# Solved game

A solved game is a game whose outcome under perfect play has been determined, in the strict sense of combinatorial game theory one of three graduated results: the game-theoretic value of the initial position is known (ultra-weakly solved), a strategy achieving that value from the opening is known (weakly solved), or a strategy is known for every legal position (strongly solved).<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> The term applies mainly to two-person, zero-sum games of perfect information such as tic-tac-toe, [Connect Four](https://www.edgepedia.org/connect-four), checkers, chess, and Go.<sup>[2](https://homepage.iis.sinica.edu.tw/~tshsu/tcg/2011/slides/slide5.pdf)</sup>

| Key fact | Detail |
|---|---|
| Ultra-weakly solved | The game-theoretic value of the initial position has been determined, with no strategy given.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> |
| Weakly solved | A strategy exists for achieving the game-theoretic value from the opening position, assuming reasonable computing resources.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> |
| Strongly solved | For all possible positions, a strategy is known for determining the game-theoretic value for both players.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> |
| Connect Four | First player wins; a knowledge-based solution was presented by Allis in 1988, and a strong solution by brute-force enumeration was published by Tromp in 1995.<sup>[3](https://www.mdpi.com/2073-8994/18/2/293)</sup><sup> • </sup><sup>[4](https://github.com/brianhliou/solved-games)</sup> |
| Checkers | Solved in 2007: perfect play by both sides leads to a draw, established by Jonathan Schaeffer's team after eighteen years of computation over roughly 5 × 10<sup>20</sup> positions.<sup>[5](https://www.combinatorial-game-theory.com/essays/how-hard-is-it/)</sup><sup> • </sup><sup>[6](https://www.researchgate.net/publication/231216842_Checkers_Is_Solved)</sup> |
| Hex | Ultra-weakly solved for all board sizes by a strategy-stealing argument proving a first-player win, a proof that names no moves.<sup>[4](https://github.com/brianhliou/solved-games)</sup><sup> • </sup><sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> |
| Not solved | Chess (state-space complexity about 10<sup>50</sup>) and Go (about 10<sup>171</sup>) have superhuman programs but no solution.<sup>[7](https://classes.csail.mit.edu/6.034s/handouts/spring12/games.pdf)</sup> |

## The three levels of solving

The now-standard definitions were given by Luis Allis and are quoted in the checkers-solving literature.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> A game is ultra-weakly solved when only the value of the initial position, for example "first player wins" or "draw", has been determined. It is weakly solved when a strategy that achieves that value from the opening is also known. It is strongly solved when such a strategy is known for every legal position, so a player can find the optimal move from any state of the game.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup>

All definitions carry a qualification on resources. In a limited sense chess is already solved, because an alpha-beta search given infinite time would return the game-theoretic value; the resource constraints are what preclude calling it solved.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> The three claims are also independent in cost. A reader told that a game has been weakly but not strongly solved should not conclude that the weaker result was the cheaper one: on a game with transpositions the weak solution is the harder of the two, and the strong solution is what somebody would produce first if they could produce either.<sup>[8](https://www.combinatorial-game-theory.com/essays/what-solved-means/)</sup> The general pattern is that weak solutions are what large-scale computation produces, strong solutions are what small games permit, and ultra-weak solutions are what a mathematical argument occasionally hands over for free.<sup>[8](https://www.combinatorial-game-theory.com/essays/what-solved-means/)</sup>

**A fourth level.** Schaeffer and Lake added a further category, ultra-strongly solved: for all positions of a strongly solved game, a strategy is known that improves the chances of achieving more than the game-theoretic value against a fallible opponent. Knowing that a position is a draw means only that this is the best result against a perfect opponent; many opponents, particularly humans, are fallible, and selecting moves based on the probability of opponent error increases the expected outcome.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> A 2024 proposal adds a related intermediate notion, "semi-strongly solved", with an algorithm that was applied to semi-strongly solve 6 × 6 Othello.<sup>[9](https://arxiv.org/abs/2411.01029)</sup>

