Difference between revisions of "User:Hexanna"

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==11×11 swap map==
+
[[Openings on 19 x 19]]
  
(This could go in the "Handicap" article, but much of it is personal speculation and in my opinion not necessarily article-worthy.)
+
[[Strategic advice from KataHex]]
  
The numbers indicate my guess of what "percent of a stone" each opening move is for Red, where 100 is the best possible move, 0 is equivalent to passing, and 50 is the border between a winning and losing opening. Even though every move is technically 0 or 100 under perfect play, some losing moves are harder to refute than others.
+
I started learning Hex mid-July of 2021, about 2 weeks before I created my LittleGolem account.
  
<hexboard size="11x11"
+
==katahex/general strategy part 2 (rough draft)==
  coords="show"
+
 
  contents="S red:all blue:(a1--j1 a2--i2 a3 k3)
+
This is not very organized, and some bullet points won't make sense without further context. I also need to decide which ideas are worth keeping. (I have outlines and rough drafts of even more stuff, but I'm worried about making the article too long and diluting it with only rarely-applicable advice.)
              blue:(a9 k9 c10--k10 b11--k11)
+
 
            E 15:(d1--h1 d11--h11)
+
* If you can't find a good move, avoid a bad one by playing "skew" relative to existing stones.
            E 20:(i1 j1 c11 b11)
+
** That is, play a move that interacts with existing stones as little as possible (at least distance 3 from all other stones).
            E 25:(a1--c1 i11--k11)
+
** The difference between a good move and a blunder is >5x the difference between a great move and a good move.
            E 30:(f2 f10)
+
 
            E 35:(e2 g2 h2 g10 e10 d10)
+
* Stone "arithmetic": not an exact science, use your intuition; play the move that maximizes the sum of local and global efficiency. I am not actually calculating values when playing, just making mental adjustments.
            E 40:(k3 a9)
+
** The best move locally is rarely the best move globally. Hex is a game of concessions and tradeoffs. There is no "free lunch," unless you count concepts like inferiority/domination.
            E 45:(a2 a3 d2 i2 k10 k9 h10 c10)
+
** Conversely, if it looks like your opponent is beating you on one side of the board, there are two possibilities:
            E 50:(b2 c2 j10 i10)
+
*** You played suboptimal moves in that region.
            E 55:(f3 a11 f9 k1)
+
*** Your opponent played too strong in that area, which necessarily means they made concessions elsewhere (usually the opposite side of the board).
            E 60:(b4 a6 a8 g3 h3 j8 k6 k4 e9 d9)
+
** If the first option is true, you are probably losing anyways, so assume (or hope) the second is true. That means you should tend to tenuki and play the opposite side of the board, if you think your opponent overplayed one side. Indeed, if you continue playing on the same side, your opponent might be able to get out of their mistake by minimaxing, such that they go from being overconnected to being merely connected.
            E 65:(a4 a7 d3 e3 k8 k5 h9 g9)
+
 
            E 70:(a5 a10 b9 k7 k2 j3)
+
* For brevity, some notation for up-weighting and down-weighting particular moves:
            E 75:(b3 c3 c5 f4 g4 j9 i9 i7 f8 e8)
+
** chess notation: ??/?/?!/!?/!
            E 80:(e4 b10 c8 d7 g8 j2 i4 h5)
+
** one way to think about it: you are a machine who has to assign a score (or a prior policy probability) to each move. !? means slightly upweight, ! means upweight, ?? means strongly downweight, and so on.
            E 85:(b5 b7 d4 j7 j5 h8)
+
** asymmetric scale, one blunder can take multiple "great" moves to recover from; also, brilliancies (!!) are rare and don't come from easily described rules like the ones in this article
            E 90:(c4 b6--d6 c7 b8 c9 f5 i8 h6--j6 j4 i5 i3 f7)
+
 
            E 95:(e5 e6--g6 g7)
+
* !? bridge moves, either from your own stone or your opponent's
            E 100:(d5 d8 e7 g5 h4 h7)"
+
** an additional !? if it's part of a bridge ladder that you'll win (you're playing 5-4 acute corner), ?! if your opponent will win
  />
+
* ? moves adjacent to your own stone, unless you are minimaxing and know that it's the best move. Be careful of bad minimaxing, where you connect too weakly to one side, allowing your opponent to intrude for territory. More often than not, the concession you make here isn't worth the extra strength.
  
