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A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly. This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory or computer assistance.

Overview

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A two-player game can be solved on several levels:[1][2]

Ultra-weak solution

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Prove whether the first player will win, lose or draw from the initial position, given perfect play on both sides (see § Perfect play, below). This can be a non-constructive proof (possibly involving a strategy-stealing argument) that need not actually determine any details of the perfect play.

Weak solution

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Provide one algorithm for each of the two players, such that the player using it can achieve at least the optimal outcome, regardless of the opponent's moves, from the start of the game, using reasonable computational resources.

Strong solution

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Provide an algorithm that uses reasonable computational resources and finds optimal plays for both players from all legal positions.

Despite their name, many game theorists believe that "ultra-weak" proofs are the deepest, most interesting and valuable. "Ultra-weak" proofs require a scholar to reason about the abstract properties of the game, and show how these properties lead to certain outcomes if perfect play is realized.[citation needed]

By contrast, "strong" proofs often proceed by brute forceusing a computer to exhaustively search a game tree to figure out what would happen if perfect play were realized. The resulting proof gives an optimal strategy for every possible position on the board. However, these proofs are not as helpful in understanding deeper reasons why some games are solvable as a draw, and other, seemingly very similar games are solvable as a win.

Given the rules of any two-person game with a finite number of positions, one can always trivially construct a minimax algorithm that would exhaustively traverse the game tree. However, since for many non-trivial games such an algorithm would require an infeasible amount of time to generate a move in a given position, a game is not considered to be solved weakly or strongly unless the algorithm can be run by existing hardware in a reasonable time. Many algorithms rely on a huge pre-generated database and are effectively nothing more.

As a simple example of a strong solution, the game of tic-tac-toe is easily solvable as a draw for both players with perfect play (a result manually determinable). Games like nim also admit a rigorous analysis using combinatorial game theory.

Whether a game is solved is not necessarily the same as whether it remains interesting for humans to play. Even a strongly solved game can still be interesting if its solution is too complex to be memorized; conversely, a weakly solved game may lose its attraction if the winning strategy is simple enough to remember (e.g., Maharajah and the Sepoys). An ultra-weak solution (e.g., Chomp or Hex on a sufficiently large board) generally does not affect playability.

Perfect play

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In game theory, perfect play is the behavior or strategy of a player that leads to the best possible outcome for that player regardless of the response by the opponent. Perfect play for a game is known when the game is solved.[1] Based on the rules of a game, every possible final position can be evaluated (as a win, loss or draw). By backward reasoning, one can recursively evaluate a non-final position as identical to the position that is one move away and best valued for the player whose move it is. Thus a transition between positions can never result in a better evaluation for the moving player, and a perfect move in a position would be a transition between positions that are equally evaluated. As an example, a perfect player in a drawn position would always get a draw or win, never a loss. If there are multiple options with the same outcome, perfect play is sometimes considered the fastest method leading to a good result, or the slowest method leading to a bad result.

Perfect play can be generalized to non-perfect information games, as the strategy that would guarantee the highest minimal expected outcome regardless of the strategy of the opponent. As an example, the perfect strategy for rock paper scissors would be to randomly choose each of the options with equal (1/3) probability. The disadvantage in this example is that this strategy will never exploit non-optimal strategies of the opponent, so the expected outcome of this strategy versus any strategy will always be equal to the minimal expected outcome.

Although the optimal strategy of a game may not (yet) be known, a game-playing computer might still benefit from solutions of the game from certain endgame positions (in the form of endgame tablebases), which will allow it to play perfectly after some point in the game. Computer chess programs are well known for doing this.