## What has been solved

**Small and moderate games.** [Tic-tac-toe](https://www.edgepedia.org/tic-tac-toe) is solved manually, with a state-space complexity of about 10<sup>3</sup> board configurations.<sup>[7](https://classes.csail.mit.edu/6.034s/handouts/spring12/games.pdf)</sup> Games that are strongly solved range from straightforward cases like tic-tac-toe to harder ones such as chess and endgames in checkers, where databases covering every possible position have been built.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> Connect Four, with about 10<sup>14</sup> positions, was solved in 1988: Allis presented a formal, knowledge-based solution proving that the first player can always force a win under perfect play.<sup>[3](https://www.mdpi.com/2073-8994/18/2/293)</sup><sup> • </sup><sup>[7](https://classes.csail.mit.edu/6.034s/handouts/spring12/games.pdf)</sup> A strong solution by brute-force enumeration was published by [John Tromp](https://www.edgepedia.org/john-tromp) in 1995.<sup>[4](https://github.com/brianhliou/solved-games)</sup> Other solved games named in the early literature include Qubic, Nine Men's Morris, and Go-Moku.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> Six men's morris has been strongly solved more recently, a draw over all 42,372,745 positions, as a first published solution.<sup>[4](https://github.com/brianhliou/solved-games)</sup>

**Checkers.** In 2007 a team led by Jonathan Schaeffer, a computer scientist at the [University of Alberta](https://www.edgepedia.org/university-of-alberta) known for the Chinook checkers program, announced in *Science* (volume 317, pages 1518–1522) that checkers is solved: perfect play by both sides leads to a draw.<sup>[6](https://www.researchgate.net/publication/231216842_Checkers_Is_Solved)</sup> The proof required eighteen years of computation across a search space of 5 × 10<sup>20</sup> positions, and the paper described checkers as the hardest popular game solved so far, about a million times more complex than Connect Four.<sup>[5](https://www.combinatorial-game-theory.com/essays/how-hard-is-it/)</sup><sup> • </sup><sup>[6](https://www.researchgate.net/publication/231216842_Checkers_Is_Solved)</sup> The result covers 8 × 8 American checkers ([English draughts](https://www.edgepedia.org/english-draughts)); other checkers variants are a different story.<sup>[10](https://checkersonline.io/blog/is-checkers-solved/)</sup>

**Ultra-weak results without strategies.** Hex is known to be a win for the first player on all diamond-shaped boards, but no one knows a strategy for achieving this result; the proof is a strategy-stealing argument that names no moves.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup><sup> • </sup><sup>[4](https://github.com/brianhliou/solved-games)</sup> This illustrates why ultra-weak solutions are described as of theoretical interest but meaning little in practice.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup>

## What is not solved

Chess and Go remain unsolved despite programs that play better than any human.<sup>[7](https://classes.csail.mit.edu/6.034s/handouts/spring12/games.pdf)</sup> Their state-space complexities, roughly 10<sup>50</sup> for chess and 10<sup>171</sup> for Go, put complete solutions far out of reach; a chess lookup table covering every position would be completely impractical, larger than the number of atoms in the observable universe.<sup>[11](https://boardgames.stackexchange.com/questions/5819/chess-and-variations-endgame-complexity)</sup><sup> • </sup><sup>[7](https://classes.csail.mit.edu/6.034s/handouts/spring12/games.pdf)</sup> Complexity-theory results reinforce the gap: for an arbitrary Go position on an n × n board, deciding whether Black can force a win is exponential-time complete, and related board-game hardness proofs typically reduce from generalized geography, which is PSPACE-complete.<sup>[12](https://staff.itee.uq.edu.au/janetw/Computer%20Go/CS-TR-339.html)</sup><sup> • </sup><sup>[5](https://www.combinatorial-game-theory.com/essays/how-hard-is-it/)</sup>