One proposal for how to quantify the strength of stones more rigorously is through three-move equalization. Let's say you place 2 red and 1 blue stones and they are spread out enough to not interact with each other &mdash; placing the red stones at opposite corners or edges, for example. Then, the other side should generally swap if the following holds:
+
* If you study KataHex play, you can pick up by intuition what moves to play in 50-75% of situations. The hard part is figuring out what not to play in the other situations.
 +
** Depth 1: Don't play moves that allow your opponent to cut through. (Also, already mentioned in [[Strategic advice from KataHex]], "Don't play a move that makes your opponent's existing stones unnecessarily well-placed relative to your new stone.")
 +
** Depth 2: Don't play moves where an otherwise natural continuation for you is to play a move pruned by depth 1.
  
(sum of values of the two red stones) > (value of blue stone) + 50
+
==Insights and tidbits from KataHex (hzy's bot)==
  
Here, "value" means "percent of a stone" based on the above swap map, where you flip blue stones over the long diagonal first. This rule is a natural generalization of the swap rule, where the other side should swap if (value of red stone) > 50. For example, here is a three-move opening that I think should be quite fair. The red stones have value 65 + 65 = 130, and the blue stone has value 80 since it's equivalent to a red stone at i4:
+
* katahex_model_20220618.bin.gz (I'll call this the "strong" net) appears significantly stronger than the "default" net.
 +
* Swap map for 19&times;19 generated with the strong net, with around 15k visits for most moves. For the red hexes, the number corresponds to Blue's Elo advantage if she swaps Red's move; for the blue hexes, the number corresponds to Blue's Elo advantage if she does not swap Red's move. Smaller numbers correspond to fairer openings. Includes all fair openings as well as a few selected unfair openings, including the strongest move without swap (e10). I used more visits for the fairest moves: 1000k for e3 (49.5% win rate), 500k for n3 (49.2%), 100k for a15 (52.5%).
 +
** Key takeaways: The swap map at [[Swap rule#Size 19]] uses [https://pic4.zhimg.com/v2-7287c3a2a4e948da89c3ccad38cea82f_r.jpg data] that is almost certainly from the "weak" net. Compared to the weak net, the strong net notably thinks a19, n3&mdash;p3, and k4&mdash;l4 are stronger. I personally trust the strong net's evaluations more; I think it's dubious that the weak net thought l4 was a very fair opening. The nets disagree on whether e3 is winning or losing, though it's so close to 50% that the difference isn't meaningful.
  
<hexboard size="11x11"
+
<hexboard size="19x19"
 
   coords="show"
 