Solved games

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Awari (a game of the Mancala family)
The variant of Oware allowing game ending "grand slams" was strongly solved by Henri Bal and John Romein at the Vrije Universiteit in Amsterdam, Netherlands (2002). Either player can force the game into a draw.
Chopsticks
Strongly solved. If two players both play perfectly, the game will go on indefinitely.[citation needed]
Connect Four
The game of Connect Four has been solved.
Solved first by James D. Allen on October 1, 1988, and independently by Victor Allis on October 16, 1988.[3] The first player can force a win. Strongly solved by John Tromp's 8-ply database[4] (Feb 4, 1995). Weakly solved for all boardsizes where width+height is at most 15 (as well as 8×8 in late 2015)[3] (Feb 18, 2006). Solved for all boardsizes where width+height equals 16 on May 22, 2024.[5] In 2025, the classic 7x6 board was strongly solved in terms of a win-draw-loss look-up table.[6]
Free gomoku
Solved by Victor Allis (1993). The first player can force a win without opening rules.[1]
Ghost
Solved by Alan Frank using the Official Scrabble Players Dictionary in 1987.[7]
Hexapawn
3×3 variant solved as a win for black, several other larger variants also solved.[8]
Kalah
Most variants solved by Geoffrey Irving, Jeroen Donkers and Jos Uiterwijk (2000) except Kalah (6/6). The (6/6) variant was solved by Anders Carstensen (2011). Strong first-player advantage was proven in most cases.[9][10]
L game
Easily solvable. Either player can force the game into a draw.
Maharajah and the Sepoys
This asymmetrical game is a win for the sepoys player with correct play.[citation needed]
Nim
Strongly solved.[11]
Nine men's morris
Solved by Ralph Gasser (1993). Either player can force the game into a draw.[12][13]
Order and Chaos
Order (First player) wins.[14]
Ohvalhu
Weakly solved by humans, but proven by computers.[citation needed] (Dakon is, however, not identical to Ohvalhu, the game which actually had been observed by de Voogt)[citation needed]
Pangki
Strongly solved by Jason Doucette (2001).[15] The game is a draw. There are only two unique first moves if you discard mirrored positions. One forces the draw, and the other gives the opponent a forced win in 15 moves.
Pentago
Strongly solved by Geoffrey Irving with use of a supercomputer at NERSC. The first player wins.
Quarto
Solved by Luc Goossens (1998). Two perfect players will always draw.[16][17][18]
Renju-like game without opening rules involved
Claimed to be solved by János Wagner and István Virág (2001).[19] A first-player win.
Teeko
Solved by Guy Steele (1998). Depending on the variant either a first-player win or a draw.[20]
Three men's morris
Trivially solvable. Either player can force the game into a draw.[citation needed]
Three musketeers
Strongly solved by Johannes Laire in 2009, and weakly solved by Ali Elabridi in 2017.[21] It is a win for the blue pieces (Cardinal Richelieu's men, or, the enemy).[22]
Tic-tac-toe
Extremely trivially strongly solvable because of the small game tree.[23] The game is a draw if no mistakes are made, with no mistake possible on the opening move.
Wythoff's game
Strongly solved by W. A. Wythoff in 1907.[24]

Weak-solves

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English draughts (checkers)
This 8×8 variant of draughts was weakly solved on April 29, 2007, by the team of Jonathan Schaeffer. From the standard starting position, both players can guarantee a draw with perfect play.[25] Checkers has a search space of 5×1020 possible game positions.[26] The number of calculations involved was 1014, which were done over a period of 18 years. The process involved from 200 desktop computers at its peak down to around 50.[27]
Fanorona
Weakly solved by Maarten Schadd. The game is a draw.[28]
Losing chess
Weakly solved in 2016 as a win for White beginning with 1. e3.[29]
Othello (Reversi)
Weakly solved in 2023 by Hiroki Takizawa, a researcher at Preferred Networks.[30] However, the paper's conclusions are contested.[31] From the standard starting position on an 8×8 board, a perfect play by both players will result in a draw. Othello is the largest game solved to date, with a search space of 1028 possible game positions.
Pentominoes
Weakly solved by H. K. Orman.[32] It is a win for the first player.
Qubic
Weakly solved by Oren Patashnik (1980) and Victor Allis. The first player wins.
Sim
Weakly solved: win for the second player.[citation needed]
Lambs and tigers
Weakly solved by Yew Jin Lim (2007). The game is a draw.[33]

