Difference between revisions of "Conventions"

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(A very first draft of a page listing various conventions that people use. Todo: complete the information. Also, rewrite in a more neutral way, i.e., without preferring any convention (except maybe in a separate "recommendation" section))
 
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This page lists some proposed conventions for Hex games. These conventions concern the color of the players, who goes first, the orientation of the board, and the numbering of the positions on the board. However, unlike much older games such as Chess and Go, there are no generally agreed upon standard conventions for Hex, and different people, game sites, books, and computer programs sometimes use different conventions.
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This page lists possible conventions for Hex games. These conventions concern the color of the players, who goes first, the orientation of the board, and the numbering of the positions on the board. Unlike much older games such as Chess and Go, there are no universally agreed upon conventions for Hex, and different people, game sites, books, and computer programs sometimes use different conventions.
  
We distinguish two different classes of conventions: ''logical'' conventions are concerned with the abstract rules of Hex, irrespectively of how the players visualize the game, whereas ''physical'' conventions relate to the specific appearance of the game board. If the game is played remotely, for example on an internet game server or over email, each player can follow their own physical convention; for example, it is quite possible for each player to choose a different orientation of the board, or even different colors for the players. However, both players should follow the same logical conventions.  
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We distinguish ''logical'' from ''physical'' conventions. Logical conventions are concerned with the abstract rules of Hex, irrespectively of how the players visualize the game. Physical conventions relate to the specific appearance of the game board. When the game is played remotely, for example on an internet game server or over email, it is in principle possible for the two players to follow different physical conventions; for example, each player may choose their own preferred orientation of the board, or their own preferred colors for the pieces. However, both players should follow the same logical conventions.  
  
== The need for conventions ==
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== Universal vs. local conventions ==
  
There are several aspects of a game of Hex that are basically arbitrary and do not affect game play in an essential way. This includes the orientation (rotation and reflection) of the board, the colors of the players, who goes first, which edge belongs to which player, and how (if at all) the cells on the board are numbered. The same is true for other games as well; for example, the game of Chess would not change in an essential way if the white square were in the bottom left instead of the bottom right, if black went first instead of white, if the white queen started on a black square instead of a white one, if the ranks were lettered and the files numbered instead of the other way around, and so on. Nevertheless, it is expedient if all players follow the same conventions, so that, for example, everyone understands what it means to move a pawn from d2 to d4 without requiring further explanation.
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There are several aspects of a game of Hex that are arbitrary and do not affect game play in an essential way. This includes the orientation (rotation and reflection) of the board, the colors of the players, who goes first, which edge belongs to which player, and whether and how the cells on the board are numbered.  
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 +
The same also applies to other games; for example, the game of Chess would not change in an essential way if the white square were in the bottom left instead of the bottom right, if black went first instead of white, if the white queen started on a black square instead of a white one, if the ranks were lettered and the files numbered instead of the other way around, and so on.  
 +
 
 +
In the case of established games such as Chess and Go, there are universal conventions that all players have agreed on. This has certain advantages. For example, every chess player understands what it means to move a white pawn from d2 to d4, without requiring further explanation.
 +
 
 +
On the other hand, in Hex, there are no universal conventions yet. Therefore, each player, book, game site, tournament, or hex program must define its own conventions. It may be desirable for a set of universal conventions to eventually crystallize.
  
 
== Logical conventions ==
 
== Logical conventions ==
  
* The pieces are of two different colors: color 1 and color 2. The player who goes first uses color 1 for their first move. (They may later switch to color 2, if the second player invokes the swap rule).
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To avoid talking about physical attributes of the game, let us use "color 1" to refer to the color of the first piece played in the game, and "color 2" to the other color.
 +
 
 +
Cells are numbered in a grid, which each cell described by a letter and a number. Letters can be uppercase or lowercase. The following convention seems to be universally accepted:
 +
 
 +
* '''[Acute]:''' The cell A1 is an an acute corner of the board.  
  
* Cells are described by a letter and a number. Letters can be uppercase or lowercase. The cell A1 is in an acute corner of the board.
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In particular, this means that the three cells A1, B1, and A2 are all adjacent to each other. For the purpose of the following exposition, it is useful to refer to cells that share a common number as a "row", and to cells that share a common letter as a "column".  
  