   coords="show"
   contents="R 1:d3 B 2:d9 R 3:k5"
+
   contents="S red:all blue:(a1--r1 a2--q2 a3 e3--n3 s3)
 +
              blue:(a17 f17--o17 s17 c18--s18 b19--s19)
 +
            E 65:(d3 p17)
 +
              3:(e3 o17)
 +
              73:(f3 n17)
 +
              76:(g3 m17)
 +
              73:(h3 l17)
 +
              84:(i3 k17)
 +
              90:(j3 j17)
 +
              103:(k3 i17)
 +
              104:(l3 h17)
 +
              49:(m3 g17)
 +
              6:(n3 f17)
 +
              47:(o3 e17)
 +
              59:(p3 d17)
 +
              72:(i4 k16)
 +
              67:(j4 j16)
 +
              81:(k4 i16)
 +
              94:(l4 h16)
 +
              69:(q2 c18)
 +
              96:(b17 r3)
 +
              201:(b18 r2)
 +
              77:(a2 s18)
 +
              67:(b2 r18)
 +
              56:(c2 q18)
 +
              100:(a3 s17)
 +
              137:(b3 r17)
 +
              157:(c3 q17)
 +
              83:(a4 s16)
 +
              73:(b4 r16)
 +
              136:(a5 s15)
 +
              93:(a6 s14)
 +
              95:(a7 s13)
 +
              131:(a8 s12)
 +
              99:(a9 s11)
 +
              41:(a10 s10)
 +
              81:(a11 s9)
 +
              115:(a12 s8)
 +
              78:(a13 s7)
 +
              56:(a14 s6)
 +
              17:(a15 s5)
 +
              57:(a16 s4)
 +
              110:(a17 s3)
 +
              174:(a18 s2)
 +
              56:(a19 s1)
 +
              382:(e10 o10)"
 
   />
 
   />
 
Theoretically, if 11&times;11 were strongly solved, you could take all such three-move equalization openings and whether they are winning for Red or Blue, and figure out which stone values allow the formula to make the fewest mistakes in classifying each position as a win or loss. The values obtained this way should be a good indication of how strong a stone is under imperfect play, such as in handicap games. It would be interesting to see the result of such an exercise on a computationally tractable board like 8&times;8, though on such a small board the stones clearly "interact" with each other significantly.
 
  
 
==Random unsolved questions==
 
==Random unsolved questions==
Line 46: Line 93:
 
Most of these are very difficult to answer, and I would be happy if even a few were answered in the next few years:
 
Most of these are very difficult to answer, and I would be happy if even a few were answered in the next few years:
  
* Hex on large boards
+
* Is the obtuse corner always winning on larger board sizes? What about the b4 opening? Let P(n) be the statement that "the obtuse corner is a winning opening in n&times;n Hex without swap." There are a few possible cases; an interesting exercise is to come up with subjective probabilities of each case being true.
** If you trained a strong neural net AI on a 19&times;19 or larger board, what would its swap map look like?
+
** A. P(n) is always true. If so, can we prove this?
*** Is the obtuse corner always winning on larger board sizes?
+
** B. P(n) is true for infinitely many n, with finitely many counterexamples. If so, what's the smallest counterexample?
*** What about a move in the middle of Red's third row, like j3 on 19&times;19?
+
** C. P(n) is true for infinitely many n, with infinitely many counterexamples. If so, does P(n) hold "almost always," "almost never," or somewhere in between?
** Is the 4-4 or 5-5 obtuse corner still a good move in the early opening, or is it better to play closer to the center?
+
** D. P(n) is true for finitely many n. If so, what's the largest such n?
*** For instance, imagine a board with an obtuse corner and sides extending to infinity. 4-4 is likely quite locally efficient with respect to this obtuse corner, for the same reason bots think it is optimal in 13&times;13. But 4-4 might not be locally ''optimal'', and some other move (say, the 7-7 or 8-8 corner move, or something even further from the corner) could be ever-so-slightly more efficient on the infinite board, for deep tactical reasons that require far more space than on the 13&times;13 board.
+
** If top humans or bots played 37&times;37 without the swap rule, how much of an advantage (in Elo terms) does the first player have, in practice?
+
* Solving 10&times;10 and 11&times;11 Hex
+
** Which opening moves are winning/losing on 10&times;10 and 11&times;11?
+
** Which move is the "fairest", or informally the hardest to prove as winning/losing (analogous to a6 on 9&times;9)?
+
** With three-move equalization, what is the "fairest" 3-move opening on 10&times;10 or 11&times;11?
+
 
* Kriegspiel Hex (Dark Hex), a variant with incomplete information
 
* Kriegspiel Hex (Dark Hex), a variant with incomplete information
 
** Under optimal mixed strategies, what is Red's win probability on 4&times;4?
 
** Under optimal mixed strategies, what is Red's win probability on 4&times;4?
Line 84: Line 125:
 
** The 27&times;27 map looks more reliable. I'm personally very skeptical that moves on Red's 6th row are among the most balanced moves, but there are some interesting (if somewhat noisy) insights to be had still.
 
