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==Hello :D== | ==Hello :D== | ||
Here is the way to make a hex board: | Here is the way to make a hex board: | ||
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[<][hexboard size=]["3x4"] | [<][hexboard size=]["3x4"] | ||
[visible=]["][area(][a3,d3,d1,c1] | [visible=]["][area(][a3,d3,d1,c1] | ||
[)"]//set bondary by vertex | [)"]//set bondary by vertex | ||
− | [edges=]["][bottom]["] | + | [edges=]["][bottom]["]//colouring the bottom only |
− | [coords=]["][none]["]//not | + | [coords=]["][none]["]//not showing numbers |
[contents=]["][R c1]["] | [contents=]["][R c1]["] | ||
[/>] | [/>] | ||
Line 52: | Line 38: | ||
==some questions about hex== | ==some questions about hex== | ||
1.Is there a 2nd row ladder escape template that contains only empty cells? | 1.Is there a 2nd row ladder escape template that contains only empty cells? | ||
− | (It's equivalent to ask that given enough space, is a 2nd row ladder able to connect itself to the edge. | + | (It's equivalent to ask that given enough space, is a 2nd row ladder able to connect itself to the edge. |
2.find templates that escape ladders on both sides,e.g.,Edge template II escapes 2nd and 3rd row ladders on both size at the same time. | 2.find templates that escape ladders on both sides,e.g.,Edge template II escapes 2nd and 3rd row ladders on both size at the same time. | ||
3.is it possible to get a switchback from a 3rd row ladder? | 3.is it possible to get a switchback from a 3rd row ladder? | ||
Line 67: | Line 53: | ||
contents=" R a8 b8 c8 d8 e8 f8 g8 h8 i8 j8 k8 l8 m8 n8 B b2 d4 h2 j4 n2 b12 f10 l10 h12 i10 n12 e2 k2 i10" | contents=" R a8 b8 c8 d8 e8 f8 g8 h8 i8 j8 k8 l8 m8 n8 B b2 d4 h2 j4 n2 b12 f10 l10 h12 i10 n12 e2 k2 i10" | ||
/> | /> | ||
− | In some cases, a game is seperated into two or more independent subgames, just like the example above. In order to win, the only way for red is to connect his group to both sides. On the other hand, if red fails to connect his group to either side, blue is able to connect within that region instead. The board is actually seperated into two independent parts by | + | In some cases, a game is seperated into two or more independent subgames, just like the example above. In order to win, the only way for red is to connect his group to both sides. On the other hand, if red fails to connect his group to either side, blue is able to connect within that region instead. The board is actually seperated into two independent parts by red stones parallel to his own edge. No matter what happens in one part, the other part won't be affected at all.(except that the question of who would play first in a certain region) |
The upper part: | The upper part: | ||
<hexboard size="8x14" | <hexboard size="8x14" | ||
Line 101: | Line 87: | ||
On the other hand, red will win if and only if he wins 1 and either 2 or 3. | On the other hand, red will win if and only if he wins 1 and either 2 or 3. | ||
− | These examples looks more or less artificial, but the phenomen of independent subgames actually occurs quite often in actual game play. By merely identifying such patterns, a game would be much easier to analyze in some cases. The following are some examples with more vague boundaries (to be | + | It actually doesn't matter what's the relative |
+ | position of these subgames or how they are interconnected in the original board. What We really care is their logical relationships, that is, the winning condition for both players. | ||
+ | |||
+ | These examples looks more or less artificial, but the phenomen of independent subgames actually occurs quite often in actual game play. By merely identifying such patterns, a game would be much easier to analyze in some cases. The following are some examples with subgames having more vague boundaries. | ||
+ | |||
+ | ==some thoughts about hex== | ||
+ | Beginners are too eager to push ladders. From the attacker's pespective, this seems to oversimplify the game since a ladder could be used in potentially different ways. And for the defender, it's generally better to play elsewhere until the ladder becomes threatening enough. The opponent may get inappropriate advantages from any kind of overreaction. | ||
+ | |||
+ | <hexboard size="11x11" | ||
