How to determine if a board game has a forced winning move
Determining whether a board game has a “forced winning move” (or forced draw move) falls under the research domain of Combinatorial Game Theory in mathematics and computer science. To determine and find forced winning moves, one typically needs to examine the game's properties and apply corresponding mathematical theorems and algorithms.
The following are common theories and methods for determining and proving whether a board game has a forced winning move:
Before exploring winning strategies, first confirm if this board game qualifies as a “finite two-player zero-sum perfect information game”.
Zermelo's Theorem states: For any game meeting the above conditions, under optimal play by both sides, there is always a definite outcome:
In other words, as long as these conditions are met (e.g., Chinese Chess, Go, Gomoku, Othello), theoretically, there definitely exists some winning or non-losing (forcing a draw) strategy. The current focus is on “determining exactly which one it is” and “how to find it”.
For games with small state spaces, exhaustively enumerate all possible positions to generate a “game tree”.
This is a very clever existence proof method (proof by contradiction). It proves first player wins but doesn't tell you the specific moves.
If the board has certain symmetry and rules allow, a player can obtain a winning strategy by “mirroring” the opponent's moves.
If the game is “impartial” (Impartial Game)—meaning from the same position, whoever's turn it is has the exact same legal moves and rules (e.g., Nim stone-taking games), then use the SG theorem.
What is the winning strategy for Gomoku, and how was it discovered?
When discussing Gomoku's winning strategy, first clarify an absolute premise: This refers to traditional Gomoku without forbidden moves (free-style Gomoku).
Without forbidden moves, first player (black) has a winning strategy. This is why modern formal Gomoku tournaments (Renju) must introduce “black forbidden moves” (like three-three ban, four-four ban, overline ban) and complex opening rules (like Yamaguchi rules) to break this first-player win advantage and make the game fairer.
Here is the specific content of the winning strategy for Gomoku without forbidden moves and its discovery process:
Gomoku's winning strategy is not about memorizing a fixed sequence of opening-to-endgame “moves”, as opponents have thousands of defensive options. The winning strategy is essentially a tactical system that uses “absolute first-move advantage” to continuously pressure the opponent, ultimately forming multiple threats (impossible to defend simultaneously).
Specifically, black's winning strategy is based on the following cores:
Over hundreds of years, Gomoku experts discovered in practice that first player has a huge advantage. By the late 19th century, Japanese players realized that without restrictions, high-level black players were nearly unbeatable. Thus, they evolved “Renju” rules with forbidden moves. At this point, first-player win was just an “empirical consensus”, not rigorously proven by computation.
Mathematicians can prove first-player win in free-style Gomoku using “strategy-stealing” logic.
The logic is simple: Assume second player (white) has a winning method. Then black makes a random first move somewhere, then pretends to be white (ignoring or treating the extra black stone as beneficial), and follows white's winning method. In Gomoku, having an extra stone of your own on the board is always beneficial, never harmful. Thus, black wins, contradicting the “second player wins” assumption.
Therefore, free-style Gomoku is either a draw or first-player win. Since filling the board for a draw is extremely rare, the conclusion is first-player win. But this is theoretical, without specific moves.
The true “terminator” of Gomoku's winning strategy was Dutch computer scientist L. Victor Allis.
In 1992, while writing his PhD thesis, he developed a program called Victoria.
Summary:
Gomoku's first-player win is an empirical consensus from centuries of human play, ultimately exhaustively solved in 1992 by a computer scientist using a custom algorithm. Free-style Gomoku is thus known in computer science as a “weakly solved game”—as long as black doesn't blunder, white cannot prevent loss no matter the defense; black has coded paths to victory.
What other games have been weakly solved? What games remain unsolved?
Before introducing other solved games, let's first explain the three levels of “solving” in computer science, to better understand:
Here are some famous weakly solved (even strongly solved) games, and those still unsolved.
Besides free-style Gomoku, several famous board games have been fully cracked by computers:
You might ask: With AI so strong (like AlphaGo), are all board games solved?
Answer: No.
“AI beating humans” and “mathematically solving a game” are completely different. AI beats humans via probabilistic computation finding 99% win-rate moves; “solving” requires 100% exhaustive proof.
These games have “state-space complexity” (number of possible board states) and “game-tree complexity” (branching of all moves) far too large, exceeding all current and foreseeable supercomputer power for centuries.
Doesn't expanding the Gomoku board just increase the total number of positions? Has infinite-board Gomoku been solved too?
This question is very sharp! Your logic is completely correct: Expanding the board to infinite size does make the number of positions infinite, so computers absolutely cannot “enumerate” all moves.
However, infinite-board free-style Gomoku has still been “solved” mathematically and logically: first player (black) wins.
Without enumeration, how? Using a very simple yet cheeky “dimensional reduction” logic:
In 1992, computers proved: On 15×15, black has a winning line.
On infinite board, how does black win?
Simple: Black imagines drawing a 15×15 invisible box in the infinite board's center and exactly copies the 15×15 winning moves.
If white plays inside the box, black responds per the known winning program; if white plays a million kilometers away in infinite space, black ignores and connects five in its 15×15 area. Gomoku winning relies on “relentless pressure (continuous fours, live threes)”; white has no spare turns to disrupt elsewhere and must defend the main battlefield.
In Gomoku, board edges actually help the trailing player (white) defend.
Black fears chains hitting walls mid-formation, short of 5.
Since black wins 100% on wall-prone 15×15; on infinite board, no wall worries—winning even easier.
Summary:
Infinite Gomoku isn't solved by infinite computation, but by human mathematical nested logic. If 15×15 wins, any larger (even infinite) board guarantees first-player win.