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Domineering

Combinatorial game theory · all families · data

Also known as: Crosscram, Stop-Gate, Dominoes (Berlekamp-Conway-Guy).

First player (the player to move) wins on 11x11 (and on 2x2, 3x3, 4x4, 6x6, 7x7, 8x8, 9x9, 10x10); 1x1 and 5x5 are second-player wins.

Result First player wins
Strength Weak
Method Alpha-beta + DB, Mathematical proof
Year 2016
Solved by Jos W. H. M. Uiterwijk (11x11, program MUDoS); earlier instances by Breuker, Uiterwijk & van den Herik (8x8, 2000), Nathan Bullock (10x10, 2002); rectangular families by Lachmann, Moore & Rapaport
Source Uiterwijk 2016
Board Square and rectangular grids; headline result is 11x11. Solved instances range from 1x1 up to 11x11 squares plus many m x n rectangles.
Game tree 259,689,994,008
Distance to result Up to 60 plies on 11x11 (a full 11x11 board holds at most 60 dominoes); exact principal-variation length not published as a single figure.
Date Size or opening Result Strength Credit Source
2016 standard game first player wins Weak Jos W. H. M. Uiterwijk source

One row, derived from the record’s year, solver and primary source; no fuller history is recorded yet.

Code

Write-ups

Domineering (invented by Goran Andersson, popularized via Martin Gardner 1974 and Berlekamp-Conway-Guy’s “Winning Ways”) is a partizan combinatorial game: Vertical (Left) places 2x1 vertical dominoes, Horizontal (Right) places 1x2 horizontal dominoes on a grid; the player unable to move loses. It is a normal-play game, so “result” here means the outcome under optimal play with a designated first player. Headline instance is 11x11, solved by Jos Uiterwijk in 2016 with his program MUDoS: the FIRST player to move wins, and this holds irrespective of whether Vertical or Horizontal moves first. The proof investigated 259,689,994,008 nodes over roughly half a year on a single desktop. MUDoS combines alpha-beta search with large transposition tables, endgame databases, and knowledge-based / combinatorial-game- theory move ordering and bounds; it also (re)solved boards up to 10x10 far faster and settled several previously open rectangular boards. This is a WEAK solution (a winner and concrete winning strategy from the standard empty start), not a strong solution: there is no complete tablebase assigning a CGT value to every reachable position of 11x11. (Small boards and many m x n cases do have full CGT-value analyses, but the large square solutions are search proofs.) Other solved square boards (outcome = win for player to move unless noted): 1x1 second-player win; 2x2, 3x3, 4x4 first-player win; 5x5 SECOND-player win; 6x6, 7x7 first-player win; 8x8 first-player win (Breuker, Uiterwijk & van den Herik, 2000, alpha-beta + transposition tables, Theoretical Computer Science 230:195-206); 9x9 first-player win (same group, shortly after with program improvements); 10x10 first-player win (Nathan Bullock, 2002 MSc thesis, Univ. of Alberta). Rectangular m x n boards: Lachmann, Moore & Rapaport (“Who Wins Domineering on Rectangular Boards?”, More Games of No Chance, 2002) gave a MATHEMATICAL-PROOF (polynomial-time) determination of the winner and a winning strategy for all n when m in {1,2,3,4,5,7,9,11}. E.g. all 2k x n boards for n = 3,5,7,9,11 are wins for Vertical; various m x 2k boards are wins for Horizontal. These rectangular results are independent confirmations using a different (constructive proof) method rather than search. game_tree field stores the 11x11 node count (259,689,994,008 nodes investigated), which is a search-tree figure, not a true game-tree-complexity estimate. state_space for 11x11 is omitted (no single citable reachable/total count). distance_to_result is bounded by the max 60 dominoes that fit on 11x11; the exact optimal-line length is not published as one number.