Partially solved games

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Chess
Fully solving chess remains elusive, and it is speculated that the complexity of the game may preclude it ever being solved. Through retrograde computer analysis and endgame tablebases, strong solutions have been found for all three- to seven-piece endgames, counting the two kings as pieces.
Some variants of chess on a smaller board with reduced numbers of pieces have been solved. Some other popular variants have also been solved; for example, a weak solution to Maharajah and the Sepoys is an easily memorable series of moves that guarantees victory to the "sepoys" player.
Go
The 5×5 board was weakly solved for all opening moves in 2002.[34] The 7×7 board was weakly solved in 2015.[35] Humans usually play on a 19×19 board, which is over 145 orders of magnitude more complex than 7×7.[36]
Hex
A strategy-stealing argument (as used by John Nash) shows that all square board sizes cannot be lost by the first player. Combined with a proof of the impossibility of a draw, this shows that the game is a first player win (so it is ultra-weak solved).[citation needed] On particular board sizes, more is known: it is strongly solved by several computers for board sizes up to 6×6.[citation needed] Weak solutions are known for board sizes 7×7 (using a swapping strategy), 8×8, and 9×9;[citation needed] in the 8×8 case, a weak solution is known for all opening moves.[37] Strongly solving Hex on an N×N board is unlikely as the problem has been shown to be PSPACE-complete.[citation needed] If Hex is played on an N×(N + 1) board then the player who has the shorter distance to connect can always win by a simple pairing strategy, even with the disadvantage of playing second.[citation needed]
International draughts
All endgame positions with two through seven pieces were solved, as well as positions with 4×4 and 5×3 pieces where each side had one king or fewer, positions with five men versus four men, positions with five men versus three men and one king, and positions with four men and one king versus four men. The endgame positions were solved in 2007 by Ed Gilbert of the United States. Computer analysis showed that it was highly likely to end in a draw if both players played perfectly.[38][better source needed]
Morabaraba
Strongly solved by Gábor E. Gévay (2015). The first player wins in optimal play.[39]
m,n,k-game
It is trivial to show that the second player can never win; see strategy-stealing argument. Almost all cases have been solved weakly for k ≤ 4. Some results are known for k = 5. The games are drawn for k ≥ 8.[citation needed]

See also

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
In game theory, particularly within the framework of , a solved game is one whose outcome—win for the first player, win for the second player, or —can be definitively determined assuming both players employ optimal from any given position. This concept applies primarily to finite, two-player, zero-sum games with and no chance elements, such as those analyzed through exhaustive enumeration of game trees or retroanalysis techniques. Solutions are categorized by degrees of completeness: an ultra-weak solution establishes the value (win/loss/) of the initial position alone; a weak solution provides a strategy for the starting player to achieve that value against any opponent play; and a strong solution identifies the optimal move from every possible position in the game. Notable examples of solved games illustrate the progression of computational achievements in this area. (also known as noughts and crosses) is trivially strongly solved as a with perfect play, due to its small state space of approximately 255,168 possible game sequences. was weakly solved in 1988 by James Allen and Victor Allis, revealing a first-player win achievable through specific opening strategies, with a state-space complexity of about 4.5 × 10^12 positions. (English draughts) achieved a weakly solved status in 2007, confirming a under optimal play after an 18-year computational effort involving over 500 billion billion positions, marking it as one of the most complex popular games to be fully analyzed. Other solved games include Qubic (strongly solved in 1980 as a first-player win) and Awari (strongly solved in 2003 as a ). Despite these advances, many iconic games remain unsolved due to their immense complexity; for instance, chess has an estimated game-tree complexity of 10^123, rendering exhaustive solving infeasible with current technology, though narrow AI evaluations approximate optimal play in limited contexts. Similarly, Go, with around 10^170 possible positions, resists full solution but has seen superhuman performance via deep learning methods like AlphaGo. The pursuit of solving games not only advances and design but also deepens understanding of strategic decision-making in deterministic environments.

Types of Solutions

Ultra-weak solution

An ultra-weak solution determines the game-theoretic value—whether the first player wins, the second player wins, or the game is a —from the initial position, assuming optimal play by both players, without requiring the computation or specification of strategies for any positions. This level of solution, the most minimal among game-solving categories, was first formalized by L. Victor Allis in his 1994 PhD thesis. Key characteristics of an ultra-weak solution include its reliance on limited computational resources, often achieved through from terminal positions to confirm the initial position's value, but halting analysis once the root outcome is established. This approach avoids the exhaustive enumeration needed for deeper strategic insights, making it feasible for games where full exploration is intractable. In contrast to more comprehensive solutions, it provides no guidance on optimal play beyond predicting the end result under perfect conditions. A historical example is , which was solved as a draw via simple manual enumeration in the mid-20th century, demonstrating that perfect play by both players leads to a tie from the starting position. Another illustrative case is the game of Hex on an n×nn \times n board for arbitrary nn, proven to be a first-player win in 1949 through theoretical arguments, though explicit strategies remain unknown for large boards. This form of solution distinctly differs from stronger variants, such as the strong solution, which requires determining optimal moves from every possible position, as it prioritizes outcome prediction over strategic completeness.