* The edge that the cells A1, B1, C1, etc, are adjacent to, and the edge that is opposite to it, are "color 1" edges. The edge that the cells A1, A2, A3, etc are adjacent to, and the edge that is opposite to it, are "color 2" edges.
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One pair of opposite edges "belongs to" color 1; these are the edges that the player who is playing color 1 is trying to connect. The other pair of opposite edges belongs to color 2. The following convention seems to be very common:
  
* To win, the player who uses color 1 must make a connection between the two color 1 edges, and the player who uses color 2 must make a connection between the two color 2 edges.
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* '''[Normal edge coloring]:''' The edge that is adjacent to the cells A1, B1, C1, etc., belongs to color 1. The edge that is adjacent to the cells A1, A2, A3, etc., belongs to color 2. In other words, the color 1 edges are parallel to rows, and the color 2 edges are parallel to columns.
  
 
Swapping:
 
Swapping:
  
* If the second player decides to swap, then the ''players'' change colors, not the pieces on the board. For example: Player 1 plays black on g4. Player 2 swaps. The board remains unchanged, i.e., the black piece remains at g4. The coloring of the edges also remains unchanged. Right after the swap, it is therefore player 1's turn to play a white piece.
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There are two different ways of implementing the swap rule. Which convention is chosen will affect the notation for games. The two options are "player swap colors" and "board swaps colors".
  
With these conventions, a game can be unambiguously described by the board size and a sequence of moves that are either the name of a cell or "S" for a swap move. For example: g4 S f7 e7 describes a game in which player 1 plays color 1 at g4, player 2 swaps, player 1 plays color 2 at f7, and player 2 plays color 1 at e7.
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* '''[Players swap colors]:''' If the second player decides to swap, then the ''players'' change colors and the board stays the same. For example: Player 1 plays a black piece at g4. Player 2 swaps. The board remains unchanged, i.e., the black piece remains at g4, and the coloring of the edges also remains unchanged. Immediately after the swap, it is therefore player 1's turn to play a white piece.  
  
Note that the logical conventions are purely symbolic. They do not depend on any particular board layout.
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The other choice is:
 +
 
 +
* '''[Board swaps colors]:''' If the second player decides to swap, the piece already on the board is replaced by a piece of the opposite color and moved to a different position. If the piece was originally in the ''n''th row and ''m''th column, it is moved to the ''m''th row and ''n''th column instead. For example: Player 1 plays a black piece at g4. Player 2 swaps. The black piece at g4 is replaced by a white piece at d7. Immediately after the swap, it is player 1's turn to play a black piece.
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When using a notation for a sequence of moves, it is important to know which convention was followed. For example, with the "players swap colors" convention, the notation "g4 Swap f7 e7" means player 1 plays color 1 at g4, player 2 swaps, player 1 plays color 2 at f7, and player 2 plays color 1 at e7. The same game would be described as "g4 Swap g6 g5" with the "board swaps colors" convention. Here, player 1 plays color 1 at g4, player 2 replaced this piece by color 2 at d7, then player 1 plays color 1 at g6 and player 2 plays color 2 at g5.
 +
 
 +
Note that the above logical conventions are purely symbolic. They do not depend on any particular board layout.
  
 
== Physical conventions ==
 
== Physical conventions ==
  
Orientation of the board:
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Disregarding rotations, there are two possible conventions for the orientation of the board: clockwise and counterclockwise.
  
* The preferred convention for the orientation of the board is so that the cells A1, B1, A2 form a ''clockwise'' triangle in that order. In other words, if the board is rotated so that the acute corners are pointing east and west, then the northwest and southeast edges are the color 1 edges, and the northeast and southwest edges are the color 2 edges.
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* '''[Clockwise]:''' The cells A1, B1, A2 form a clockwise triangle in that order. In other words, if the board is rotated so that the acute corners are pointing east and west, then the northwest and southeast edges are the color 1 edges, and the northeast and southwest edges are the color 2 edges. This convention could also be described as "letters above numbers", because if the A1 cell is on the left, the letters A,B,C for the columns will appear above the numbers 1,2,3 for the rows.
  
* There is no preferred convention for the rotation of the board. Indeed, players using a physical game board may freely move around the board and look at it from any angle they want. In computer hex, the most common conventions are the "diamond" shape, where the acute corners are pointing left and right, and the "flat" shape, where the color 1 edge is horizontal and the cell A1 is in the upper left corner. There is also the "flat II" shape, which is the flat shape upside down (i.e., with the opposite orientation; in this case, A1, B1, A2 form a counterclockwise triangle).
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* '''[Counterclockwise]:''' The cells A1, B1, A2 form a counterclockwise triangle in that order.
 +
 
 +
Regarding the rotation of the board, there is probably no need for a preferred convention; indeed, players using a physical game board may freely move around the board and look at it from any angle they want.  
 +
 
 +
In computer hex, the most common board shapes are the "diamond" shape, where the acute corners are pointing left and right and the orientation is clockwise, and the "flat" shape, where the color 1 edge is horizontal, the cell A1 is in the upper left corner, and the orientation is clockwise. Also relatively common is the "flat II" shape, which is the flat shape upside down, i.e., with A1 in the lower right corner and counterclockwise orientation.  
  
