The Connect6 game, introduced by Dr. I-Chen Wu, is a fair and highly complex game. Due to its simple rule, fairness and complexity, we believe that this game is a good alternative for those players who love to play Go-Moku or Renju. The outline is listed as follows.
Related Pages:
All comments are welcome to send to connect6@java.csie.nctu.edu.tw.
Thank you.
Connect6 Working Group
Internet Application Technology
Laboratory
Department of Computer Science and
Information Engineering
National Chiao Tung University
Hsinchu,
Taiwan
The rules of Connect6 are very simple and similar to the traditional Go-Moku game, as listed as follows.
Unlike Renju, we do not need to impose some extra rules on Connect6, since the rules of Connect6 appear to be fair enough as shown in the section, fairness.
Note that most current Connect6 professionals play on 19x19 Go boards. However, many of them believe that Connect6 is a draw game. After one or two years, we may need to extend the rule. The current proposals include the following:
You are welcome to discuss this issue in the forum.
First, we want to review the fairness problem of Go-Moku and then discuss the fairness of Connect6.
Fairness has been a major issue for Go-Moku, even though it has been a popular game.
The fairness problem for Go-Moku or Renju also has a side effect.
Herik, Uiterwijk, and Rijswijck gave a good definition of fairness (Herik,
Uiterwijk, and Rijswijck, 2002) as follows: A game is considered a fair game if
it is a draw and both players have a roughly equal probability on making a
mistake. However, practically, it is hard to have a perfect model for
calculating the probability of making a mistake, since some undiscovered
strategies such as making breakaway moves, as described in Subsection 2.3, may
result in different probabilities. On the contrary, it is relatively easy and
possible to
show when a game is unfair. Therefore, Professor Wu provides the following three
distinct definitions for unfair games.
Then, Professor Wu defined that a game is considered potentially fair, if it has not yet been shown or claimed to be definitely unfair, monotonically unfair, or empirically unfair. This definition indicates that a potentially fair game for the time being may not remain potentially fair in the future. If a game remains potentially fair any longer, it could have a higher chance to be fair.
Connect6 games are intuitively fair, in the sense that one player always has one more stone than the other after making each move. Besides, Connect6 is, at least, potentially fair for the time being.
Surely, we expect to see more evidences, either fair or unfair, or more experiences in the future.
If Connect6 uses an infinite board, both state-space and game-tree complexities are infinite too. So, we assume to use a Go board, instead. Both state-space and game-tree complexities for it are still much higher than those in Go-Moku and Renju, in the sense that each move places two stones that make the branch factor increase by a factor of the board size. Based on the standard in (Herik, Huntjens, and Rijswijck, 2002), the state-space complexity of Connect(19,19,6,2,1) is 10172, the same as that in Go. If a larger board is used, the complexity is much higher.
Now, let us investigate the game-tree complexity. Assume that the averaged game length is still 30, the same as the estimation for Go-Moku (Allis 1994). Then, the number of grids chosen to put one stone is about 300, and the number of choices of one move is about (300*300/2). Thus, the game-tree complexity is about (300*300/2)30 ~ 10140, much higher than that for Go-Moku. Also, if a larger board is used, this complexity is much higher.
(written by I-Chen Wu)
One day in Summer 2003, I played Go-Moku on a Go board with my daughter for fun. My daughter suggested playing it differently by letting both Black and White put two stones in each turn. This motivated me to think the potential of the game, Connect6, to be a popular game, and researching on it. However, as a popular game, this game must be fair enough and highly complicated. My first plan is to have an AI program to play the game to see how fair and complex the game is.
In Spring 2004, my Master student, Dei-Yen Huang, joined this work as the study of his Master Thesis. In Q1 of 2005, we completed the first Connect6 AI program, which already can beat most of us. Then, we let our AI program fight with our AI program. And, so far, we still cannot determine who (Black or White) has the advantage.
In 2005, we wrote a paper, to be presented in the 11th Advances in Computer Games Conference (ACG11), held in Taipei, Taiwan, 2005.
In September 2005, ThinkNewIdea Limited built the first Connnect6 game server at http://www.cycgame.com.tw/connect6/.
In 2005, some interested persons are organizing a Connect6 association at http://www.connect6.org, and supporting a forum for discussion.
Officially, we name it Connect6 (pronounced "Connect-Six"), "連六棋" ( or more commonly called "六子棋") in Chinese and Roku-Moku ("六目") in Japanese. Originally, it was named Ren6 in order to distinguish it from Connect(6,2,2). However, Ren6 might be connected to Renju, which imposes some more restriction rules, so we call it Connect6 now.
In Connect6 games, a line consists of a set of grids in the same horizontal, vertical, or diagonal line. The stones of a line form a pattern of the line. A line pattern is called a line threat where one player must put one or more stones in the line to prevent the other from winning by putting p stones into the line. For example, in Connect6, B has a threat pattern in the line in the left of Figure 1 (a), since B can connect up to consecutive six stones by playing on the two empty grids above “△”. If W cannot connect six in the next ply, W must defend at either empty grid above “△”.
Definition 1. In a line pattern of Connect6, assume that one player, say W, cannot connect six. B is said to have t threats, if and only if W needs to put t stones to prevent B from winning in the next ply. ▌