Weak solution

In and , a to a combinatorial game determines the optimal for the initial move from the starting position, along with the game's outcome under perfect play by both players, without requiring a complete of all subsequent subgames or positions. This approach establishes whether the first player can force a win, a second-player win, or a draw, and identifies the specific opening moves that achieve this result, assuming optimal responses thereafter. Weak solutions are particularly valuable for impartial games under normal play convention, where the last move wins, as they provide practical guidance for perfect play initiation without the exhaustive computation needed for fuller analyses. The computational feasibility of weak solutions stems from their focus on exploring the from the root position to a sufficient depth, often leveraging search algorithms like alpha-beta to evaluate branches efficiently and prune suboptimal paths. This method reduces the complexity compared to evaluating the entire , making it applicable to games with larger state spaces where strong solutions—requiring strategies for every position—would be prohibitive. For instance, databases or endgame tables may be used selectively for terminal positions near the opening, but the emphasis remains on the initial rather than retrograde analysis of all reachable states. A seminal example is , weakly solved in 1988 by James D. Allen, who demonstrated that the first player can force a win in at most 41 moves with optimal play, identifying seven symmetric opening moves (such as the center column) that lead to victory regardless of the second player's responses. This solution relied on exhaustive computer search with alpha-beta pruning on a 7x6 board, evaluating approximately 10^12 positions but focusing primarily on the opening phase without fully tabulating all 4.5x10^12 possible game states. Victor Allis independently arrived at a similar shortly thereafter, confirming the first-player win and optimal strategies using a knowledge-based approach combined with search. Unlike an ultra-weak solution, which merely proves the outcome without specifying moves, Allen's work provided an executable algorithm for securing the win from the start.

Strong solution

A strong solution to a game provides the game-theoretic value—win, loss, or draw—and an optimal for every possible legal position, assuming perfect play by both players. This level of analysis ensures that, from any reachable state, the outcome is deterministically known regardless of how the game arrived there, distinguishing it from weaker forms of solving that focus only on initial or limited positions. Achieving a strong solution typically involves constructing a complete game tree or an exhaustive database of all positions, which is computationally intensive due to the exponential growth in state space for most games. Retrograde analysis, a backward-induction method starting from terminal positions and propagating values upward through the tree, is commonly employed to build such databases efficiently. This process demands significant resources, as even modest games can have trillions of states; for instance, the 7×6 Connect Four board encompasses approximately 4.5 × 10¹² positions. A landmark example of a strong solution is , which was strongly solved around 1995 by John Tromp using brute-force methods to compile a database of positions, confirming the first-player winning strategy under perfect play. Simpler games like also exemplify strong solutions, where manual or computational analysis confirms a draw under perfect play across all approximately 5,478 reachable positions. The implications of a strong solution are profound, as it eliminates all uncertainty in the game, rendering the outcome fully deterministic when perfect play is assumed. This not only aids in understanding but also enables perfect automated play, though the ' size often limits practical storage and real-time consultation for larger games.

Perfect Play

Definition of perfect play

In the context of solved games, perfect play refers to a in which each player, at every decision point, selects the move that guarantees the best possible outcome for themselves—prioritizing a win over a draw, and a draw over a loss—under the assumption that the opponent is likewise employing perfect play. This recursive notion ensures that no player can improve their result by unilaterally deviating from the strategy, leading to a predetermined outcome when both adhere to it. The concept of perfect play is applicable specifically to finite, deterministic, two-player, zero-sum games with and no elements of chance, where the complete game tree can in principle be evaluated backward from terminal positions. In such games, every position has a definitive value (win, loss, or draw) under optimal responses, allowing players to navigate the tree by always choosing moves that align with this value. This foundational idea is rooted in game theory's , which formalizes how players in zero-sum conflicts seek to maximize their minimum guaranteed payoff against an adversarial opponent, ensuring equilibrium through saddle-point strategies. The notion of perfect play was first formalized by in his 1921 papers on the theory of games, where he introduced strategies as complete methods of play and analyzed optimal responses in symmetric zero-sum settings. It was rigorously established by in 1928 through his proof of the for two-person zero-sum games, providing the mathematical guarantee of optimal strategies' existence.