** The 27&times;27 map looks more reliable. I'm personally very skeptical that moves on Red's 6th row are among the most balanced moves, but there are some interesting (if somewhat noisy) insights to be had still.
  
==Article ideas==
+
==Recursive swap==
 +
Not really a serious suggestion, just for fun. One advantage of "recursive swap" over multi-stone swap is that opening preparation plays a smaller role, because both players have control over the first n stones.
  
* '''Motifs''' &mdash; very loosely related to joseki; small local patterns that occur in the middle of the board, usually representing optimal play from at least one side but not necessarily both sides
+
RECURSIVE_SWAP'[k, depth, color]:
** Motifs have some notion of '''"local efficiency"''' (not to be confused with [[efficiency]]) &mdash; some motifs are, on average, good or bad for a particular player. Strong players anecdotally try to play locally efficient moves on large boards where calculating everything is impractical. It would be useful to have some of these rules of thumb written down. Can be thought of as a generalization of dead/captured cells, where LE(dead cell) = 0, and LE(X) &le; LE(Y) if Y capture-dominates X.
+
  if depth = 0:
** Here are some examples. In the first motif, Red 1 is often a weak move. Blue's best response is usually at a, or sometimes at b or c as part of a minimaxing play. But d is rarely (possibly never) the best move, because Red can respond with a, and Blue's central stone is now a dead stone. So, for any reasonable working definition of "local efficiency" LE, we have LE(d) < LE(a), and LE(b) = LE(c) due to symmetry, though it is unclear whether Blue a or b is more likely to be better, assuming there are no other nearby stones.
+
    [color] continues playing as normal.
 +
  else:
 +
    [color] plays a move. [~color] can either
 +
      swap[k], or
 +
      RECURSIVE_SWAP'[k+1, depth-1, ~color]
 +
 +
RECURSIVE_SWAP[n]:
 +
  RECURSIVE_SWAP'[1, n, Red]
  
<hexboard size="5x5"
+
RECURSIVE_SWAP[0]:
  coords="none"
+
  edges="none"
+
  contents="R b3 B c3 R 1:d2 E a:c2 b:b4 c:d3 d:c4"
+
  />
+
  
The motif below seems quite common on large boards, and in my experience it is ''usually'' good for Red, who allows Blue to connect 2 and 4 in exchange for territory.
+
Red continues playing as normal.
  
<hexboard size="5x5"
+
RECURSIVE_SWAP[1]:
  coords="none"
+
  edges="none"
+
  contents="R 1:b2 B 2:b4 R 3:d3 B 4:c2 R 5:b3 B 6:c3"
+
  />
+
  
The following motif is quite clearly good for Blue, who captures the two hexes marked (*):
+
Red plays a move. Blue can either
 +
* swap, or
 +
* continue playing as normal.
  
<hexboard size="3x4"
+
RECURSIVE_SWAP[2]:
  coords="none"
+
  edges="none"
+
  contents="R 1:a2 B 2:c1 R 3:d2 B 4:b3 E *:b2 *:c2"
+
  />
+
  
Sometimes, a player will attempt to minimax by placing two stones adjacent to each other, like the unmarked blue stones below. Red has several options, such as the adjacent block 1, though a far block is often possible too. It would be enlightening to know, absent other considerations, which block is the most "efficient" for Red, so that on a large board, Red could play this block without thinking too hard. Of course, in general the best move depends on the other stones on the board, and there's no move that strictly dominates another. The best move may even plausibly be to "[[tenuki|play elsewhere]]."
+
Red plays a move. Blue can either
 +
* swap, or
 +
* play a move, after which Red can either
 +
** swap2, or
 +
** continue playing as normal.
  
