Strategy stealing — where it appears
Named by 12 essays across 3 fields — each of them below, with the objects they name alongside it.
The theorem that names a winner and no move
Strategy stealing proves that the first player wins Hex and wins Chomp, on every board, in about four lines. It exhibits no move, contains nothing a move could be extracted from, and is not going to. The moves have to come from somewhere else, and where they come from runs out almost immediately.
Three different claims are all called solved
Hex is solved in the sense that the first player provably wins, by an argument that names no move whatever. Nim is solved in the sense that a formula gives the right move from any position at any size. Between them sit strategies for one opening, and databases of a few billion positions. The word covers all four.
The strategy that is a symmetry
A pairing strategy is a symmetry of the board that turns one player's moves into the other's, and it wins without computing anything. Tested by playing it out rather than argued, it wins one of seven candidate symmetries across four games — exactly the Cram boards with both sides even, which is exactly where no domino is its own image.
Looking for the symmetry
Answering every move with its mirror image wins Cram on a board with both sides even, which is the argument everybody meets. Asked of every connected shape of at most eight squares instead of of thirteen rectangles, it wins twelve — and accounts for a sixth of the second-player wins there are, because 852 of the 1,042 shapes have no symmetry to answer with in the first place.
A check in front of a search
The rung below found a pairing one move away on 288 of the 767 even first-player shapes, and asked what a solver that tested for one before recursing would save on a real game. On an even Cram board it saves nearly the whole search — a 4 × 5 board takes 17,348 node expansions without the check and one with it — and the depth profile shows why that number flatters: the check settles every winning position at the opening and at the last two moves, and about one in ten in between.
Cut is Short on another graph
Everything proved about the switching game is proved from Short's side, and Cut appears only as the player whose moves get enumerated. On a graph drawn without crossings Cut does not need a theory of its own: deleting a link is securing the link that crosses it in the dual, so Cut's game is Short's game on a different graph. Bridg-It is the board that is its own dual — one link short of two trees at every size, which is why its first player wins.
Where the needle has a sentence
Strategy stealing proves the first player wins every Chomp bar and names no square to take. On two families the square can be said in a sentence — a square bar and a bar two rows deep — and in both the sentence is a pairing that names every later move too. Three rows deep the needle wanders, and the observation that every bar has exactly one needle survives ninety-four rectangles and fails on the ninety-fifth.
A board one column wider
Strategy stealing proves the first player wins Hex, and it needs three things: no draws, an extra stone never hurting, and rules that treat the two players alike. Add one column to the board and the third goes. The player whose edges are now nearer together wins whoever moves first — and does it with a table of pairs that names every reply, checked against every line to a board of twenty cells.
Every move closes the largest gap
A census of Sylver Coinage by genus finds a parity that nearly decides the game and asks whether any known property of a numerical semigroup predicts the outcome. One does, completely: a semigroup whose gaps pair off around the largest one is never lost for the player to move — none of 583 up to genus sixteen. The reason is strategy stealing, and it is the same reason the top-right square decides Chomp: every move from such a position closes the largest gap.
A potential that names every move
Strategy stealing names no move, and the pairings that do name moves need a board with the right symmetry. The Erdős–Selfridge potential needs neither: Down, moving second in Hex, takes the empty cell through which Across's unfinished chains weigh most. Its guarantee reaches only boards two rows deep. It wins far past the guarantee — on every board of three rows that Down can win — and then, on a four-by-five board that a table of pairs wins for Down with certainty, it answers Across's first stone in a different cell and loses along the bottom edge.
The pairing removes moves it cannot name
Symmetric positions were settled by an argument that names a winner and no move. Turned on the moves instead, the same one-pass test strikes off 27,215 of the 159,728 moves in the census and not one of the 21,234 winning ones — a quarter of a full search — and still names nothing. On 583 paired positions nine arithmetic descriptions of the winning gap reach at most 123, and 367 of those positions have exactly one winning move.
The winning reply is the fourth choice
The repair proposed for the potential was to weigh an edge chain more heavily. Fifty-five weightings later, none holds the four-by-five board, and an edge bonus costs Down four boards it was already holding. The reason is not the numbers: over 393,660 turns of the pairing that does hold that board, the potential would take the same cell 26.1% of the time, and the winning cell is its 3.7th choice on average and as low as its seventeenth.
Named alongside it
The objects these essays reach for when they reach for this one.
Exhaustive searchSymmetryCertificateCounterexamplePairing strategyStrategySolved gameImpartialCramEnumerationHeuristicInvariant