+ | contents="R c2 B d8 R 1:c8 B 2:c9 R 3:a10 B 4:b9 R 5:a9 B 6:b8 R 7:a8 B 8:b7 " | ||
+ | /> | ||
+ | |||
+ | As shown above, after red's c2, blue didn't swap and played d8. It's not good in general to handle the ladder in such early stage of the game. By defending this ladder, red has actually assumed the solid connection between d8 and the right edge. On the other hand, by pushing the ladder, blue has not only assumed this, but also that he gets a 2nd row ladder escape on the top, which is currently not the case. | ||
+ | |||
+ | Finding all 2nd row ladder escapes may be at least as hard as finding all 3rd row ladder escapes. | ||
+ | Consider the following position with blue to move: | ||
+ | <hexboard size="9x19" | ||
+ | coords="none" | ||
+ | edges="bottom" | ||
+ | visible="area(a8,a9,s9,s7,f7)" | ||
+ | contents="R ↑:a8 B f9 R g9" | ||
+ | /> | ||
+ | Red's ladder stone marked "↑" is already connected to the top edge. The connection is not shown, but it does not use any space on the 2nd and 3rd row, nor any space within the carrier of the potential ladder escape template. | ||
+ | Notice that red has a 2nd row ladder at first, and could get a 3rd row ladder to the right of that blue stone in the middle: | ||
+ | <hexboard size="9x19" | ||
+ | edges="bottom" | ||
+ | coords="none" | ||
+ | visible="area(a8,a9,s9,s7,f7)" | ||
+ | contents="R ↑:a8 B f9 R g9 B 1:a9 R 2:b8 B 3:b9 R 4:c8 B 5:c9 R 6:d8 B 7:d9 R 8:e8 B 9:e9 R 10:g7 B 11:g8 R 12:h7 B 13:h8 R 14:i7 " | ||
+ | /> | ||
+ | That means for any 3rd row ladder escape template,we could simply add the pattern below to the left and get a 2nd row ladder escape template: | ||
+ | |||
+ | <hexboard size="3x5" | ||
+ | coords="none" | ||
+ | edges="bottom" | ||
+ | visible="area(a2,a3,e3,e1,b1)" | ||
+ | contents="E +:a2 E +:a3 B b3 R c3 E -:e1 E -:e2 E -:e3 " | ||
+ | /> | ||
+ | For example, the following is a 3rd row ladder escape template in the artical [[Theory of ladder escapes]]: | ||
+ | <hexboard size="5x4" | ||
+ | coords="hide" | ||
+ | edges="bottom" | ||
+ | visible="-a1 a2 b1 d3" | ||
+ | contents="E *:a1 E *:a2 E +:a3 E +:a4 E +:a5 E *:b1 R d1 R d2 E *:d3 R d4" | ||
+ | /> | ||
+ | then we could add that pattern to it and get a 2nd row ladder escape template: | ||
+ | <hexboard size="5x7" | ||
+ | coords="none" | ||
+ | edges="bottom" | ||
+ | visible="area(a4,a5,g5,g4,f4,f3,f2,g2,g1,f1,e2,d3,b3)" | ||
+ | contents="E +:a4, E +:a5, B b5 R c5 R g1 g2 g4 " | ||
+ | /> | ||
+ | |||
+ | It may not be minimum(even though I suspect is)But there must exist one minimum 2nd row ladder escape template coming from this. | ||
+ | |||
+ | So this naturally generates an injective map from the collection of all 3rd row ladder escape template to the collection of all 2nd row ladder escape template. | ||
+ | ==lolololololololol seperate line lolololololololol== | ||
+ | To actually "learn" a josiki, we have to know every possible moving sequence within that region before that corner is completely [[settled]]. But this is not possible. Fortunately, with some simple reasoning, It's possible to make the right choice most of the time. A josiki is played when both sides think it's good to make that exchange, the following is an example: | ||
+ | <hexboard size="8x8" | ||
+ | coords="none" | ||
+ | edges="top left" | ||
+ | visible="area(a1, a8, h1)" | ||
+ | contents="R 1:d5 | ||
+ | B 2:d3 R 3:c3 B 4:d2 R 5:c2 B 6:c4 R 7:b6 B 8:a5 R 9:e3 B 10:e4 R 11:d4 B 12:g2 R 13:f1" | ||
+ | /> | ||
+ | It's generally not good for red to tenuki after blue 6 c4, | ||
+ | <hexboard size="8x8" | ||
+ | coords="none" | ||
+ | edges="top left" | ||
+ | visible="area(a1, a8, h1)" | ||
+ | contents="R 1: d5 B 2:d3 R 3:c3 B 4:d2 R 5:c2 B *:c4" | ||
+ | /> | ||
+ | because blue would otherwise get an additional 2nd row(but not 3rd row) ladder escape. This is already adequate to connect 4-4 obstue corner stone from any distance away. After red 7, b6(Which is almost forcing for blue) blue no longer get any kind of ladder escapes. | ||
+ | The right side of this josiki, namely the moves after red 9 e3 could be delayed, and blue may retain it as a threat. | ||
