In
combinatorial game theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Research in this field has primarily focused on two-player games in which a ''position'' ev ...
, the strategy-stealing argument is a general
argument
An argument is a series of sentences, statements, or propositions some of which are called premises and one is the conclusion. The purpose of an argument is to give reasons for one's conclusion via justification, explanation, and/or persu ...
that shows, for many
two-player game
A two-player game is a multiplayer game that is played by precisely two players. This is distinct from a solitaire game, which is played by only one player.
Examples
The following are some examples of two-player games. This list is not intended ...
s, that the second player cannot have a guaranteed
winning strategy. The strategy-stealing argument applies to any
symmetric game
In game theory, a symmetric game is a game where the payoffs for playing a particular strategy depend only on the other strategies employed, not on who is playing them. If one can change the identities of the players without changing the payoff t ...
(one in which either player has the same set of available moves with the same results, so that the first player can "use" the second player's strategy) in which an extra move can never be a disadvantage. A key property of a strategy-stealing argument is that it proves that the first player can win (or possibly draw) the game without actually constructing such a strategy. So, although it might prove the existence of a winning strategy, the proof gives no information about what that strategy is.
The argument works by obtaining a
contradiction
In traditional logic, a contradiction involves a proposition conflicting either with itself or established fact. It is often used as a tool to detect disingenuous beliefs and bias. Illustrating a general tendency in applied logic, Aristotle's ...
. A winning strategy is assumed to exist for the second player, who is using it. But then, roughly speaking, after making an arbitrary first move – which by the conditions above is not a disadvantage – the first player may then also play according to this winning strategy. The result is that both players are guaranteed to win – which is absurd, thus contradicting the assumption that such a strategy exists.
Strategy-stealing was invented by
John Nash in the 1940s to show that the game of
hex is always a first-player win, as ties are not possible in this game.
[.] However, Nash did not publish this method, and
József Beck credits its first publication to
Alfred W. Hales and Robert I. Jewett, in the 1963 paper on
tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (English in the Commonwealth of Nations, Commonwealth English), or Xs and Os (Canadian English, Canadian or Hiberno-English, Irish English) is a paper-and-pencil game for two players who ta ...
in which they also proved the
Hales–Jewett theorem.
[.] Other examples of games to which the argument applies include the
''m'',''n'',''k''-games such as
gomoku
''Gomoku'', also called ''five in a row'', is an Abstract strategy game, abstract strategy board game. It is traditionally played with Go (game), Go pieces (black and white stones) on a 15×15 Go board while in the past a 19×19 board was standa ...
. In the game of
Chomp strategy stealing shows that the first player has a winning strategy in any rectangular board (other than 1x1). In the game of
Sylver coinage, strategy stealing has been used to show that the first player can win in certain positions called "enders". In all of these examples the proof reveals nothing about the actual strategy.
Example
A strategy-stealing argument can be used on the example of the game of
tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (English in the Commonwealth of Nations, Commonwealth English), or Xs and Os (Canadian English, Canadian or Hiberno-English, Irish English) is a paper-and-pencil game for two players who ta ...
, for a board and winning rows of any size.
Suppose that the second player (P2) is using a strategy ''S'' which guarantees a win. The first player (P1) places an X in an arbitrary position. P2 responds by placing an O according to ''S''. But if P1 ignores the first random X, P1 is now in the same situation as P2 on P2's first move: a single enemy piece on the board. P1 may therefore make a move according to ''S'' – that is, unless ''S'' calls for another X to be placed where the ignored X is already placed. But in this case, P1 may simply place an X in some other random position on the board, the net effect of which will be that one X is in the position demanded by ''S'', while another is in a random position, and becomes the new ignored piece, leaving the situation as before. Continuing in this way, ''S'' is, by hypothesis, guaranteed to produce a winning position (with an additional ignored X of no consequence). But then P2 has lost – contradicting the supposition that P2 had a guaranteed winning strategy. Such a winning strategy for P2, therefore, does not exist, and tic-tac-toe is either a forced win for P1 or a tie. (Further analysis shows it is in fact a tie.)
The same proof holds for any
strong positional game.
Chess
There is a class of
chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
positions called
Zugzwang in which the player obligated to move would prefer to "pass" if this were allowed. Because of this, the strategy-stealing argument cannot be applied to chess.
[. See in particular Section 22.2.2.2, The Strategy-Stealing Argument]
p. 376
It is not currently known whether White or Black can force a win with optimal play, or if both players can force a draw. However, virtually all students of chess consider White's first move to be an advantage and White wins more often than black in high-level games.
Go
In
Go passing is allowed. When the starting position is symmetrical (empty board, neither player has any points), this means that the first player could steal the second player's winning strategy simply by giving up the first move. Since the 1930s, however, the second player is typically awarded some
compensation points, which makes the starting position asymmetrical, and the strategy-stealing argument will no longer work.
An elementary strategy in the game is "
mirror go", where the second player performs moves which are diagonally opposite those of this opponent. This approach may be defeated using
ladder tactics,
ko fight
A ''ko'' ( Japanese: コウ, 劫, ''kō'', from the translation of the Sanskrit term kalpa) fight is a tactical and strategic phase that can arise in the game of Go.
''Ko'' threats and ''ko'' fights
The existence of ''ko'' fights is implied by ...
s, or successfully competing for control of the board's central point.
Constructivity
The strategy-stealing argument shows that the second player cannot win, by means of deriving a contradiction from any hypothetical winning strategy for the second player. The argument is commonly employed in games where there can be no draw, by means of the
law of the excluded middle
In logic, the law of excluded middle or the principle of excluded middle states that for every proposition, either this proposition or its negation is true. It is one of the three laws of thought, along with the law of noncontradiction and th ...
. However, it does not provide an explicit strategy for the first player, and because of this it has been called non-constructive.
This raises the question of how to actually compute a winning strategy.
For games with a finite number of reachable positions, such as
chomp, a winning strategy can be found by exhaustive search. However, this might be impractical if the number of positions is large.
In 2019, Greg Bodwin and Ofer Grossman proved that the problem of finding a winning strategy is
PSPACE-hard
In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space.
Formal definition
If we denote by SPACE(''f''(''n'')), the set of all problems that can ...
in two kinds of games in which strategy-stealing arguments were used: the
minimum poset game and the symmetric
Maker-Maker game.
References
{{Game theory
Mathematical games
Arguments
Combinatorial game theory