Liuye Zhao CAD&CG Lab · ZJU

Strategy Stealing Theorem

I. Formal Model: Symmetric Positional Games

Let be a finite set, called the board. For example, in Gomoku one may take

Let be a nonempty family of subsets of , called the family of winning sets. Each represents a winning pattern. In Gomoku, for instance, may be the family of all sets consisting of five consecutive collinear grid points.

There are two players, denoted by and . The rules are as follows.

  1. Initially, no point of is occupied.

  2. moves first, and then the two players alternate turns.

  3. On each turn, the player chooses one previously unoccupied point of .

  4. At any time, let be the set of points occupied by , and let be the set of points occupied by .

  5. If at some time there exists such that then wins.

  6. If at some time there exists such that then wins.

  7. If the whole board is filled and neither player has occupied a winning set, the game is a draw.

This model has two essential properties.

First, the two players have the same winning condition: each player wins by occupying some set . Therefore the game is symmetric.

Second, the winning condition is monotone: if a set is already winning, meaning that there exists with , then every larger set is also winning.

Formally,

This is the mathematical expression of the idea that “having an extra stone of one’s own cannot hurt.”

II. Formal Definition of Strategies

A position can be written as a triple where is the set of points occupied by , is the set of points occupied by , and indicates whose turn it is.

A strategy for a player is a function that chooses a legal move based on the current history or current position.

For precision, define a legal history as

where each , and

If is even, it is ‘s turn to move. If is odd, it is ‘s turn to move.

A strategy for is a function

such that

A strategy for is a function

such that

If a strategy for guarantees that eventually wins no matter how the opponent plays, then it is called a winning strategy for .

III. Main Theorem: The Strategy-Stealing Theorem

Theorem: In a Symmetric Monotone Positional Game, the Second Player Has No Winning Strategy

Let be a finite board and let be a family of winning sets. Consider the two-player alternating positional game defined above.

Assume that both players have the same winning family , and that the winning condition is monotone.

Then

Furthermore, since this is a finite game of perfect information, it follows that

Equivalently,

This is the rigorous meaning of the statement that the first player is guaranteed not to lose.

IV. Complete Proof

The proof has two main steps.

First, we prove that

Second, using the determinacy of finite perfect-information games, we conclude that

Step 1: Proof by Contradiction

Assume, for contradiction, that has a winning strategy. Denote this strategy by

This means that if follows , then no matter how plays, will eventually occupy some winning set:

where is the final set of points occupied by .

We will show that if such a strategy exists, then can “steal” it and turn it into a winning strategy for . This will produce a contradiction.

Step 2: The First Player Makes an Arbitrary Extra Move

Since , the first player begins by choosing an arbitrary point

Thus the real set of stones of already contains

After that, pretends to be the second player and follows the supposed second-player winning strategy .

To make this rigorous, we introduce a virtual game.

V. Construction of the Virtual Game

In the real game:

  • denotes the set of points occupied by ;
  • denotes the set of points occupied by .

In the virtual game, we reverse the roles:

  • the real stones of are regarded as the stones of the virtual first player;
  • the real stones of , except for some additional unused stones, are regarded as the stones of the virtual second player.

Formally, at every stage we maintain

where:

  • is the set of stones of the virtual second player;
  • is the set of stones of the virtual first player;
  • is the set of “extra stones” belonging to the real but not used in the virtual game.

Initially,

We set

Therefore initially, and

Step 3: How the First Player Imitates the Second-Player Strategy

Whenever the real makes a move, the set gains one point. In the virtual game, this point is interpreted as a move by the virtual first player.

Therefore, in the virtual game, it becomes the virtual second player’s turn.

By assumption, the virtual second player has the winning strategy . Hence specifies a point, denoted by

where is the current virtual history.

If

meaning that is still unoccupied in the real game, then the real plays at

In the virtual game, we also record as the move of the virtual second player.

Thus we update

The extra-stone set remains unchanged.

Step 4: What If the Required Point Is Already Occupied by an Extra Stone?

This is the subtle part of the strategy-stealing proof.

It may happen that

That is, the strategy asks the virtual second player to play at a point , but in the real game this point is already occupied by as an extra stone.

Since

the real already owns the point that wants.

However, in the real game still must make an actual new move. Therefore chooses any currently unoccupied point

and plays at .

