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M,n,k-game

M,n,k-game is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand M,n,k-game rather than just read about it. In short: An m,n,k-game is an abstract board game in which two players take turns in placing a stone of their color on an m-by-n board, the winner being the player who first gets k stones of their own color in a row, horizontally, vertically, or diagonally. Thus, tic-tac-toe is the 3,3,3-game and free-style gomoku is the 15,15,5-game.

M,n,k-game — main illustration
M,n,k-game — illustration

Key takeaways

  • M,n,k-game belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect M,n,k-game to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of M,n,k-game from memory before moving on to harder problems.

Reference excerpt

An m,n,k-game is an abstract board game in which two players take turns in placing a stone of their color on an m-by-n board, the winner being the player who first gets k stones of their own color in a row, horizontally, vertically, or diagonally. Thus, tic-tac-toe is the 3,3,3-game and free-style gomoku is the 15,15,5-game. An m,n,k-game is also called a k-in-a-row game on an m-by-n board. The m,n,k-games are mainly of mathematical interest. One seeks to find the game-theoretic value, the result of the game with perfect play. This is known as solving the game.

Strategy stealing argument A standard strategy stealing argument from combinatorial game theory shows that in no m,n,k-game can there be a strategy that assures that the second player will win (a second-player winning strategy). This is because an extra stone given to either player in any position can only improve that player's chances. The strategy stealing argument assumes that the second player has a winning strategy and demonstrates a winning strategy for the first player. The first player makes an arbitrary move, to begin with. After that, the player pretends that they are the second player and adopts the second player's winning strategy. They can do this as long as the strategy doesn't call for placing a stone on the "arbitrary" square that is already occupied. If this happens, though, they can again play an arbitrary move and continue as before with the second player's winning strategy. Since an extra stone cannot hurt them, this is a winning strategy for the first player. The contradiction implies that the original assumption is false, and the second player cannot have a winning strategy. This argument tells nothing about whether a particular game is a draw or a win for the first player. Also, it does not actually give a strategy for the first player.

Applying results to different board sizes A useful notion is a "weak (m,n,k) game", where the second player cannot win but may only draw (by preventing the first player from playing k-in-a-row). The weak version of a game then has just two possible outcomes ("win" and "draw") instead of three. If weak (m,n,k) is a draw, then decreasing m or n, or increasing k will also result in a drawn game. Conversely, if weak or normal (m,n,k) is a win, then any larger weak (m,n,k) is a win. Note that proofs of draws using pairing strategies also prove a draw for the weak version and thus for all smaller versions.

General results The following statements refer to the first player in the weak game, assuming that both players use an optimal strategy.

If a particular (m0, n0, k0) is a draw, then (m0, n0, k) with k ≥ k0 is a draw, and (m, n, k0) with m ≤ m0 and n ≤ n0 is a draw. Likewise, if (m0, n0, k0) is a win, then (m0, n0, k) with k ≤ k0 is a win, and (m, n, k0) with m ≥ m0 and n ≥ n0 is a win. k ≥ 9 is a draw: when k = 9 and the board is infinite, the second player can draw via a "pairing strategy". A draw on an infinite board means that the game will go on forever with perfect play. A pairing strategy involves dividing all the squares of the board into pairs in such a way that by always playing on the pair of the first player's square, the second player is ensured that the first player cannot get k in a line. A pairing strategy on an infinite board can be applied to any finite board as well – if the strategy calls for making a move outside the board, then the second player makes an arbitrary move inside the board. k ≥ 8 is a draw on an infinite board. It is not clear if this strategy applies to any finite board sizes. It is not known if the second player can force a draw when k is 6 or 7 on an infinite board. k ≥ 3 and either k > m or k > n is a draw, also by a pairing strategy in the dimension not smaller than k (or trivially impossible to win if both are smaller)

Specific results k = 1 and k = 2 are trivial wins, except for (1,1,2) and (2,1,2) (3,3,3) is a draw (see Tic-tac-toe), and (m,n,3) is a draw if m < 3 or n < 3. (m,n,3) is a win if m ≥ 3 and n ≥ 4 or m ≥ 4 and n ≥ 3. And the first general result means that (m, n, k) is a draw for m = n = k if k ≥ 3. (5,5,4) is a draw, which means that (m,n,4) is a draw for m ≤ 5 and n ≤ 5, and (6,5,4) is a win, which means that (m,n,4) is a win for m ≥ 6 and n ≥ 5 or m ≥ 5 and n ≥ 6. (m,4,4) is a win for m ≥ 9 and a draw for m ≤ 8. Computer search by Wei-Yuan Hsu and Chu-Ling Ko has shown that both (7,7,5) and (8,8,5) are draws, which means that (m,n,5) is a draw for m ≤ 8 and n ≤ 8. Computer search by L. Victor Allis has shown that (15,15,5) is a win, even with one of the restrictive rules of Gomoku. (9,6,6) and (7,7,6) are both draws via pairings.

Multidimensional variant It is possible to consider variants played on a multidimensional board instead of a bidimensional board. For the case of k-in-a-row where the board is an n-dimensional hypercube with all edges with length k (an nk game), Hales and Jewett proved that the game is a draw if k is odd and

k ≥ 3n − 1 or if k is even and

k ≥ 2n+1 − 2. They conjecture that the game is a draw also when the number of cells is at least twice the number of lines, which happens if and only if

2 kn ≥ (k + 2)n.

See also

References

Illustrations

M,n,k-game: Example of a completed 11,10,5-game
Example of a completed 11,10,5-game

Worked examples

Example 1 — a first encounter with M,n,k-game

Start with the simplest possible case. Write down what M,n,k-game claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to M,n,k-game before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about M,n,k-game ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of M,n,k-game

In research
M,n,k-game appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses M,n,k-game in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
M,n,k-game is common in secondary-school and first-year university syllabi. It links to neighbouring topics Abstract strategy games, In-a-row games, Partially solved games, so understanding it makes those chapters shorter.
In everyday life
Look for M,n,k-game outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study M,n,k-game in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what M,n,k-game means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain M,n,k-game out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is M,n,k-game in simple terms?

An m,n,k-game is an abstract board game in which two players take turns in placing a stone of their color on an m-by-n board, the winner being the player who first gets k stones of their own color in a row, horizontally, vertically, or diagonally. Thus, tic-tac-toe is the 3,3,3-game and free-style…

Why does M,n,k-game matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study M,n,k-game?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on M,n,k-game.

Tags

  • Abstract strategy games
  • In-a-row games
  • Partially solved games

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