+ | According to Hexanna's talk page, switchbacks, climbing, or ladder creation templates may not the first thing to consider at the beginning. In my opinion, that is because ladders are at most a family of statements about virtual connections within that narrow region along one flat edge. Ladders are too "subtle" compaired to the whole board of complex strategy. Let alone there are still countless undecided areas. The ladder creation template one could design with delicacy may become useless in the end. ladder escapes are an "unexpected" outcome of a josiki that will take effect after a very long time, or just serve as a threat to be exchanged into other connections in the midgame. | ||
+ | |||
+ | It's also good to know what would happen near a josiki when the game is close to an end. | ||
+ | consider a simplier Joseki, blue tenuki after red 5 d3: | ||
+ | <hexboard size="8x8" | ||
+ | coords="none" | ||
+ | edges="top left" | ||
+ | visible="area(a1, a8, h1)" | ||
+ | contents="R 1:c4 B 2:c3 R 3:b4 B 4:b3 R 5:d3 " | ||
+ | /> | ||
+ | red 5 is connected to the top edge, but some weak points would be created if he also need the same group to serve as a ladder escape. | ||
+ | <hexboard size="11x11" | ||
+ | visible="area(a1, a5, e5, g4, k3,k1)" | ||
+ | coords="none" | ||
+ | contents="R d3 c4 b4 B c3 b3 R 1:j3 B 2:j2 R 3:i3 B 4:i2 R 5:h3 B 6:h2 R 7:f4 B 8:g3 R 9:g4 B 10:f2 R 11:f3 B 12:g2 R 13:e1 B 14:e3 R 15:d5 E *:c5 E *:e5" | ||
+ | /> | ||
+ | See also [[Near ladder escape]]. | ||
+ | If any of the space required are occupied by blue, red would be in trouble. And if red do trys to connect like that, blue could in some cases intrude into the cells marked"*" to get a 2nd row ladder escape as well as some territory. |
Latest revision as of 21:43, 7 May 2024
Contents
Hello :D
Here is the way to make a hex board:
[<][hexboard size=]["3x4"] [visible=]["][area(][a3,d3,d1,c1] [)"]//set bondary by vertex [edges=]["][bottom]["]//colouring the bottom only [coords=]["][none]["]//not showing numbers [contents=]["][R c1]["] [/>]
then I will get a ziggurat:
[<][hexboard size=]["6x7"] [coords="none"] [egdes="bottom"] [visible=]["] [area(a6,g6,g4,f5,e4,d5,c4,b5,a4)]["] [contents="R f5 d5 b5"] [/>]
a longer rampart :p
some questions about hex
1.Is there a 2nd row ladder escape template that contains only empty cells? (It's equivalent to ask that given enough space, is a 2nd row ladder able to connect itself to the edge. 2.find templates that escape ladders on both sides,e.g.,Edge template II escapes 2nd and 3rd row ladders on both size at the same time. 3.is it possible to get a switchback from a 3rd row ladder? 4.Does single stone 8th row edge template exist? Is there a better way to analyze such templates? 5.is it possible to totally surround a single stone on an infinite board? I.e., to make the group coming from that stone remain bounded. 6.Find the ways to prolong a losing game as much as possible.(or shorten a winning game as much as possible) 7.Which leads to the question that how much space of an empty board would be filled if both sides play optimally.(I guess if n(approaching infinity) is the length of the board, then the game(with or without swap)would end in n^(3/2)•k moves, where k is a constant depending on whether the swap rule is used or not) 8.Bridge ladders are common in actual games, so there must be some conclusions about it, comparing such "interior" bridges to an interval of edge. 9.there is the concept of capture. And it can be used to determine the shape of an edge template. https://www.hexwiki.net/index.php/Theorems_about_templates more complicated and frequently occurring conditions of capturing and their corresponding strategy may be very helpful.
independent subgames
In some cases, a game is seperated into two or more independent subgames, just like the example above. In order to win, the only way for red is to connect his group to both sides. On the other hand, if red fails to connect his group to either side, blue is able to connect within that region instead. The board is actually seperated into two independent parts by red stones parallel to his own edge. No matter what happens in one part, the other part won't be affected at all.(except that the question of who would play first in a certain region) The upper part:
And the lower part:
Sometimes, the board would be seperated into more than two independent parts. The position below is one example:
Now the board is seperated into at least 3 independent parts: 1.
