History of the GameIn the 1940s, two mathematicians (Piet Hein and John Nash,
the Nobel-prize winner made famous in “A Beautiful Mind”) independently
designed a game now known as Hex. It is
played with stones of two colors on a board pictured at right. Each player owns all the stones of one color, and the
players take turns placing stones, one by one, on the board. The object is to construct a chain of stones
in your color that runs between two opposite sides of the board. Your opponent tries to construct a chain of
his stones running between the other two sides of the board. The second picture at right is an example of a finished game,
won by red. In Hex, each player tries to form a particular kind of pattern. Its beauty lies in the fact that the patterns are mutually exclusive, but one is inevitable: when the board is full of stones, one and only one of the patterns must be formed. Thus, neither draws nor infinite positional repetitions can occur. |
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Beyond these beautiful and convenient properties, Hex has a special relationship to the human visual system. The brain is evolved to detect patterns, but it's better at detecting some kind of patterns than others. It's especially good at grouping similar elements together in order to see "higher level" objects. For example in the pictures above, you can see the board not only as individual cells of color, but as "islands" of color, where each island is made up of several like-colored cells. This capacity for grouping allows the human brain to play Hex and games like it intuitively and at an extremely high level (with practice, of course!). To wit: while the best Chess programs are now better than even world champion chess players, nobody has yet figured out how to program a computer to play Hex well against good human opponents. It's not because computers are stupid, but rather it's because we are geniuses at this particular kind of game. At the moment, no one can figure how our brains do it, but they do. As a neurobiologist and mathematician, I find this fascinating.
In 2006, I asked myself: can I construct a game like Hex, having the same nice mathematical properties, but where the players themselves determine the particular patterns needed to win, so that the patterns can change from game to game? I found that the answer was yes. In order to understand how, one must first see that there is another way to describe the goals of Hex.