A positional game consists of:
- Elements of a finite set X ("The board")
- A family of subsets F ("The winning sets") which is a subset of Pow(X).
- Two players,
FP
(First Player, Maker) andSP
(Second Player, Breaker) - A criterion for winning the game
The players take turns, claiming previously unoccupied elements of X until all elements of X are claimed.
There are different winning criteria depending on the type of postitional game:
-
Strong positional game (Maker-Maker): The winner is the first player to fully claim some element in F. If neither player has claimed some element in F when all elements in X are claimed the game is a draw.
-
Weak positional game (Maker-Breaker):
FP
("Maker") wins the game as soon as he fully claims a set in F (not necessarily first). If Maker has not won by the time all elemnets of X are claimed,SP
("Breaker") wins (i.e.SP
has claimed at least one element in every winning set). Draws are not possible. Every Strong positional game can be reformulated as a Maker-Breaker variant? -
Avoider-Enforcer positional game: This game has the exact opposite (misère) winning criteria of the corresponding Maker-Breaker game for the same X and F. I.e.
SP
("Enforcer") wins ifFP
("Avoider") fully claims an element of F ("losing sets"). Avoider wins if by the time all elements of X are claimed, he has not claimed an element of F. -
Discrepancy game: A hybrid between Maker-Breaker and Avoider-Enforcer.
FP
's ("Balancer") aims to end up with the correct proportion of elements in element of F. -
Waiter-Client game (Picker-Chooser):
We can codify a positional game by the following properties:
-
The "Board" (the set X) is represented by a graph
-
Represent the elements of X ("positions") as either the set of edges, or the set of vertices in X.
-
Define in what way elements in X are related (interconnected). E.g. as a Hexagon board, square board, complete graph, ...
-
Define the "size" of X. The meaning of size may depend on how elements are related. E.g. size can be the side for a square square board, the number of vertices for a complete graph, ...
-
Valid next moves (element in X to be potentially claimed) for either player.
-
Winning criteria. Maybe the type of positional game can be used as a help when deciding who the winner is. It is desireable to deduce a winner as soon as soon as only one outcome is possible (assuming non-perfect players). E.g. to not let the game continue until all elements of X are claimed if it does not change the winner assuming non-perfect players.
Ideally a set of general criteria (or small functions) should be figured out that could be reused when specifying a game. Some ideas: neigbouring positions of length n making up a geometric line (for Tic-Tac-Toe, Gomuko, ...), Some property on spanning trees (Gale, Shannon Switching Game, ...), Path existence (Hex), ..., Existence of Hamiltonian cycle, ...
- Arithmetic progression game (The van der Waerden game)
- Tic-Tac-Toe
- Connect6
- Gomuko
- m,n,k-game
- Gale
- Hex
- Havannah (but draws are possible?)
- Shannon Switching Game