2.
3.
Blue will achieve the final victory if and only if she wins 1 or both 2 and 3. On the other hand, red will win if and only if he wins 1 and either 2 or 3.
It actually doesn't matter what's the relative position of these subgames or how they are interconnected in the original board. What We really care is their logical relationships, that is, the winning condition for both players.
These examples looks more or less artificial, but the phenomen of independent subgames actually occurs quite often in actual game play. By merely identifying such patterns, a game would be much easier to analyze in some cases. The following are some examples with subgames having more vague boundaries.
some thoughts about hex
Beginners are too eager to push ladders. From the attacker's pespective, this seems to oversimplify the game since a ladder could be used in potentially different ways. And for the defender, it's generally better to play elsewhere until the ladder becomes threatening enough. The opponent may get inappropriate advantages from any kind of overreaction.
As shown above, after red's c2, blue didn't swap and played d8. It's not good in general to handle the ladder in such early stage of the game. By defending this ladder, red has actually assumed the solid connection between d8 and the right edge. On the other hand, by pushing the ladder, blue has not only assumed this, but also that he gets a 2nd row ladder escape on the top, which is currently not the case.
Finding all 2nd row ladder escapes may be at least as hard as finding all 3rd row ladder escapes. Consider the following position with blue to move:
Red's ladder stone marked "↑" is already connected to the top edge. The connection is not shown, but it does not use any space on the 2nd and 3rd row, nor any space within the carrier of the potential ladder escape template. Notice that red has a 2nd row ladder at first, and could get a 3rd row ladder to the right of that blue stone in the middle:
That means for any 3rd row ladder escape template,we could simply add the pattern below to the left and get a 2nd row ladder escape template:
For example, the following is a 3rd row ladder escape template in the artical Theory of ladder escapes:
then we could add that pattern to it and get a 2nd row ladder escape template:
It may not be minimum(even though I suspect is)But there must exist one minimum 2nd row ladder escape template coming from this.
So this naturally generates an injective map from the collection of all 3rd row ladder escape template to the collection of all 2nd row ladder escape template.
lolololololololol seperate line lolololololololol
To actually "learn" a josiki, we have to know every possible moving sequence within that region before that corner is completely settled. But this is not possible. Fortunately, with some simple reasoning, It's possible to make the right choice most of the time. A josiki is played when both sides think it's good to make that exchange, the following is an example:
It's generally not good for red to tenuki after blue 6 c4,
because blue would otherwise get an additional 2nd row(but not 3rd row) ladder escape. This is already adequate to connect 4-4 obstue corner stone from any distance away. After red 7, b6(Which is almost forcing for blue) blue no longer get any kind of ladder escapes. The right side of this josiki, namely the moves after red 9 e3 could be delayed, and blue may retain it as a threat. According to Hexanna's talk page, switchbacks, climbing, or ladder creation templates may not the first thing to consider at the beginning. In my opinion, that is because ladders are at most a family of statements about virtual connections within that narrow region along one flat edge. Ladders are too "subtle" compaired to the whole board of complex strategy. Let alone there are still countless undecided areas. The ladder creation template one could design with delicacy may become useless in the end. ladder escapes are an "unexpected" outcome of a josiki that will take effect after a very long time, or just serve as a threat to be exchanged into other connections in the midgame.
It's also good to know what would happen near a josiki when the game is close to an end. consider a simplier Joseki, blue tenuki after red 5 d3:
red 5 is connected to the top edge, but some weak points would be created if he also need the same group to serve as a ladder escape.
See also Near ladder escape. If any of the space required are occupied by blue, red would be in trouble. And if red do trys to connect like that, blue could in some cases intrude into the cells marked"*" to get a 2nd row ladder escape as well as some territory.