Y (side 6)
Connection games · all families · data
Part of the Y connection family — see the family page for the scaling table and a playable explorer.
Also known as: Game of Y, Y-game.
First player wins. Strongly solved for board sides 1-6 — the game-theoretic value of every position is known — and the first player wins from the start at every size. Y can never draw (the Y theorem), confirmed: every position is a win or a loss.
| Result | First player wins |
| Strength | Strong |
| Method | Retrograde analysis, Brute-force enumeration |
| Year | 2026 |
| Solved by | Brian Liou (open-source game-solver engine, 2026), sides 1-6; see the prior-art note. |
| Source | Liou 2026* |
| Board | Triangular board of hexagonal cells; side n has n rows and n(n+1)/2 cells (side 6 = 21 cells). Players alternately place a stone of their colour on an empty cell; a player wins by connecting all three sides of the triangle with one group. Hex reduces to Y. Strongly solved here for sides 1-6. |
| State space | 2,173,243,128 |
| Distance to result | Side-6 (2,173,243,128 positions) solved in ~13 minutes in ~1 GB of RAM on a single core, by slice-by-slice retrograde over the ply-layers. |
| Evidence | self-archived* |
* Self-archived: the result is available only from its authors (a repository, a post, a deposit), not yet refereed, formally verified or reproduced by someone else. The mark comes off when one of those happens. It applies to this repo’s own results too.
Solution history
Section titled “Solution history”| Date | Size or opening | Result | Strength | Credit | Source |
|---|---|---|---|---|---|
| 1975 | all sizes | first player wins (strategy stealing, names no moves) | Ultra-weak | Craige Schensted & Charles Titus | source |
| 2026-06-19 | sides 1-6 | first player wins at every size; no position is a draw | Strong | Brian Liou | source |
Superseded rows stay in the table.
Open problem: Y (side 7)
Section titled “Open problem: Y (side 7)”| Status | Smaller board solved |
| Solved so far | Sides 1-6 strongly solved; first player wins at every size |
| Next target | Side 7 (28 cells), slice by slice |
| Barrier | memory, storage: Side 6 is 2,173,243,128 count-legal positions, solved in about 13 minutes on one core in about 1 GB of RAM. Side 7’s count-legal index exceeds 2^32, so it needs 64-bit indexing and a value table larger than RAM (disk-paged slices). An estimate of about 10^13 positions dates from 2026-06-19 and was not rechecked. |
| Latest result | Liou 2026 (2026-06-19)* |
| Last checked | 2026-10-17 |
| Record | data/open/y-side-7.yaml |
References
Section titled “References”- Brian Liou — strong solution of Y for sides 1-6 via the game-solver engine (2026): a full retrograde solve of every position. The first player wins at every size and no position is a draw. Side-6 has 2,173,243,128 count-legal positions (wins 1,352,692,412 / losses 820,550,716). Validated by three independent solve paths (reachable, dense-index, and slice-by-slice) that agree on every value, plus the no-draw invariant. Reproducible via
cargo run --release --bin y_solve6 6. - GamesCrafters (UC Berkeley), GamesmanClassic
mgameofy.c(A. Esteban, 2023) — prior art: open-source Y solver code for board dims 4-7, but with no published game values, no paper, andkTieIsPossible = TRUE(a draw-handling flaw for a game that cannot draw). Only dim-5 is credibly confirmed computed. - Craige Schensted & Charles Titus, Mudcrack Y and Poly-Y (Neo Press, 1975) — the game of Y; first player wins on any board by a Hex-style strategy-stealing argument (ultra-weak, non-constructive).
Resources
Section titled “Resources”Code
Y is a connection game on a triangular grid: place stones in turn, win by joining all three sides with one connected group. It generalizes Hex (Hex reduces to Y), and like Hex it cannot end in a draw — by the Y theorem a full board always has exactly one player connecting all three sides, and the two players can never connect at once.
ULTRA-WEAK result, ALL board sizes: the first player wins on any board by the Hex-style strategy-stealing argument (Schensted & Titus 1975, after Nash). This is non-constructive — it names no moves.
STRONG result, sides 1-6 (game-solver engine): it computed the game-theoretic value of every position by retrograde analysis. The first player wins from the start at every size, and no position is a draw — both asserted as correctness invariants (a wrong board model would surface a draw). Sizes and starting value: side 1 (2 positions), side 2 (13), side 3 (257), side 4 (16,505), side 5 (3,337,584 reachable), side 6 (2,173,243,128 count-legal index) — first player wins at every size.
METRIC NOTE: sides 1-5 figures count reachable positions (forward discovery); the side-6 figure counts the tight count-legal index (a superset that also includes count-legal-but-unreachable positions), because side-6 was solved by the dense slice solver rather than reachable enumeration. The two metrics are not directly comparable; wins + losses equal the total exactly at every size, which is the no-draw invariant.
PRIOR ART: the earlier solver located is GamesCrafters’ GamesmanClassic mgameofy.c (A. Esteban, 2023), which has Y code for dims 4-7 but publishes no game values, has no accompanying paper, and declares draws possible (kTieIsPossible = TRUE) for a game that cannot draw; an adversarial check could confirm only its dim-5 as credibly computed. The search was not exhaustive and no priority is claimed; this entry records the sides solved (1-6), with full credit to the earlier GamesCrafters work.
Side-7 (28 cells) has a count-legal index beyond 2^32 and is the natural next target via external-memory (disk-paged) slices.