Hex (also called Nash) is a two player abstract strategy board game in which players attempt to connect opposite sides of a rhombus-shaped board made of hexagonal cells. Hex was invented by mathematician and poet Piet Hein in 1942 and later rediscovered and popularized by John Nash.
It is traditionally played on an 11×11 rhombus board, although 13×13 and 19×19 boards are also popular. The board is composed of hexagons called cells or hexes. Each player is assigned a pair of opposite sides of the board, which they must try to connect by alternately placing a stone of their color onto any empty hex. Once placed, the stones are never moved or removed. A player wins when they successfully connect their sides together through a chain of adjacent stones. Draws are impossible in Hex due to the topology of the game board.
Despite the simplicity of its rules, the game has deep strategy and sharp tactics. It also has profound mathematical underpinnings related to the Brouwer fixed-point theorem, matroids and graph connectivity. The game was first published under the name Polygon in the Danish newspaper Politiken on December 26, 1942. It was later marketed as a board game in Denmark under the name Con-tac-tix, and Parker Brothers marketed a version of it in 1952 called Hex; they are no longer in production. Hex can also be played with paper and pencil on hexagonally ruled graph paper.
Hex is a finite, 2-player perfect information game, and an abstract strategy game that belongs to the general category of connection games. It can be classified as a Maker-Breaker game, a particular type of positional game. Since the game can never end in a draw, Hex is also a determined game.
Hex is a special case of the "node" version of the Shannon switching game. Hex can be played as a board game or as a paper-and-pencil game.
Hex is played on a rhombic grid of hexagons, typically of size 11×11, although other sizes are also possible. Each player has an allocated color, conventionally red and blue, or black and white.
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Abstract strategy games in contrast to strategy games in general usually have no or minimal narrative theme, outcomes determined only by player choice (with no randomness), and all players have perfect information about the game. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information.
A connection game is a type of abstract strategy game in which players attempt to complete a specific type of connection with their pieces. This could involve forming a path between two or more endpoints, completing a closed loop, or connecting all of one's pieces so they are adjacent to each other. Connection games typically have simple rules, but complex strategies. They have minimal components and may be played as board games, computer games, or even paper-and-pencil games.
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.
Poly(maleic anhydride-alt-1-octadecene), a cheap and com. available polymer, was used to water-solubilize colloidal nanocrystals with various compns., morphologies, and sizes. Highly pure nanoparticles with homogeneous distributions of sizes and surface ch ...