 
Colors:
 
Colors:
  
* If the two colors are black and white, then black goes first, i.e., black is color 1 and white is color 2.
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The most common color schemes are:
* If the two colors are red and blue, then red goes first, i.e., red is color 1 and blue is color 2.
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* If the two colors are called V and H, then V goes first, i.e., V is color 1 and H is color 2. In that case, it is customary to orient the board so that the color 1 edges are horizontal, so that V and H must make a vertical and horizontal connection, respectively.
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* black and white
 +
* red and blue
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* V and H
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It seems to be the more common convention that black, red, or V goes first, and white, blue, or H goes second. However, the opposite convention also exists.  
  
 
== List of conventions used ==
 
== List of conventions used ==
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!
 
!
 
! Acute
 
! Acute
! Edge
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! Edge coloring
 
! Swap
 
! Swap
! Mirror
+
! Orientation
! Rotation
+
! Shape
 
! Black/red/V first
 
! Black/red/V first
 
|-
 
|-
 
| Browne
 
| Browne
 
| ✓
 
| ✓
|
+
| normal
|
+
| player
|
+
| clockwise
 
| diamond
 
| diamond
| ()
+
| (black first)
 
|-
 
|-
 
| Seymour
 
| Seymour
 
| ✓
 
| ✓
|
+
| normal
| no
+
| board
|
+
| clockwise
|
+
| diamond
|
+
| black first
 
|-
 
|-
 
| Berge
 
| Berge
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| ?
 
| ?
 
| ?
 
| ?
| no
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| counterclockwise
 
| flat II
 
| flat II
 
| ?
 
| ?
 
|-
 
|-
 
| Hexy
 
| Hexy
|  
+
|
|  
+
| normal
|  
+
| board
|  
+
| configurable
|
+
| diamond/flat/flat II
|
+
| red first
 
|-
 
|-
 
| Mohex
 
| Mohex
|
+
|
|
+
| normal
|
+
| N/A
|
+
| clockwise
|
+
| flat
|
+
| N/A
 
|-  
 
|-  
 
| TRMPH
 
| TRMPH
|
+
|
|
+
| normal
|
+
| N/A
|
+
| clockwise
|
+
| flat
|
+
| black first
 
|-
 
|-
 
| Board Game Arena
 
| Board Game Arena
|
+
|
|
+
| N/A
|
+
| ?
|
+
| clockwise
|
+
| flat III
|
+
| red first
 
|-
 
|-
 
| Little Golem
 
| Little Golem
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|}
 
|}
  
Notes: Browne states that there is no universal convention for which color goes first, but uses the "black first" convention for all examples in the book.
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Notes:  
 +
 
 +
* Browne states that there is no universal convention for which color goes first, but uses the "black first" convention for all examples in the book.
 +
 
 +
* TRMPH implements swapping incorrectly. It changes the color of the piece, but not its location.
 +
 
 +
* MoHex does not seem to implement swapping.

Revision as of 06:17, 16 March 2020

This page lists possible conventions for Hex games. These conventions concern the color of the players, who goes first, the orientation of the board, and the numbering of the positions on the board. Unlike much older games such as Chess and Go, there are no universally agreed upon conventions for Hex, and different people, game sites, books, and computer programs sometimes use different conventions.

We distinguish logical from physical conventions. Logical conventions are concerned with the abstract rules of Hex, irrespectively of how the players visualize the game. Physical conventions relate to the specific appearance of the game board. When the game is played remotely, for example on an internet game server or over email, it is in principle possible for the two players to follow different physical conventions; for example, each player may choose their own preferred orientation of the board, or their own preferred colors for the pieces. However, both players should follow the same logical conventions.

Universal vs. local conventions

There are several aspects of a game of Hex that are arbitrary and do not affect game play in an essential way. This includes the orientation (rotation and reflection) of the board, the colors of the players, who goes first, which edge belongs to which player, and whether and how the cells on the board are numbered.

The same also applies to other games; for example, the game of Chess would not change in an essential way if the white square were in the bottom left instead of the bottom right, if black went first instead of white, if the white queen started on a black square instead of a white one, if the ranks were lettered and the files numbered instead of the other way around, and so on.

In the case of established games such as Chess and Go, there are universal conventions that all players have agreed on. This has certain advantages. For example, every chess player understands what it means to move a white pawn from d2 to d4, without requiring further explanation.

On the other hand, in Hex, there are no universal conventions yet. Therefore, each player, book, game site, tournament, or hex program must define its own conventions. It may be desirable for a set of universal conventions to eventually crystallize.

