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Hex (board Game)
Hex (also called Nash) is a two player abstract strategy board game in which players attempt to connect opposite sides of a rhombus-shaped board made of hexagonal cells. Hex was invented by mathematician and poet Piet Hein in 1942 and later rediscovered and popularized by John Nash. It is traditionally played on an 11×11 rhombus board, although 13×13 and 19×19 boards are also popular. The board is composed of hexagons called ''cells'' or ''hexes''. Each player is assigned a pair of opposite sides of the board, which they must try to connect by alternately placing a stone of their color onto any empty hex. Once placed, the stones are never moved or removed. A player wins when they successfully connect their sides together through a chain of adjacent stones. Draws are impossible in Hex due to the topology of the game board. Despite the simplicity of its rules, the game has deep strategy and sharp tactics. It also has profound mathematical underpinnings related to the Brouwe ...
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Board Game
A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the term "board game" are between the 1840s and 1850s. While game boards are a necessary and sufficient condition of this genre, card games that do not use a standard deck of cards, as well as games that use neither cards nor a game board, are often colloquially included, with some referring to this genre generally as "table and board games" or simply "tabletop games". Eras Ancient era Board games have been played, traveled, and evolved in most cultures and societies throughout history Board games have been discovered in a number of archaeological sites. The oldest discovered gaming pieces were discovered in southwest Turkey, a set of elaborate sculptured stones in sets of four designed for a chess-like game, which were created during the ...
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Connection Game
A connection game is a type of abstract strategy game in which players attempt to complete a specific type of connection with their pieces. This could involve forming a path between two or more endpoints, completing a closed loop, or connecting all of one's pieces so they are adjacent to each other. Connection games typically have simple rules, but complex strategies. They have minimal components and may be played as board games, computer games, or even paper-and-pencil games. In many connection games, the goal is to connect two opposite sides of the board. In these games, players take turns placing or moving pieces until one player has a continuous line of pieces connecting their two sides of the playing area. Hex (board game), Hex, TwixT, and ''PÜNCT'' are typical examples of this type of game. History According to Browne, ''Hex'' (developed independently by the mathematicians Piet Hein and John Nash in the 1940s) is considered to be the first connection game, although earlier g ...
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Mathematical Games Column
Over a period of 24 years (January 1957 – December 1980), Martin Gardner wrote 288 consecutive monthly "Mathematical Games" columns for ''Scientific American'' magazine. During the next years, until June 1986, Gardner wrote 9 more columns, bringing his total to 297. During this period other authors wrote most of the columns. In 1981, Gardner's column alternated with a new column by Douglas Hofstadter called " Metamagical Themas" (an anagram of "Mathematical Games"). The table below lists Gardner's columns. Twelve of Gardner's columns provided the cover art for that month's magazine, indicated by " over in the table with a hyperlink to the cover. Other articles by Gardner Gardner wrote 5 other articles for ''Scientific American''. His flexagon article in December 1956 was in all but name the first article in the series of ''Mathematical Games'' columns and led directly to the series which began the following month.
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Martin Gardner
Martin Gardner (October 21, 1914May 22, 2010) was an American popular mathematics and popular science writer with interests also encompassing magic, scientific skepticism, micromagic, philosophy, religion, and literatureespecially the writings of Lewis Carroll, L. Frank Baum, and G. K. Chesterton.Martin (2010) He was a leading authority on Lewis Carroll; '' The Annotated Alice'', which incorporated the text of Carroll's two Alice books, was his most successful work and sold over a million copies.Martin Gardner obituary
(2010)
He had a lifelong interest in magic and illusion and in 1999, ''MAGIC'' magazine named him as one of the "10 ...
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Princeton University
Princeton University is a private university, private Ivy League research university in Princeton, New Jersey, United States. Founded in 1746 in Elizabeth, New Jersey, Elizabeth as the College of New Jersey, Princeton is the List of Colonial Colleges, fourth-oldest institution of higher education in the United States and one of the nine colonial colleges chartered before the American Revolution. The institution moved to Newark, New Jersey, Newark in 1747 and then to its Mercer County, New Jersey, Mercer County campus in Princeton nine years later. It officially became a university in 1896 and was subsequently renamed Princeton University. The university is governed by the Trustees of Princeton University and has an endowment of $37.7 billion, the largest List of colleges and universities in the United States by endowment, endowment per student in the United States. Princeton provides undergraduate education, undergraduate and graduate education, graduate instruction in the hu ...
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Niels Bohr Institute
The Niels Bohr Institute () is a research institute of the University of Copenhagen. The research of the institute spans astronomy, geophysics, nanotechnology, particle physics, quantum mechanics, and biophysics. Overview The institute was founded in 1921, as the Institute for Theoretical Physics of the University of Copenhagen, by the Danish theoretical physicist Niels Bohr, who had been on the staff of the University of Copenhagen since 1914, and who had been lobbying for its creation since his appointment as professor in 1916. On the 80th anniversary of Niels Bohr's birth – October 7, 1965 – the Institute officially became the Niels Bohr Institute. Much of its original funding came from the charitable foundation of the Carlsberg Group, Carlsberg brewery, and later from the Rockefeller Foundation. During the 1920s, and 1930s, the institute was the center of the developing disciplines of atomic physics and quantum physics. Physicists from across Europe (and sometimes furthe ...