<hexboard size="5x5"
+
RECURSIVE_SWAP[3]:
  coords="none"
+
  edges="none"
+
  contents="B c2 d2 R 1:d3 B 2:b4 R 3:b3 B 4:c3"
+
  />
+
  
In my experience, it's usually better locally for Red to play in x in the following cases to create a trapezoid or crescent, rather than y.
+
Red plays a move. Blue can either
 +
* swap, or
 +
* play a move, after which Red can either
 +
** swap2, or
 +
** play a move, after which Blue can either
 +
*** swap3, or
 +
*** continue playing as normal.
  
<hexboard size="5x5"
+
===Analysis===
  coords="none"
+
RECURSIVE_SWAP[0] is the same as playing with no swap.
  edges="none"
+
  contents="R c1 b2 b3 E x:d3 y:c4"
+
  />
+
  
<hexboard size="5x5"
+
RECURSIVE_SWAP[1] is the same as playing with the swap rule.
  coords="none"
+
 
  edges="none"
+
RECURSIVE_SWAP[2]:
  contents="R c1 d1 b3 E x:d3 y:c4"
+
* Red shouldn't play a move that's too strong or it'll be swapped.
  />
+
* If Red plays a weak stone, Blue should try to play a move just strong enough that Red will be indifferent to swap2. (If a "fair" move is half a stone, and Red plays a weak move worth x < 0.5 stones, Blue should play a move worth x + 0.5 stones.)
 +
* Red should try to play a weak move that's also hard for Blue to equalize (so that Red gets a sizable advantage when deciding whether to swap2 or not).
 +
 
 +
RECURSIVE_SWAP[3]:
 +
* If Red plays a move worth x > 0.5 stones, Blue should swap.
 +
* If Red plays a weak stone worth x < 0.5, Blue should play a move worth less than x + 0.5 (or else Red will swap2). If Blue's move is worth y, then Red should play a move as close to (y - x) + 0.5 as possible, so that Blue's swap3 decision is difficult.
 +
* Red should play a weak move that's hard for Blue to find a tricky reply to (where a "tricky" reply is one that makes it hard for Red to equalize, such that Blue has an easy time deciding whether to swap3 or not).
 +
 
 +
Miscellaneous:
 +
* Infinite recursive swap is (under perfect play) strategically equivalent to Reverse Hex, because each player must try to play a losing move as long as possible, or else their opponent will swap and win.
 +
* On any board size, assuming the opponent has the swap option after the board is completely filled, I believe RECURSIVE_SWAP[n] is a win for Red if n is even, and a win for Blue if n is odd.
 +
** I'm bad at proving things rigorously, but I think this follows from the fact that Reverse Hex is barely a win for the winning side (in that the losing side can delay the loss until the whole board is filled).
 +
 
 +
----
 +
 
 +
[[User:Fjan2ej57w|Fjan2ej57w]]'s question 7, "how much space of an empty board would be filled if both sides play optimally":
 +
 
 +
[https://mathoverflow.net/questions/302821/length-of-optimal-play-in-hex-as-a-function-of-size Stack Overflow answer] for reference. My conjecture is that Hex without swap asymptotically requires Θ(n^2) cells, and more generally, a Demer handicap of Θ(f(n)) stones requires Θ(n^2/f(n)) cells, for all f(n) between Θ(1) and Θ(n). My intuition is that on 1000000&times;1000000 Hex, the first-player advantage is minuscule, and even a handicap of n^(1/2) = 1000 stones, say spaced out evenly across the short diagonal, would require on the order of "1000 columns and 1000000 rows", n^(3/2), to convert to a final connection. Another interesting question is to find a constructive winning strategy with an o(n) (sub-linear) handicap.
 +
 