Outcomes with perfect play

In solved games, the outcome under perfect play is fixed and falls into one of three categories: a win for the first player, a win for the second player, or a draw. This result arises from analyzing the complete game tree starting from the initial position, where each node represents a game state and branches denote legal moves, assuming both players select optimal strategies to maximize their chances of victory. The value at the root of the tree—computed via or equivalent methods—determines whether the starting player can force a win, the responding player can defend to victory, or the game inevitably ends in . For impartial games under the normal play convention, where the player making the last move wins, the Sprague-Grundy theorem offers a systematic evaluation tool, particularly useful for sums of independent subgames. The theorem assigns a non-negative , known as the Grundy number or , to each position based on the minimum excludant (mex) of the Grundy numbers of its successor positions. If the initial position's Grundy number is zero, it is a second-player win, as any move by the first player leads to a position with nonzero Grundy number, allowing the second player to respond by restoring a zero-Grundy state; conversely, a nonzero Grundy number indicates a first-player win. In these finite, acyclic impartial games, draws do not occur, as the game must terminate with a last move. In contrast, partizan games—where players have distinct move options—or games permitting explicit draw conditions (such as board-filling without a decisive line) can yield draws with perfect play. For illustration, in , exhaustive analysis confirms that optimal moves by both players always result in a filled board without three-in-a-row, leading to a draw. Establishing the outcome in a solved game provides a foundational benchmark, enabling deeper theoretical exploration of variants, such as misère versions where the last move loses, by leveraging the normal-play solution to bound or predict altered results.

Fully Solved Games

Strongly solved games

A strongly solved game is one where the optimal outcome is determined for every possible position, allowing perfect play from any starting point. One prominent example is Qubic, a four-dimensional variant of played on a grid where players aim to align four marks in a row along any line. Strongly solved in 1994 by Victor Allis and colleagues using proof-number search algorithms, Qubic was shown to be a first-player win with perfect play, requiring exhaustive exploration of its complex despite symmetries reducing the search space. Tic-tac-toe, a simple 3×3 grid game, is trivially strongly solved as a draw with perfect play, due to its small state space that allows complete manual or computational analysis of all positions. This was demonstrated computationally in 1952 by A. S. Douglas's OXO program on the computer. The game of , an impartial subtraction game with heaps of objects, was strongly solved in 1901 by Charles L. Bouton's nim-sum theorem, which determines the winning strategy and optimal moves from any position using the XOR of heap sizes. Connect Four, played on a 7×6 grid, was strongly solved following the 1988 weak solution by James D. Allen and Victor Allis, confirming a first-player win with perfect play from any position, leveraging its state-space complexity of about 4.5 × 10^12 positions. The abstract strategy game Hex, involving connection of opposite board edges on a hexagonal grid, has been strongly solved on small boards, confirming first-player wins in all cases. For instance, the 6×6 board was solved in 1994 using computational methods that accounted for the game's impartial nature and bridging strategies, while boards up to 9×9 were solved in subsequent years through advanced search techniques like depth-first search with pattern databases. These achievements highlight early successes in applying computer science to combinatorial games, though larger boards remain unsolved due to exponential complexity. Othello (also known as Reversi), a 8×8 of capturing opponent discs, was strongly solved in 2023 by Hiroki Takizawa using alpha-beta pruning and massive computation, proving that perfect play by both players leads to a draw. This involved solving the full of approximately 10^28 possible positions. As of November 2025, these solves, including recent advancements like , underscore the boundaries of brute-force and search methods in , while spurring advancements in algorithms like alpha-beta pruning and that have broader applications in optimization and decision-making systems.

