that is a
Maker-Breaker game
A Maker-Breaker game is a kind of positional game. Like most positional games, it is described by its set of ''positions/points/elements'' (X) and its family of ''winning-sets'' (\mathcal- a family of subsets of X). It is played by two players, ca ...
. In that variant, only the first player ("Maker") can win by holding a winning-set. The second player ("Breaker") can win only by preventing Maker from holding a winning-set.
For fixed
and
, the strong-positional variant is strictly harder for the first player, since in it, he needs to both "attack" (try to get a winning-set) and "defend" (prevent the second player from getting one), while in the maker-breaker variant, the first player can focus only on "attack". Hence, ''every winning-strategy of First in a strong-positional game is also a winning-strategy of Maker in the corresponding maker-breaker game''. The opposite is not true. For example, in the maker-breaker variant of Tic-Tac-Toe, Maker has a winning strategy, but in its strong-positional (classic) variant, Second has a drawing strategy.
Similarly, the strong-positional variant is strictly easier for the second player: ''every winning strategy of Breaker in a maker-breaker game is also a drawing-strategy of Second in the corresponding strong-positional game'', but the opposite is not true.
The extra-set paradox
Suppose First has a winning strategy. Now, we add a new set to
. Contrary to intuition, it is possible that this new set will now destroy the winning strategy and make the game a draw. Intuitively, the reason is that First might have to spend some moves to prevent Second from owning this extra set.
The extra-set paradox does not appear in Maker-Breaker games.
Examples
The clique game
The clique game is an example of a strong positional game. It is parametrized by two integers, n and N. In it:
*
contains all edges of the
complete graph
In the mathematical field of graph theory, a complete graph is a simple undirected graph in which every pair of distinct vertices is connected by a unique edge. A complete digraph is a directed graph in which every pair of distinct vertices is ...
on ;
*
contains all
cliques
A clique ( AusE, CanE, or ), in the social sciences, is a group of individuals who interact with one another and share similar interests. Interacting with cliques is part of normative social development regardless of gender, ethnicity, or popular ...
of size n.
According to
Ramsey's theorem
In combinatorics, Ramsey's theorem, in one of its graph-theoretic forms, states that one will find monochromatic cliques in any edge labelling (with colours) of a sufficiently large complete graph. To demonstrate the theorem for two colours (say ...
, there exists some number R(n,n) such that, for every N > R(n,n), in every two-coloring of the complete graph on , one of the colors must contain a clique of size n.
Therefore, by the above corollary, when N > R(n,n), First always has a winning strategy.
Multi-dimensional tic-tac-toe
Consider the game of tic-tac-toe played in an ''d''-dimensional cube of length ''n''. By the
Hales–Jewett theorem
In mathematics, the Hales–Jewett theorem is a fundamental combinatorial result of Ramsey theory named after Alfred W. Hales and Robert I. Jewett, concerning the degree to which high-dimensional objects must necessarily exhibit some combinatorial ...
, when ''d'' is large enough (as a function of ''n''), every 2-coloring of the cube-cells contains a monochromatic geometric line.
Therefore, by the above corollary, First always has a winning strategy.
Open questions
Besides these existential results, there are few constructive results related to strong-positional games. For example, while it is known that the first player has a winning strategy in a sufficiently large clique game, no specific winning strategy is currently known.
References
{{Reflist
Positional games