 +
reply by [[User:Demer|Demer]]: ​ ​ ​ ​ ​ ​ ​ Even one with ​ n/6 - ω(1) ​ handicap would be interesting. ​ ​ ​ (improving on ​ https://webdocs.cs.ualberta.ca/~hayward/papers/handicap.pdf )

Latest revision as of 01:34, 7 June 2024

Openings on 19 x 19

Strategic advice from KataHex

I started learning Hex mid-July of 2021, about 2 weeks before I created my LittleGolem account.

katahex/general strategy part 2 (rough draft)

This is not very organized, and some bullet points won't make sense without further context. I also need to decide which ideas are worth keeping. (I have outlines and rough drafts of even more stuff, but I'm worried about making the article too long and diluting it with only rarely-applicable advice.)

  • If you can't find a good move, avoid a bad one by playing "skew" relative to existing stones.
    • That is, play a move that interacts with existing stones as little as possible (at least distance 3 from all other stones).
    • The difference between a good move and a blunder is >5x the difference between a great move and a good move.
  • Stone "arithmetic": not an exact science, use your intuition; play the move that maximizes the sum of local and global efficiency. I am not actually calculating values when playing, just making mental adjustments.
    • The best move locally is rarely the best move globally. Hex is a game of concessions and tradeoffs. There is no "free lunch," unless you count concepts like inferiority/domination.
    • Conversely, if it looks like your opponent is beating you on one side of the board, there are two possibilities:
      • You played suboptimal moves in that region.
      • Your opponent played too strong in that area, which necessarily means they made concessions elsewhere (usually the opposite side of the board).
    • If the first option is true, you are probably losing anyways, so assume (or hope) the second is true. That means you should tend to tenuki and play the opposite side of the board, if you think your opponent overplayed one side. Indeed, if you continue playing on the same side, your opponent might be able to get out of their mistake by minimaxing, such that they go from being overconnected to being merely connected.
  • For brevity, some notation for up-weighting and down-weighting particular moves:
    • chess notation: ??/?/?!/!?/!
    • one way to think about it: you are a machine who has to assign a score (or a prior policy probability) to each move. !? means slightly upweight, ! means upweight, ?? means strongly downweight, and so on.
    • asymmetric scale, one blunder can take multiple "great" moves to recover from; also, brilliancies (!!) are rare and don't come from easily described rules like the ones in this article
  •  !? bridge moves, either from your own stone or your opponent's
    • an additional !? if it's part of a bridge ladder that you'll win (you're playing 5-4 acute corner), ?! if your opponent will win
  •  ? moves adjacent to your own stone, unless you are minimaxing and know that it's the best move. Be careful of bad minimaxing, where you connect too weakly to one side, allowing your opponent to intrude for territory. More often than not, the concession you make here isn't worth the extra strength.
  • If you study KataHex play, you can pick up by intuition what moves to play in 50-75% of situations. The hard part is figuring out what not to play in the other situations.
    • Depth 1: Don't play moves that allow your opponent to cut through. (Also, already mentioned in Strategic advice from KataHex, "Don't play a move that makes your opponent's existing stones unnecessarily well-placed relative to your new stone.")
    • Depth 2: Don't play moves where an otherwise natural continuation for you is to play a move pruned by depth 1.

Insights and tidbits from KataHex (hzy's bot)

  • katahex_model_20220618.bin.gz (I'll call this the "strong" net) appears significantly stronger than the "default" net.
  • Swap map for 19×19 generated with the strong net, with around 15k visits for most moves. For the red hexes, the number corresponds to Blue's Elo advantage if she swaps Red's move; for the blue hexes, the number corresponds to Blue's Elo advantage if she does not swap Red's move. Smaller numbers correspond to fairer openings. Includes all fair openings as well as a few selected unfair openings, including the strongest move without swap (e10). I used more visits for the fairest moves: 1000k for e3 (49.5% win rate), 500k for n3 (49.2%), 100k for a15 (52.5%).
    • Key takeaways: The swap map at Swap rule#Size 19 uses data that is almost certainly from the "weak" net. Compared to the weak net, the strong net notably thinks a19, n3—p3, and k4—l4 are stronger. I personally trust the strong net's evaluations more; I think it's dubious that the weak net thought l4 was a very fair opening. The nets disagree on whether e3 is winning or losing, though it's so close to 50% that the difference isn't meaningful.
abcdefghijklmnopqrs123456789101112131415161718195677675669201174100137157653737673849010310449647599611083737267819457136179356957813111599814138238241819911513178955693171365794816772738311096594764910410390847376733651571371001742016956677756

