Skip to content

Hex (9×9, all openings)

Connection games · all families · data

Also known as: Nash, John, Con-Tac-Tix, Polygon.

First player (Black) wins with perfect play. All 81 opening moves on the 9×9 board are now resolved: the most-central openings win for the first player, while losing openings exist near the obtuse corners — so the first player wins simply by opening on a central cell.

Result First player wins
Strength Weak
Method Depth-first PNS, Proof-number search, Strategy-stealing
Year 2013
Solved by Jakub Pawlewicz & Ryan B. Hayward (building on Henderson, Arneson & Hayward for 8×8 and Yang, Liao & Pawlak / Hayward et al. for 7×7)
Source Pawlewicz et al. 2013
Board 9×9 rhombus of hexagonal cells (81 cells); two opposite sides per player, first player connects their pair; no-swap (no pie rule) ruleset
Distance to result The hardest 9×9 opening (a6) required 111 days of computation on a 24-core machine; the published principal variation for a6 is the deepest line in the paper. No single uniform ply count is given — proof depth varies by opening.
Evidence refereed
Date Size or opening Result Strength Credit Source
2003 7×7, all openings first player wins Weak Hayward, Björnsson, Johanson, Kan, Po & van Rijswijck source
2009 8×8, all openings first player wins Weak Philip Henderson, Broderick Arneson & Ryan B. Hayward source
2013 9×9, all openings first player wins Weak Jakub Pawlewicz & Ryan B. Hayward source
2013 10×10, opening f5 Black (first player) wins with f5; open entry hex-10x10 tracks the rest — Jakub Pawlewicz & Ryan B. Hayward source

Superseded rows stay in the table.

Open problem: Hex (10×10, remaining openings)

Section titled “Open problem: Hex (10×10, remaining openings)”
Status Partially solved (unverified)
Solved so far 9×9 all openings (weak); 10×10 one opening, f5
Next target The current table of solved 10×10 opening cells from Hayward’s group
Barrier compute: Forward depth-first proof-number search. The one published 10×10 opening (f5) took 63 days; the hardest 9×9 opening took 111 days on a 24-core machine (Pawlewicz and Hayward 2013). Each further cell is on the order of 100+ core-days.
Latest result Pawlewicz & Hayward 2013 (2013)
Last checked 2026-10-17
Record data/open/hex-10x10.yaml

Unverified: Which 10×10 cells beyond f5 are solved. A Hayward talk (slides undated, probably BIRS 2022) lists more cells with the goal of all 50, but its PDF could not be read as text on 2026-10-17, so no cell beyond f5 is claimed here.

Code

Write-ups

WEAK solution, not strong. Pawlewicz & Hayward weakly solved 9×9 Hex by resolving every opening move: their Scalable Parallel Depth-First Proof Number Search (SPDFPN) solved all thirteen 9×9 openings that earlier solvers had left intractable (the remaining openings were already known), determining the winner for each of the 81 starting cells. This does NOT produce a value for every reachable position (no full tablebase), so it is not a strong solution. SPDFPN is a shared-memory parallel version of the serial DFPN 1+ε method (Pawlewicz & Lew), running atop the Benzene/Solver Hex codebase; it uses proof/disproof numbers only and no domain-specific heuristics for thread scheduling, while the underlying Hex solver uses connection-based virtual connections, inferior-cell pruning and early win/loss detection. The hardest 9×9 opening (a6) took 111 days on a 24-core machine; the same run also produced the first-ever solution of a single 10×10 opening (the centremost cell, f5, in 63 days — Black wins). Ruleset caveat: this is the no-swap (no pie-rule) game. Under the swap/pie rule the second player can flip a winning first move, which changes the practical game but not the cell-by-cell opening values reported here. Lineage of forward-Hex solves: 7×7 — Jing Yang, Simon Liao & Mirek Pawlak (explicit decomposition strategy, 2001-2002) and independently a full computer solve by Hayward, Björnsson, Johanson, Kan, Po & van Rijswijck (2003); 8×8 — Henderson, Arneson & Hayward (IJCAI 2009, all openings); 9×9 — this work (2013); 10×10 — only the central opening (2013). Ultra-weak result, ALL board sizes: independently of any search, Hex on any n×n board is a first-player win by John Nash’s strategy-stealing argument (c. 1949) combined with the Hex theorem (Hein 1942 / Nash / Gale) that Hex can never be a draw — exactly one player connects. This is non-constructive: it proves the first player wins without giving a winning move. The 9×9 result here is the constructive WEAK upgrade for that specific size. Deciding an arbitrary generalized-Hex position is PSPACE-complete (Even & Tarjan, 1976; Reisch showed Hex itself PSPACE-complete, 1981), which is why explicit solving stalls around 9×9-10×10. Complexity: no 9×9-specific state-space/game-tree figure is cited in the primary paper. For reference, surveys give 11×11 Hex a state-space complexity of roughly 10^57 and game-tree complexity of roughly 10^98; 9×9 is correspondingly smaller. The state_space/game_tree fields are left null rather than guessing a 9×9 number. Bibliographic note: the paper was presented at Computers and Games 2013; its Springer LNCS 8427 proceedings carry a 2014 imprint. The result is universally dated 2013 (matching the conference and the anchor), which is the year used here.