In the real game,

In the virtual game, we still record as the move made by the virtual second player:

The newly played real point is put into the extra-stone set:

Thus the invariant

is preserved.

Intuitively, the extra stone has simply been transferred from to .

VI. The Inductive Invariant

We now prove that throughout the entire construction, the following invariant is maintained:

Also,

The invariant holds initially, as shown above.

Assume it holds before some move. Suppose real plays a point . Since the real game move is legal,

Since we interpret this as a move of the virtual first player:

In the real game,

Therefore the equality is preserved.

Now the strategy of the virtual second player gives a legal virtual move . Since is legal in the virtual game,

However, may already belong to the extra-stone set in the real game.

We consider two cases.

Case 1:

Since and and since and it follows that

Hence the real may legally play at .

Update:

Thus the relation

is preserved.

Case 2:

In this case, is already a real stone of , but it has not yet been counted as a virtual stone of the virtual second player.

In the virtual game, we let the virtual second player play at :

In the real game, must play a new legal point .

As long as the game has not ended, there exists an unoccupied point

The real plays at :

Then update the extra-stone set:

Now the new value of is

Since before the update we had

the real updated set is

On the other hand,

Therefore the invariant is again preserved:

Thus the simulation can continue until the game ends.

VII. Why This Implies a Win for the First Player

By the contradictory assumption, is a winning strategy for the second player.

In the virtual game, the virtual second player always follows . Therefore, regardless of how the virtual first player moves, the virtual second player eventually wins.

Hence there exists some winning set such that where is the final set occupied by the virtual second player.

But by the invariant, Therefore Thus

This means that in the real game, the real first player has occupied a complete winning set . Therefore wins the real game.

So from the assumption that has a winning strategy, we have constructed a winning strategy for .

This is impossible in a zero-sum win/loss game. More explicitly, if has a winning strategy, then no matter what strategy uses, must win. But we have constructed a strategy for that makes win no matter how plays. This is a contradiction.

Therefore the assumption was false.

Hence

VIII. From “The Second Player Has No Winning Strategy” to “The First Player Cannot Lose”

So far we have proved only

Now we derive

This uses a standard fact: finite perfect-information games are determined. Here one does not need any advanced game theory; backward induction over the finite game tree is enough.

Consider the event “ wins.” Since the game tree is finite, every terminal position has exactly one of the following outcomes:

For every position, define whether it is a position from which can force a win.

The recursive definition is as follows:

  • If the current position is terminal and the outcome is a win, then it is -winning.
  • If the current position is terminal and the outcome is not a win, then it is -losing.
  • If it is ‘s turn, then the position is -winning if there exists at least one legal move leading to a -winning position.
  • If it is ‘s turn, then the position is -winning only if every legal move by leads to a -winning position.

This is precisely backward induction on the finite game tree.

Therefore, at the initial position, either

or

We have already proved that the first alternative is impossible:

Therefore the second alternative must hold:

If does not win, the terminal outcome can only be or

Hence

Equivalently,

This is the rigorous meaning of “the first player is guaranteed not to lose.”

IX. Application to Gomoku

Now apply the general theorem to Gomoku.

Let the board be

Let Define the family of winning sets to be all sets of five consecutive collinear grid points. That is, if and only if there exist a starting point and a direction

such that

and

The two players alternately occupy empty grid points. A player wins if and only if their occupied set contains some

Therefore ordinary Gomoku satisfies the assumptions of the theorem:

  1. The board is finite.
  2. The two players have identical rules.
  3. The two players have the same family of winning sets.
  4. Having an extra stone of one’s own cannot turn a winning position into a losing one.
  5. There is no randomness.
  6. There is no hidden information.
  7. The players move alternately.

Hence, by the strategy-stealing theorem,

Furthermore,

That is,

This is the rigorous form of the statement that the first player is guaranteed not to lose.

X. When Can We Further Conclude That the First Player Wins?

The theorem above proves only

That is,

To conclude the stronger statement

one needs an additional assumption:

Or, more strongly,

If draws are impossible, then “the first player can guarantee a win or a draw” becomes

Therefore,

However, in ordinary finite-board Gomoku, the impossibility of draws generally cannot be obtained from the strategy-stealing argument alone. Hence the strategy-stealing argument by itself does not prove that the first player wins.

It proves only

or equivalently,