Random unsolved questions

Most of these are very difficult to answer, and I would be happy if even a few were answered in the next few years:

  • Is the obtuse corner always winning on larger board sizes? What about the b4 opening? Let P(n) be the statement that "the obtuse corner is a winning opening in n×n Hex without swap." There are a few possible cases; an interesting exercise is to come up with subjective probabilities of each case being true.
    • A. P(n) is always true. If so, can we prove this?
    • B. P(n) is true for infinitely many n, with finitely many counterexamples. If so, what's the smallest counterexample?
    • C. P(n) is true for infinitely many n, with infinitely many counterexamples. If so, does P(n) hold "almost always," "almost never," or somewhere in between?
    • D. P(n) is true for finitely many n. If so, what's the largest such n?
  • Kriegspiel Hex (Dark Hex), a variant with incomplete information
    • Under optimal mixed strategies, what is Red's win probability on 4×4?
    • For larger boards (say, 19×19), is Red's win probability close to 50%?
      • If so, a swap rule might not be needed for Kriegspiel Hex, which would be neat.
      • If not, imagine a variant where Red's first move is publicly announced to both players, and Blue has the option to swap it. Which initial moves are the fairest now?


replies by Demer:

  • https://zhuanlan.zhihu.com/p/476464087 has percentages, although it doesn't translate these into a guessed swap map and I don't know anything about the bot they came from.
    • ​ It suggests that [on 13x13, g3 is the most balanced opening] and [on 14x14, g3 should not be swapped].
    • On 27x27 without swap, it likes the 4-4 obtuse corner opening slightly more than anything else nearby.
  • As far as I'm aware, even 3×4 Dark Hex has not been solved. ​ (https://content.iospress.com/articles/icga-journal/icg180057 apparently gives "some preliminary results" for that size.)

hexanna:

  • Thank you, this is amazing! From the Google Translate, the bot is an adaptation of KataGo trained on 13×13 and smaller, using transfer learning to train larger nets on top of the 13×13 net for a short period of time. I may edit the swap rule article later with some insights.
    • The results for up to 15×15 look very reliable to me. This is because many of the subtle patterns suggested by other bots, like leela_bot, appear in these swap maps. For example, on 13×13:
      • a1–c1 are stronger than d1; a2–c2 ≥ d2 ≥ e2 in strength; and a similar relation holds for moves on the third row. See Openings on 11 x 11#d2.
      • b4 is weaker than all of its neighbors, because Blue can fit the ziggurat in the corner.
      • j3 is surprisingly weak and i3 is surprisingly strong. Many people were surprised about this when leela_bot's swap map came out, but the result may be more than just random noise.
      • a10 is the weakest of a4–a10, while a5 is the strongest.
      • b10 is stronger than all of its neighbors, because Blue cannot fit the ziggurat in the obtuse corner.
    • That this bot picked up on all these subtleties, and assigns a win percentage close to 100% for most moves on 13×13, suggest to me that it is probably stronger than leela_bot and gzero_bot. I can't know for sure, though.
    • On the other hand, and the author seems to agree, the 37×37 map looks very unreliable. I see percentages as low as 37% but only as high as 54% (for a move like f1, which should almost certainly be a losing move).
    • The 27×27 map looks more reliable. I'm personally very skeptical that moves on Red's 6th row are among the most balanced moves, but there are some interesting (if somewhat noisy) insights to be had still.