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Danes
Danes (, ), or Danish people, are an ethnic group and nationality native to Denmark and a modern nation identified with the country of Denmark. This connection may be ancestral, legal, historical, or cultural. History Early history Denmark has been inhabited by various Germanic peoples since ancient times, including the Angles, Cimbri, Jutes, Herules, Teutones and others. A 2025 study in ''Nature'' found genetic evidence of an influx of central European population after about 500 ce into the region later ruled by the Danes. Viking Age The first mention of Danes within Denmark is on the Jelling Rune Stone, which mentions the conversion of the Danes to Christianity by Harald Bluetooth in the 10th century. Between and the early 980s, Bluetooth established a kingdom in the lands of the Danes, stretching from Jutland to Scania. Around the same time, he received a visit from a German missionary who, by surviving an ordeal by fire according to legend, convinced Harold t ...
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Swap Rule
The pie rule, sometimes referred to as the swap rule, is a rule used to balance abstract strategy games where a first-move advantage has been demonstrated. After the first move is made in a game that uses the pie rule, the second player must select one of two options: # ''Letting the move stand.'' The second player remains the second player and moves immediately. # ''Switching places.'' The second player becomes the first-moving player with the move already done by the opponent, and the opponent plays the first move of their new color. Depending on the game, there may be two ways to implement switching places. # ''Switching colors'' means that the players exchange pieces. The player who made the first move becomes the second player and makes the second move on the board. This is demonstrated in the chess diagrams shown here. # ''Switching the first piece'' can occur in games where the board starts empty and the first move consists of placing one piece. Suppose the colors are whit ...
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HEX 11x11 (47) Flipped
Hex usually refers to: * A curse or supposed real and potentially supernaturally realized malicious wish * Hexadecimal, a base-16 number system often used in computer nomenclature Hex, HEX, or The Hex may also refer to: Magic * Hex sign, a barn decoration originating in Pennsylvania Dutch regions of the United States * Hex work, a Pennsylvania Dutch (German) folk magic system also known as pow-wow Engineering and technology * Hex key, a tool also known as a hex wrench or Allen wrench, used to drive fasteners * Hex key, a number sign (#) key on telephones (regional term used in Singapore and Malaysia) * High-energy X-rays, sometimes abbreviated "HEX-rays" * Hexcentric, an item of climbing protection equipment * Heat exchanger, a device for heat transfer * Hypersonic Flight Experiment, a planned mission of the Indian Space Research Organisation * Intel HEX, a computer file format * Uranium hexafluoride, a compound used in nuclear fuel refinement * Hex color, a six-digit, ...
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Paper-and-pencil Game
Paper-and-pencil games or paper-and-pen games (or some variation on those terms) are games that can be played solely with paper and pencil, pencils (or other writing implements), usually without erasing. They may be played to pass the time, as icebreakers, or for brain training. In recent times, they have been supplanted by mobile games. Some popular examples of pencil-and-paper games include tic-tac-toe, Sprouts (game), sprouts, dots and boxes, Hangman (game), hangman, MASH (game), MASH, paper soccer, and Spellbinder (paper-and-pencil game), spellbinder. The term is unrelated to the use in role-playing games to differentiate Tabletop role-playing game, tabletop games from role-playing video games. Board games where pieces are never moved or removed from the board once being played, particularly abstract strategy games like Gomoku and Connect Four, can also be played as pencil-and-paper games. References External links * A Zen Guide to Paper and Pen GamesPencil and Paper Gam ...
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Shannon Switching Game
The Shannon switching game is a connection game for two players, invented by American mathematician and electrical engineer Claude Shannon, the "father of information theory", some time before 1951. Two players take turns coloring the edges of an arbitrary graph. One player has the goal of connecting two distinguished vertices by a path of edges of their color. The other player aims to prevent this by using their color instead (or, equivalently, by erasing edges). The game is commonly played on a rectangular grid; this special case of the game was independently invented by American mathematician David Gale in the late 1950s and is known as Gale or Bridg-It. Rules The game is played on a finite graph with two special nodes, ''A'' and ''B''. Each edge of the graph can be either colored or removed. The two players are called ''Short'' and ''Cut'', and alternate moves. On Cut's turn, Cut deletes from the graph a non-colored edge of their choice. On Short's turn, Short colors any ...
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Determined Game
Determinacy is a subfield of game theory and set theory that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Alternatively and similarly, "determinacy" is the property of a game whereby such a strategy exists. Determinacy was introduced by Gale and Stewart in 1950, under the name determinateness. The games studied in set theory are usually Gale–Stewart games—two-player games of perfect information in which the players make an infinite sequence of moves and there are no draws. The field of game theory studies more general kinds of games, including games with draws such as tic-tac-toe, chess, or infinite chess, or games with imperfect information such as poker. Basic notions Games The first sort of game we shall consider is the two-player game of perfect information of length ω, in which the players play natural numbers. These games are often called Gale–Stew ...
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