Weakly and ultra-weakly solved games

Weakly and ultra-weakly solved games represent cases where the outcome from the initial position is determined without exhaustive strategies for all possible positions, often through mathematical proofs or limited computations suitable for simpler games. These solutions establish whether the first player can force a win, the second player can force a win, or the game ends in a under perfect play, providing valuable insights into without the full complexity of strong solutions. Gomoku, the 5-in-a-row game on an infinite board, is weakly solved as a first-player win via strategy-stealing arguments, though practical variants impose restrictions on the first player (as in Renju) to prevent overwhelming advantage and promote balanced play. Checkers (also known as English draughts), played on an 8×8 board, was weakly solved in 2007 by Jonathan Schaeffer and his team after nearly two decades of computation. The result is a draw with perfect play from the starting position, achieved through a combination of retrograde endgame databases covering positions with 10 or fewer pieces (about 3.9 × 10^{13} states) and forward proof-number searches that evaluated around 10^{14} positions in the critical proof tree. The total game tree encompasses roughly 5 × 10^{20} possible positions, pruned via parallel computing on up to 200 processors, transposition tables, and symmetry exploitations like the forced-capture rule; this remains one of the most computationally intensive game solves to date. These solutions typically rely on manual enumeration for small games, or mathematical theorems, or early computer assistance—using or proof-number methods—for medium-sized games, enabling the determination of initial-position values without full positional databases. Despite their elegance, weakly and ultra-weakly solved games offer limited practical guidance, as they do not provide complete playbooks or optimal moves from arbitrary mid-game positions, making them primarily useful for educational purposes, casual analysis, or understanding theoretical outcomes in combinatorial games.

Partially Solved Games

Definition and examples

Partially solved games are those in which perfect play outcomes are determined for substantial subsets of positions, such as endgames or opening lines, but the complete game tree remains unsolved due to prohibitive computational demands. These games typically rely on precomputed databases that catalog optimal moves for frequent or critical configurations, enabling near-perfect play in those scenarios while leaving overall victory probabilities indeterminate without exhaustive analysis. Unlike strongly solved games, where the result is known from the initial position, partial solutions provide tactical precision in bounded domains but cannot guarantee global strategy. A prominent example is chess endgames, where tablebases—exhaustive databases of positions—have solved all configurations with up to seven pieces. The Lomonosov 7-piece tablebases, completed in by researchers at Moscow State University's Department, encompass 423,836,835,667,331 unique legal positions, allowing engines to play flawlessly in these scenarios and revealing insights like sequences exceeding 500 moves to mate. As of 2025, progress continues on 8-piece tablebases, with partial computations uncovering extended winning lines up to 584 moves, though full completion remains challenging due to the database's estimated 10^16 positions; larger endgames, such as those with 20 or more pieces, are analyzed only for specific pawnless or simplified structures rather than comprehensively. In Go, artificial intelligence has enabled partial solutions for openings. The 2016 AlphaGo program, developed by DeepMind, used deep neural networks and to evaluate thousands of opening moves with superhuman accuracy, influencing professional play by highlighting previously underexplored strategies like the 5-5 point invasion. However, Go's full 19x19 board, with approximately 10^170 possible positions, eludes complete solution, rendering endgame outcomes and midgame transitions reliant on approximations despite these advances.

Computational methods

Computational methods for partially solving games rely on algorithms that approximate optimal play within feasible computational limits, focusing on endgames, openings, and search heuristics to navigate vast game trees. Retrograde analysis serves as a foundational technique for constructing endgame databases by starting from terminal positions and propagating evaluations backward through the game tree, determining the optimal outcome for each reachable state. This method builds exhaustive solutions for reduced-piece configurations, enabling perfect play in those subsets. For broader searches, particularly in openings, alpha-beta pruning enhances the algorithm by eliminating branches that cannot influence the final decision, significantly reducing the number of nodes evaluated. Transposition tables complement this by hashing board positions to store and reuse prior evaluations, avoiding redundant computations when equivalent states are reached via different move sequences. Advanced approaches incorporate (MCTS), which builds an asymmetric search tree through random playouts and balances exploration-exploitation via upper confidence bounds, proving effective for high-branching-factor games like Go. In chess, neural networks provide sophisticated evaluation functions; for instance, Stockfish's NNUE () uses a shallow network trained on vast datasets to estimate position values, replacing traditional handcrafted heuristics. Game tree complexity poses a primary challenge, with the total nodes scaling exponentially as bdb^d, where bb is the average and dd is the depth, rendering full exploration intractable for most games. Mitigation strategies include parallel search algorithms that distribute node evaluation across multiple processors, hashing techniques like transposition tables for , and precomputed endgame databases such as the Nalimov tablebases, which store distance-to-mate information for up to six pieces using and compression. Looking ahead, holds theoretical promise for accelerating searches through algorithms like quantum-inspired methods, potentially offering speedups in sampling or optimization. However, as of 2025, no practical breakthroughs have enabled quantum solutions for large-scale game solving beyond small combinatorial instances.

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