(a) One threat.

(b) Two threats.

Figure 1: Threat patterns for Connect6.
In Figure 1(a), B has one threat, since W needs to use one stone to defend. In Figure 1(b), B has two threats, since W needs to use two stones to defend. In the case of three threats as shown in Figure 1(c), B wins since W needs three stones to defend. That is, the winning strategy of a player is to have at least three threats
It needs to be careful to count the number of threats. For example, the line pattern in the right of Figure 1(a) has only one threat (not two), because W only needs to put one stone on the empty grid above “△”.
For the line pattern in the right of Figure 1(a), when the window first covers the four black stones without the white, mark the two empty grids including the one above “△”. Thus, when the window is slid for one grid, the window covers the marked empty grid. Thus, the second window is not counted. Thus, the line pattern has only one threat.

Figure 2: Blocking strategies in Connect6.
In Connect6, putting one stone in a line increases threats by at most two. It is interesting to distinguish a grid which will cause one threat or two threats in subsequent playing. For example, in Go-Moku or Renju, a three is called live-three if it has two open ends and can create two threats by adding one stone, and dead-three, if it has only one open end and can create one threat only by adding one stone. Like Go-Moku or Renju, Connect6 also has dead-l and live-l threats, as defined as follows.
Definition 2. In Connect6, a line pattern includes a dead-l threat for one player, say B, if B only needs to add extra (4–l) stones to create one threat. Similarly, a line pattern includes a Live-l threat for B, if B only needs to add extra (4–l) stones to create two threats. ▌
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(a) Live-3 threats.
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(b) Live-2 threats.
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(c) Dead-3 threats.
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(d) Dead-2 threats.
Figure 3: Live-l and Dead-l threats for Connect6.
For example, the line patterns in Figure 3(a) are live-3 threats, since B only needs to put one more stone to create two threats, as shown in Figure 1(b). Similarly, the line patterns in Figure 3(b) are live-2 threats, since B only needs to put two more stones to create two threats. Similarly, examples of dead-3 and dead-2 are given in Figure 3(c) and Figure 3(d), respectively.
In Connect6, live-3, live-2, dead-3, and dead-2 threats are important, since a move includes two stones and may make them become threats. Especially, players usually attack with a sequence of moves most including live-2 and dead-3. These are also very useful for game playing.
Now, let us go back to review Gomoku, Connect(5,1,1). In Gomoku, since players can put one stone (p=1) only in each move, players cannot defend live-4 threats, unless connecting five. Furthermore, in the case of not making dead-4 threats, players must defend a live-3 threat, also called a three (Allis, 1994; Allis, Herik, and Huntjens, 1996). Otherwise, opponents can put one stone to make it a live-4 to win the game. Since players must defend live-3 threats in this case, live-3 threats can be viewed as delayed threats.
The following are played by two computers. White wins in the following case.

Black wins in the following case.

The following are played by Computer and Dei-Yen Huang. Computer (Black) wins in the following case.

Computer (White) wins in the following case.

We will post more game records later.
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