5
$\begingroup$

enter image description here

I am trying to find out if there are any 'optimal' moves in the game, so as to trap my enemy to put his pawns in the place where I need them

$\endgroup$
2
  • 2
    $\begingroup$ Connect Four is a solved game. The first player can force a win by going in the middle column. Wikipedia describes it in en.wikipedia.org/wiki/Connect_Four#Mathematical_solution. $\endgroup$ Jun 3, 2014 at 11:31
  • 1
    $\begingroup$ As a heads-up, I've flagged this for a suggested move; this question would likely be a better fit for boardgames.SE rather than puzzling.SE, since it concerns a game rather than a puzzle. $\endgroup$ Jun 4, 2014 at 0:38

3 Answers 3

3
$\begingroup$

forcing only happens when you can either make a 4 in a row next turn (forcing him to put his piece there to remain in the game) or

a 2 in a row with 2 spots one way and 1 spot the other:

2  1  B  B  2

you could place a piece in 1 while the 2s are free then you have a guaranteed win, he needs to place in any of the free spots to be able to block you

$\endgroup$
2
$\begingroup$

In addition to @ratchetfreak's answer, it is possible to indirectly force a move in another way: when you can place a piece on your next turn such that there are multiple slots on which you can win (branching). This is a generalization of the "two free slots" case presented in his answer.

For example,

x
oxx
oxox

If x moves on row 2 (counting from the left), he is guaranteed a win on the subsequent turn; therefore, o must place a piece to block this branching first.

A more complex example of this could be multi-stage branching, which could look something like this:

oxoxo
oxxxo

o is forced to move in one of rows 1-5 in order to avoid losing; try playing it out to see why. (Needless to say, this would be very rare in a real game, but it's theoretically possible.)

$\endgroup$
1
  • $\begingroup$ In your second scenario, if o plays 6 or 7, then the game will go 2 2 4 4 3 and then either 1 5 or 5 1 wins the game for x. $\endgroup$
    – user88
    Jun 4, 2014 at 2:00
2
$\begingroup$

In addition to the answers above, another key concept for Connect-4 is the notion of Zugzwang: having to make a move that one doesn't want to. Often parity is a way to force this; eventually a player is forced to play in a column that they don't want to. A very simple example of this concept is the following structure:

   x
  xo
  oo
__xx

Suppose it's X's turn to move here (the underscores represent an empty column). Then X can force a win by playing on the left hand side:

   x
  xo
  oo
x_xx

Now, o has to move into the second column to block the four-across - but doing so lets x win on the diagonal instead, by playing above o's piece. This particular configuration is obviously highly contrived - but 'locking' columns so that it's suicidal for one player to play there is often easier than it might seen; once that's done, it becomes a question of leaving that player with no other good moves.

$\endgroup$
1
  • 3
    $\begingroup$ Your point is a valid one, but this is not zugzwang, it's a double threat. If player A were in zugzwang, that would mean A has the move, and would be able to get a better result if he were allowed to pass this turn, than the best he can actually get. Here, if o were allowed to pass, x could still win along the row. $\endgroup$
    – Rosie F
    Jul 29, 2016 at 11:53

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge that you have read and understand our privacy policy and code of conduct.

Not the answer you're looking for? Browse other questions tagged or ask your own question.