Knowledge (XXG)

Y (game)

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stone on the board is never a disadvantage in Y. Y is a complete and perfect information game in which no draw can be conceived, so there is a winning strategy for one player. The second player has no winning strategy so the first player has one. It is nevertheless possible for the first player to lose by making a sufficiently bad move, since although that stone has value, it may have significantly less value than the second move—an important consideration for understanding the nature of the pie rule.
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three "sides" (each 1/3 the circumference of the hemisphere), the distance from the "north pole" of the hemisphere to the equator was 1/4 the circumference, and thus the distance ratio improved from 1/3 to 3/4. This made defending a side from a center attack much more plausible. Thus the present "official" board is essentially a geodesic dome hemisphere squashed flat into a triangle to provide this effect.
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can be applied. It proves that the second player has no winning strategy. The argument is that if the second player had a winning strategy, then the first player could choose a random first move and then pretend that she is the second player and apply the strategy. An important point is that an extra
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Y's chief criticism is that on the standard hexagonal board a player controlling center can easily reach any edge no matter what the other player does. This is because the distance from the center to an edge is only approximately 1/3 the distance along the edge from corner to corner. As a result,
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Schensted and Titus attacked this problem with successive versions of the game board, culminating in the present "official" board with three pentagons inserted among the hexagons. They noted that were players to play on a hemisphere rather than a plane with hexagons, with the equator divided into
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Schensted and Titus argue that Y is a superior game to Hex because Hex can be seen as a subset of Y. Consider a board subdivided by a line of white and black pieces into three sections. The portion of the board at the bottom-right can then be considered a 5×5 Hex board, and played identically.
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In practice, assuming the pie rule is in force and the official Schensted/Titus board is being used, Y is a very well balanced game giving essentially equal chances for any two players of equal strength. The balance is achieved because the first player will intentionally make a move that is
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If the "pie rule" is in force, however, the second player wins, because the second player can in principle evaluate whether or not the first move is a winning move and choose to invoke the pie rule if it is (thereby effectively becoming the first player).
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Y is typically played on a triangular board with hexagonal spaces; the "official" Y board has three points with five-connectivity instead of six-connectivity, but it is just as playable on a regular triangle. Schensted and Titus' book
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Y, like Hex, yields a strong first-player advantage. The standard approach to solving this difficulty is the "pie" rule: one player chooses where the first move will go and the other player then chooses who will be the first player.
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sufficiently "bad" that it is not clear to the second player whether it is a winning move or a losing move. It is up to the judgement of the second player to make this difficult determination and invoke the pie rule accordingly.
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As in most games of this type, one player takes the part of Black and one takes the part of White; they place stones on the board one at a time, neither removing nor moving any previously placed stones. The
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However, this sort of artificial construction on a Y board is extremely uncommon, and the games have different enough tactics (outside of constructed situations) to be considered separate, though related.
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Once a player connects all three sides of the board, the game ends and that player wins. The corners count as belonging to both sides of the board to which they are adjacent.
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has a large number of boards for play of Y, all hand-drawn; most of them seem irregular but turn out to be topologically identical to a regular Y board.