Logical conventions

To avoid talking about physical attributes of the game, let us use "color 1" to refer to the color of the first piece played in the game, and "color 2" to the other color.

Cells are numbered in a grid, which each cell described by a letter and a number. Letters can be uppercase or lowercase. The following convention seems to be universally accepted:

  • [Acute]: The cell A1 is an an acute corner of the board.

In particular, this means that the three cells A1, B1, and A2 are all adjacent to each other. For the purpose of the following exposition, it is useful to refer to cells that share a common number as a "row", and to cells that share a common letter as a "column".

One pair of opposite edges "belongs to" color 1; these are the edges that the player who is playing color 1 is trying to connect. The other pair of opposite edges belongs to color 2. The following convention seems to be very common:

  • [Normal edge coloring]: The edge that is adjacent to the cells A1, B1, C1, etc., belongs to color 1. The edge that is adjacent to the cells A1, A2, A3, etc., belongs to color 2. In other words, the color 1 edges are parallel to rows, and the color 2 edges are parallel to columns.

Swapping:

There are two different ways of implementing the swap rule. Which convention is chosen will affect the notation for games. The two options are "player swap colors" and "board swaps colors".

  • [Players swap colors]: If the second player decides to swap, then the players change colors and the board stays the same. For example: Player 1 plays a black piece at g4. Player 2 swaps. The board remains unchanged, i.e., the black piece remains at g4, and the coloring of the edges also remains unchanged. Immediately after the swap, it is therefore player 1's turn to play a white piece.

The other choice is:

  • [Board swaps colors]: If the second player decides to swap, the piece already on the board is replaced by a piece of the opposite color and moved to a different position. If the piece was originally in the nth row and mth column, it is moved to the mth row and nth column instead. For example: Player 1 plays a black piece at g4. Player 2 swaps. The black piece at g4 is replaced by a white piece at d7. Immediately after the swap, it is player 1's turn to play a black piece.

When using a notation for a sequence of moves, it is important to know which convention was followed. For example, with the "players swap colors" convention, the notation "g4 Swap f7 e7" means player 1 plays color 1 at g4, player 2 swaps, player 1 plays color 2 at f7, and player 2 plays color 1 at e7. The same game would be described as "g4 Swap g6 g5" with the "board swaps colors" convention. Here, player 1 plays color 1 at g4, player 2 replaced this piece by color 2 at d7, then player 1 plays color 1 at g6 and player 2 plays color 2 at g5.

Note that the above logical conventions are purely symbolic. They do not depend on any particular board layout.

Physical conventions

Disregarding rotations, there are two possible conventions for the orientation of the board: clockwise and counterclockwise.

  • [Clockwise]: The cells A1, B1, A2 form a clockwise triangle in that order. In other words, if the board is rotated so that the acute corners are pointing east and west, then the northwest and southeast edges are the color 1 edges, and the northeast and southwest edges are the color 2 edges. This convention could also be described as "letters above numbers", because if the A1 cell is on the left, the letters A,B,C for the columns will appear above the numbers 1,2,3 for the rows.
  • [Counterclockwise]: The cells A1, B1, A2 form a counterclockwise triangle in that order.

Regarding the rotation of the board, there is probably no need for a preferred convention; indeed, players using a physical game board may freely move around the board and look at it from any angle they want.

In computer hex, the most common board shapes are the "diamond" shape, where the acute corners are pointing left and right and the orientation is clockwise, and the "flat" shape, where the color 1 edge is horizontal, the cell A1 is in the upper left corner, and the orientation is clockwise. Also relatively common is the "flat II" shape, which is the flat shape upside down, i.e., with A1 in the lower right corner and counterclockwise orientation.

Colors:

The most common color schemes are:

  • black and white
  • red and blue
  • V and H

It seems to be the more common convention that black, red, or V goes first, and white, blue, or H goes second. However, the opposite convention also exists.

List of conventions used

Acute Edge coloring Swap Orientation Shape Black/red/V first
Browne normal player clockwise diamond (black first)
Seymour normal board clockwise diamond black first
Berge  ?  ? counterclockwise flat II  ?
Hexy normal board configurable diamond/flat/flat II red first
Mohex normal N/A clockwise flat N/A
TRMPH normal N/A clockwise flat black first
Board Game Arena N/A  ? clockwise flat III red first
Little Golem
igGameCenter

Notes:

  • Browne states that there is no universal convention for which color goes first, but uses the "black first" convention for all examples in the book.
  • TRMPH implements swapping incorrectly. It changes the color of the piece, but not its location.
  • MoHex does not seem to implement swapping.