Hex has a large branching factor, and so agents must identify which lines of play are worth considering to connect opposite sides of a board with hexagonal tiles. The game was popularized by Martin Gardner in his Scientific American Mathematical Games column in 1957.
Welcome to the home page of the computer Hex research group. We --- Kenny Young, Kelly Li, Broderick, Phil, Ryan, Jakub (and previously Aja, David, Jack, Mike, Morgan, Nathan Po, Maryia, Martha, Leah, Yngvi, Geoff Ryan, and Robert Budac) --- build Hex players and solvers. The group informally dates from 1999, when Jack, who wrote Queenbee, started an MSc with Jonathan. Current projects include MoHex, and Solver. Previous projects include Wolve, Mongoose and Queenbee.
Hex is a two-player game invented by Piet Hein in 1942 while a student at Niels Bohr's Institute for Theoretical Physics, and subsequently and independently by John Nash in 1948 while a mathematics graduate student at Princeton. The game was originally called Nash or John, with the latter name at the same time crediting its inventor and referring to the fact that it was frequently played on the tiled floors of bathrooms (Gardner 1959, pp. The name Hex was invented in 1952, when a commercial version was issued by the game company Parker Brothers. Hex is played on a diamond-shaped board made up of hexagons. The game is usually played on a boards of size 11 on a side, for a total of 121 hexagons, as illustrated above.
The other day, I was in one of my student's homes. Noticing the lack of dust--really, the house is always clean--I joked to her, "Is it you or your parents vacuuming these floors so well?" She told me that they actually have a central vacuum system installed in the house. As someone who lives in a rather modest townhouse, she might as well have been speaking Latvian. Thus, as I usually do, I began the rabbit hole internet search about central vacuum systems.