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It has been formally shown that Y cannot end in a draw. That is, once the board is complete there must be one and only one winner.
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A commercially-sold Y board, featuring three pentagonal points within the hex grid, representing half of a geodesic sphere
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As in most connection games, the size of the board changes the nature of the game; small boards tend towards pure
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John F. Nash. Some games and machines for playing them. RAND Corporation Report D-1164, February 2, 1952.
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Schensted and Titus argue that Y is a superior game to Hex because Hex can be seen as a subset of Y.
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in the early 1950s. The game was independently invented in 1953 by
218:. Statements consisting only of original research should be removed. 148: 143:, the next game in the series of Y-related games; after that come 123: 75: 55: 15: 101:
Players take turns placing one stone of their color on the board.
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defending an edge against a center attack is very difficult.
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Hexaflexagons, Probability Paradoxes, and the Tower of Hanoi
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play, whereas larger boards tend to make the game more
89:can be used to mitigate any first-move advantage. 293:https://www.rand.org/pubs/documents/D1164.html 8: 329:Craige Schensted. "A Bit of History". In 358:Hex Strategy: Making the Right Connections 234:Learn how and when to remove this message 42:and Charles Titus. It is a member of the 284: 370:Schensted, Craige and Titus, Charles. 333:(Game Manual). Kadon Enterprises Inc. 320:, Volume 4A. Addison-Wesley. Page 547. 307:. Cambridge University Press. Page 87. 7: 120:Relation to other connection games 14: 80:A simple board, 8 spaces per side 188: 318:The Art of Computer Programming 409:Board games introduced in 1953 1: 214:the claims made and adding 435: 248:strategy-stealing argument 97:The rules are as follows: 414:Abstract strategy games 372:Mudcrack Y & Poly-Y 303:Martin Gardner. 2008. 137:Mudcrack Y & Poly-Y 70:Mudcrack Y & Poly-Y 129: 81: 21: 343:Y Can't End in a Draw 180:The first player wins 127: 79: 34:, first described by 19: 316:Donald Knuth. 2011. 46:family inhabited by 199:possibly contains 130: 82: 22: 356:Browne, Cameron. 244: 243: 236: 201:original research 29:abstract strategy 426: 419:Connection games 345: 340: 334: 327: 321: 314: 308: 301: 295: 289: 274:Connection games 239: 232: 228: 225: 219: 216:inline citations 192: 191: 184: 40:Craige Schensted 434: 433: 429: 428: 427: 425: 424: 423: 399: 398: 381: 348: 341: 337: 328: 324: 315: 311: 302: 298: 290: 286: 282: 265: 240: 229: 223: 220: 205: 193: 189: 182: 174: 157: 139:also describes 122: 95: 64: 44:connection game 12: 11: 5: 432: 430: 422: 421: 416: 411: 401: 400: 397: 396: 387: 380: 379:External links 377: 376: 375: 368: 347: 346: 335: 322: 309: 296: 283: 281: 278: 277: 276: 271: 264: 261: 242: 241: 196: 194: 187: 181: 178: 173: 170: 156: 153: 121: 118: 106: 105: 102: 94: 91: 63: 60: 13: 10: 9: 6: 4: 3: 2: 431: 420: 417: 415: 412: 410: 407: 406: 404: 395: 394:BoardGameGeek 391: 390:The Game of Y 388: 386: 383: 382: 378: 373: 369: 367: 366:1-56881-117-9 363: 359: 355: 354: 353: 352: 344: 339: 336: 332: 331:The Game of Y 326: 323: 319: 313: 310: 306: 300: 297: 294: 288: 285: 279: 275: 272: 270: 267: 266: 262: 260: 256: 252: 249: 238: 235: 227: 217: 213: 209: 203: 202: 197:This section 195: 186: 185: 179: 177: 171: 169: 165: 161: 154: 152: 150: 146: 142: 138: 134: 126: 119: 117: 115: 111: 103: 100: 99: 98: 92: 90: 88: 78: 74: 72: 71: 61: 59: 57: 53: 49: 45: 41: 37: 33: 30: 26: 18: 385:Y on HexWiki 371: 357: 351:Bibliography 350: 349: 338: 330: 325: 317: 312: 304: 299: 287: 257: 253: 245: 230: 221: 198: 175: 166: 162: 158: 136: 135: 131: 107: 96: 83: 68: 65: 24: 23: 36:John Milnor 403:Categories 280:References 208:improve it 32:board game 246:In Y the 212:verifying 155:Criticism 114:strategic 263:See also 224:May 2014 172:No draws 110:tactical 87:pie rule 62:Gameplay 52:Havannah 206:Please 364:  141:Poly-Y 27:is an 149:*Star 93:Rules 56:TwixT 362:ISBN 147:and 145:Star 392:at 269:Hex 210:by 48:Hex 405:: 360:. 151:. 116:. 54:, 50:, 374:. 237:) 231:( 226:) 222:( 204:. 25:Y

Index


abstract strategy
board game
John Milnor
Craige Schensted
connection game
Hex
Havannah
TwixT
Mudcrack Y & Poly-Y

pie rule
tactical
strategic

Poly-Y
Star
*Star
original research
improve it
verifying
inline citations
Learn how and when to remove this message
strategy-stealing argument
Hex
Connection games
https://www.rand.org/pubs/documents/D1164.html
Y Can't End in a Draw
ISBN
1-56881-117-9

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