Strongly Solving $7 \times 6$ Connect-Four on Consumer Grade Hardware

Fuente: arXiv
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Autor principal: Böck, Markus
Formato: Preprint
Publicado: 2025
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author Böck, Markus
author_facet Böck, Markus
contents While the game Connect-Four has been solved mathematically and the best move can be effectively computed with search based methods, a strong solution in the form of a look-up table was believed to be infeasible. In this paper, we revisit a symbolic search method based on binary decision diagrams to produce strong solutions. With our efficient implementation we were able to produce a 89.6 GB large look-up table in 47 hours on a single CPU core with 128 GB main memory for the standard $7 \times 6$ board size. In addition to this win-draw-loss evaluation, we include an alpha-beta search in our open source artifact to find the move which achieves the fastest win or slowest loss.
format Preprint
id arxiv_https___arxiv_org_abs_2507_05267
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Strongly Solving $7 \times 6$ Connect-Four on Consumer Grade Hardware
Böck, Markus
Artificial Intelligence
While the game Connect-Four has been solved mathematically and the best move can be effectively computed with search based methods, a strong solution in the form of a look-up table was believed to be infeasible. In this paper, we revisit a symbolic search method based on binary decision diagrams to produce strong solutions. With our efficient implementation we were able to produce a 89.6 GB large look-up table in 47 hours on a single CPU core with 128 GB main memory for the standard $7 \times 6$ board size. In addition to this win-draw-loss evaluation, we include an alpha-beta search in our open source artifact to find the move which achieves the fastest win or slowest loss.
title Strongly Solving $7 \times 6$ Connect-Four on Consumer Grade Hardware
topic Artificial Intelligence
url https://arxiv.org/abs/2507.05267