An argument that names a winner, and a search that names a move
Strategy stealing written out as its steps, with the hypothesis it rests on marked: an extra stone of one's own is never a disadvantage. Beside it, what exhaustive search supplies and the argument cannot — the number of openings each game has and how many of them win. The proof reaches every board size and yields no move; the search yields every move and reaches almost no board.
2 essays call
existence-only. The drawing above is what it returns with no arguments at all; every
call below passes it something, because a placement that passes nothing draws whichever
member of the family the generator happens to default to rather than the one its essay argues
about.
Where it is called
Changing this generator changes every one of these figures.
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.
A winning strategy that is a spanning tree
The Shannon switching game was sold in a box in 1960 and solved in 1964, and the solution is not an assertion that somebody wins. It is a property of the graph anybody can check, and the strategy falls straight out of it — whichever link the opponent cuts, take its partner in the other tree.
The whole library · The position index · The figures that play back