Invention The game was invented by the
Danish mathematician
Piet Hein, who introduced it in 1942 at the
Niels Bohr Institute. Although Hein later renamed it to Con-tac-tix, it became known in Denmark under the name
Polygon due to an article by Hein in the 26 December 1942 edition of the Danish newspaper
Politiken, the first published description of the game, in which he used that name.
Nash's claim The game was rediscovered in 1948 or 1949 by the mathematician
John Nash at
Princeton University. According to
Martin Gardner, who featured Hex in his July 1957
Mathematical Games column, Nash's fellow players called the game either Nash or John, with the latter name referring to the fact that the game could be played on hexagonal bathroom tiles. Gardner privately wrote to Hein: "I discussed it with the editor, and we decided that the charitable thing to do was to give Nash the benefit of the doubt. ... The fact that you invented the game before anyone else is undisputed. Any number of people can come along later and say that they thought of the same thing at some later date, but this means little and nobody really cares."
Shannon's Hex machine About 1950,
Claude Shannon and
E. F. Moore constructed an analog Hex playing machine, which was essentially a resistance network with resistors for edges and light bulbs for vertices. The move to be made corresponded to a certain specified saddle point in the network. The machine played a reasonably good game of Hex. Later, researchers attempting to solve the game and develop Hex-playing computer algorithms emulated Shannon's network to create strong computer players.
Research timeline It was known to Hein in 1942 that Hex cannot end in a draw; in fact, one of his design criteria for the game was that "exactly one of the two players can connect their two sides". In 1981, Stefan Reisch showed that Hex is PSPACE-complete. In 2002, the first explicit winning strategy (a reduction-type strategy) on a 7×7 board was described. In the 2000s, by using
brute force search computer algorithms, Hex boards up to size 9×9 (as of 2016) have been completely solved. Starting about 2006, the field of computer Hex came to be dominated by
Monte Carlo tree search methods borrowed from successful computer implementations of Go. These replaced earlier implementations that combined
Shannon's Hex-playing heuristic with
alpha-beta search. On the subject of early Computer Hex, notable early implementations include Dolphin Microware's
Hexmaster, published in the early 1980s for
Atari 8-bit computers. Until 2019, humans remained better than computers at least on big boards such as 19x19, but on 30 October 2019 the program Mootwo won against the human player with the best Elo rank on LittleGolem, also winner of various tournaments (the game is available here). This program was based on Polygames (an open-source project, initially developed by
Facebook Artificial Intelligence Research and several universities) using a mix of: • zero-learning as in
AlphaZero • boardsize invariance thanks to fully convolutional neural networks (as in
U-Net) and
pooling • and growing architectures (the program can learn on a small board, and then extrapolate on a big board, as opposed to justified popular claims about earlier artificial intelligence methods such as the original AlphaGo). ==Strategy==