## What makes a game solvable

Allis, van den Herik, and Herschberg argued that difficulty has two dimensions: space complexity, the number of positions in the search space, and decision complexity, the difficulty of making correct decisions.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> A large search space alone does not make a game hard to solve. A trivial variant of Go on a 19 × 19 board, in which the first player to place 181 stones wins, has a search complexity of about 10<sup>170</sup> yet is trivial to solve, because the decision complexity is negligible.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup><sup> • </sup><sup>[12](https://staff.itee.uq.edu.au/janetw/Computer%20Go/CS-TR-339.html)</sup>

The games solved so far fit the two-dimensional account. They have either low decision complexity, such as Qubic with 10<sup>30</sup> positions and Go-Moku with 10<sup>105</sup>, or low space complexity, such as Nine Men's Morris with 10<sup>11</sup> positions, or both, as with Connect Four at 10<sup>14</sup>.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup> Checkers was rated as having high decision complexity, on par with backgammon and 10 × 10 draughts and less complex than chess, together with moderate space complexity.<sup>[1](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)</sup>

## Solving in practice

Most weak and strong solutions are produced by brute-force enumeration over all possible positions, working backward from terminal positions and propagating results, the method behind checkers proofs, chess endgame tablebases, and complete solutions of small games.<sup>[4](https://github.com/brianhliou/solved-games)</sup> Ultra-weak solutions, by contrast, usually come from mathematical proof.<sup>[8](https://www.combinatorial-game-theory.com/essays/what-solved-means/)</sup> The distinction matters to players as well as researchers: a solved status is a specific technical claim, and games such as chess and Go are not solved even though superhuman engines exist for both.<sup>[13](https://www.dotclash.com/zh-Hans/blog/is-dots-and-boxes-solved-small-boards)</sup>

## References

1. [Jonathan Schaeffer and Robert Lake. Solving the Game of Checkers.](https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/solving.pdf)
2. [Games solved: Now and in the future (slides)](https://homepage.iis.sinica.edu.tw/~tshsu/tcg/2011/slides/slide5.pdf)
3. [Connect-4 AI: A Comprehensive Taxonomy and Critical Review of Methods and Metrics, MDPI Symmetry](https://www.mdpi.com/2073-8994/18/2/293)
4. [brianhliou/solved-games: A structured record of solved games, GitHub](https://github.com/brianhliou/solved-games)
5. [How hard is it, Combinatorial Game Theory](https://www.combinatorial-game-theory.com/essays/how-hard-is-it/)
6. [Checkers Is Solved, Science 317(5844):1518-1522, ResearchGate](https://www.researchgate.net/publication/231216842_Checkers_Is_Solved)
7. [Game playing, MIT 6.034 course notes](https://classes.csail.mit.edu/6.034s/handouts/spring12/games.pdf)
8. [Three different claims are all called solved, Combinatorial Game Theory](https://www.combinatorial-game-theory.com/essays/what-solved-means/)
9. [Semi-Strongly solved: a New Definition Leading Computer to Perfect Gameplay, arXiv:2411.01029](https://arxiv.org/abs/2411.01029)
10. [Is Checkers Solved? Yes, and Here Is What That Means, Checkers Online Blog](https://checkersonline.io/blog/is-checkers-solved/)
11. [Chess (and variations) Endgame Complexity, Board & Card Games Stack Exchange](https://boardgames.stackexchange.com/questions/5819/chess-and-variations-endgame-complexity)
12. [Jay Burmeister and Janet Wiles. CS-TR-339 Computer Go Tech Report, University of Queensland](https://staff.itee.uq.edu.au/janetw/Computer%20Go/CS-TR-339.html)
13. [Is Dots and Boxes a Solved Game? What We Actually Know, Dot Clash](https://www.dotclash.com/zh-Hans/blog/is-dots-and-boxes-solved-small-boards)

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