Recursive swap

Not really a serious suggestion, just for fun. One advantage of "recursive swap" over multi-stone swap is that opening preparation plays a smaller role, because both players have control over the first n stones.

RECURSIVE_SWAP'[k, depth, color]:
  if depth = 0:
    [color] continues playing as normal.
  else:
    [color] plays a move. [~color] can either
      swap[k], or
      RECURSIVE_SWAP'[k+1, depth-1, ~color]

RECURSIVE_SWAP[n]:
  RECURSIVE_SWAP'[1, n, Red]

RECURSIVE_SWAP[0]:

Red continues playing as normal.

RECURSIVE_SWAP[1]:

Red plays a move. Blue can either

  • swap, or
  • continue playing as normal.

RECURSIVE_SWAP[2]:

Red plays a move. Blue can either

  • swap, or
  • play a move, after which Red can either
    • swap2, or
    • continue playing as normal.

RECURSIVE_SWAP[3]:

Red plays a move. Blue can either

  • swap, or
  • play a move, after which Red can either
    • swap2, or
    • play a move, after which Blue can either
      • swap3, or
      • continue playing as normal.

Analysis

RECURSIVE_SWAP[0] is the same as playing with no swap.

RECURSIVE_SWAP[1] is the same as playing with the swap rule.

RECURSIVE_SWAP[2]:

  • Red shouldn't play a move that's too strong or it'll be swapped.
  • If Red plays a weak stone, Blue should try to play a move just strong enough that Red will be indifferent to swap2. (If a "fair" move is half a stone, and Red plays a weak move worth x < 0.5 stones, Blue should play a move worth x + 0.5 stones.)
  • Red should try to play a weak move that's also hard for Blue to equalize (so that Red gets a sizable advantage when deciding whether to swap2 or not).

RECURSIVE_SWAP[3]:

  • If Red plays a move worth x > 0.5 stones, Blue should swap.
  • If Red plays a weak stone worth x < 0.5, Blue should play a move worth less than x + 0.5 (or else Red will swap2). If Blue's move is worth y, then Red should play a move as close to (y - x) + 0.5 as possible, so that Blue's swap3 decision is difficult.
  • Red should play a weak move that's hard for Blue to find a tricky reply to (where a "tricky" reply is one that makes it hard for Red to equalize, such that Blue has an easy time deciding whether to swap3 or not).

Miscellaneous:

  • Infinite recursive swap is (under perfect play) strategically equivalent to Reverse Hex, because each player must try to play a losing move as long as possible, or else their opponent will swap and win.
  • On any board size, assuming the opponent has the swap option after the board is completely filled, I believe RECURSIVE_SWAP[n] is a win for Red if n is even, and a win for Blue if n is odd.
    • I'm bad at proving things rigorously, but I think this follows from the fact that Reverse Hex is barely a win for the winning side (in that the losing side can delay the loss until the whole board is filled).

Fjan2ej57w's question 7, "how much space of an empty board would be filled if both sides play optimally":

Stack Overflow answer for reference. My conjecture is that Hex without swap asymptotically requires Θ(n^2) cells, and more generally, a Demer handicap of Θ(f(n)) stones requires Θ(n^2/f(n)) cells, for all f(n) between Θ(1) and Θ(n). My intuition is that on 1000000×1000000 Hex, the first-player advantage is minuscule, and even a handicap of n^(1/2) = 1000 stones, say spaced out evenly across the short diagonal, would require on the order of "1000 columns and 1000000 rows", n^(3/2), to convert to a final connection. Another interesting question is to find a constructive winning strategy with an o(n) (sub-linear) handicap.

reply by Demer: ​ ​ ​ ​ ​ ​ ​ Even one with ​ n/6 - ω(1) ​ handicap would be interesting. ​ ​ ​ (improving on ​ https://webdocs.cs.ualberta.ca/~hayward/papers/handicap.pdf )