Skip to main content

First Player’s Cannot-Lose Strategies for Cylinder-Infinite-Connect-Four with Widths 2 and 6

  • Conference paper
  • First Online:
Advances in Computer Games (ACG 2015)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 9525))

Included in the following conference series:

Abstract

Cylinder-Infinite-Connect-Four is Connect-Four played on a cylindrical square grid board with infinite row height and columns that cycle about its width. In previous work, the first player’s cannot-lose strategies have been discovered for all widths except 2 and 6, and the second player’s cannot-lose strategies have been discovered with all widths except 6 and 11. In this paper, we show the first player’s cannot-lose strategies for widths 2 and 6.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Yamaguchi, Y., Tanaka, T., Yamaguchi, K.: Cylinder-infinite-connect-four except for widths 2, 6, and 11 is solved: draw. In: van den Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2013. LNCS, vol. 8427, pp. 163–174. Springer, Heidelberg (2014)

    Google Scholar 

  2. Allen, J.D.: A note on the computer solution of connect-four. In: Levy, D.N.L., Beal, D.F. (eds.) Heuristic Programming in Artificial Intelligence, The first Computer Olympiad, pp. 134–135. Ellis Horwood, Chinchester (1989)

    Google Scholar 

  3. Allen, J.D.: The Complete Book of Connect 4: History, Strategy, Puzzles. Sterling Publishing Co., Inc., New York (2010)

    Google Scholar 

  4. Allis, L.V.: A Knowledge-Based Approach to Connect-Four. The game is solved: White wins, Master’s thesis, Vrije Universiteit (1988)

    Google Scholar 

  5. Mahalko, E.M.: A Possible Win Strategy for the Game of Qubic, Computer Science Master’s thesis, Brigham Young University (1976)

    Google Scholar 

  6. Patashnik, O.: Qubic: \(4 \times 4 \times 4\) Tic-Tac-Toe. Math. Mag. 53, 202–216 (1980)

    Article  MathSciNet  MATH  Google Scholar 

  7. Allis, L.V.: Searching for Solutions in Games and Artificial Intelligence, Thesis, University of Limburg (1994)

    Google Scholar 

  8. God’s Number is 20. http://www.cube20.org

  9. Tromp, J.: Solving connect-4 on medium board sizes. ACG 31(2), 110–112 (2008)

    Google Scholar 

  10. Yamaguchi, Y., Yamaguchi, K., Tanaka, T., Kaneko, T.: Infinite connect-four is solved: draw. In: van den Herik, H.J., Plaat, A. (eds.) ACG 2011. LNCS, vol. 7168, pp. 208–219. Springer, Heidelberg (2012)

    Chapter  Google Scholar 

  11. Allis, L.V., van den Herik, H.J., Huntjens, M.P.H.: Go-Moku and Threat-Space Search, Report CS 93–02. Faculty of General Sciences, University of Limburg, Department of Computer Science (1993)

    Google Scholar 

  12. Wagner, J., Virag, I.: Note solving renju. ICGA J. 24, 30–35 (2001)

    Google Scholar 

  13. Harary, F., Harborth, H.: Achievement and avoidance games with triangular animals. J. Recreational Math. 18(2), 110–115 (1985–1986)

    Google Scholar 

  14. Gardner, M.: Mathematical games. Sci. Amer. 240, 18–26 (1979)

    Article  Google Scholar 

  15. Halupczok, I., Puchta, J.C.S.: Achieving snaky integers. Electron. J. Comb. Number Theor. 7, G02 (2007)

    Google Scholar 

  16. Harary, F.: Is snaky a winner? Geombinatorics 2, 79–82 (1993)

    MathSciNet  MATH  Google Scholar 

  17. Zetters, T.G.L.: 8 (or More) in a row. Am. Math. Mon. 87, 575–576 (1980)

    Article  MathSciNet  Google Scholar 

  18. Bode, J.P., Harborth, H.: Hexagonal polyomino achievement. Discrete Math. 212, 5–18 (2000)

    Article  MathSciNet  MATH  Google Scholar 

  19. Inagaki, K., Matsuura, A.: Winning strategies for hexagonal polyomino achievement. In: 12th WSEAS International Conference on Applied Mathematics, pp. 252–259 (2007)

    Google Scholar 

  20. Wu, I.C.: Relevance-zone-oriented proof search for connect 6. IEEE Trans. Intell. AI Games (SCI) 2(3), 191–207 (2010)

    Article  Google Scholar 

  21. Geselowitz, L.: Freed Go. http://www.leweyg.com/lc/freedgo.html

  22. TetroSpin Free APK 1.2. http://m.downloadatoz.com/apps/emre.android.tetrominofree,158809.html

Download references

Acknowledgement

We thank I-Chen Wu for giving us important advice on Black’s cannot-lose strategy for Cylinder-Infinite-Connect-Four for width 2.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Yoshiaki Yamaguchi .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Yamaguchi, Y., Neller, T.W. (2015). First Player’s Cannot-Lose Strategies for Cylinder-Infinite-Connect-Four with Widths 2 and 6. In: Plaat, A., van den Herik, J., Kosters, W. (eds) Advances in Computer Games. ACG 2015. Lecture Notes in Computer Science(), vol 9525. Springer, Cham. https://doi.org/10.1007/978-3-319-27992-3_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-27992-3_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-27991-6

  • Online ISBN: 978-3-319-27992-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics