PSPACE-hardness of Checkers and Draughts J.N. van Rijn Leiden Institute of Advanced Computer Science Universiteit Leiden [email protected] June 7, 2011 Abstract In this report we will give a formal definition of the (generalized) games Checkers and Draughts, and we will report on the proof that Checkers is PSPACE-hard from “The complexity of checkers on an N ∗ N board”, by Fraenkel et al. (1978). We will use a similar proof to show that Draughts is also PSPACE-hard. Note that later research has shown that Checkers is actually EXPTIME-complete. 1 Introduction Checkers and Draughts are abstract strategy board games between two players which involve diagonal moves of uniform pieces and mandatory captures by jumping over the enemy’s pieces [9]. In Figure 1 the initial configuration of a Checkers game is shown. Checkers is very popular in the United States and the United Kingdom, which could be the reason that a lot of research has been done towards this game, unlike Draughts. In [1] it is proven that Checkers is PSPACEhard. This result has been strengthened in [2], which showed Checkers to be EXPTIME-complete. Another impressive contribution has recently been done in [3], which showed that optimal play of both players will result into a draw. In Section 2 a formal definition of both Checkers and Draughts is presented. In Section 3 we will report on the proof constructed by [1] that 1 Figure 1: Initial board configuration of Checkers, taken from [8]. Checkers is PSPACE-hard, and present a similar proof for Draughts. In Section 4 a conclusion is drawn and some suggestions for future research are mentioned. 2 Problem Definition In this section we will give a formal definition of both Checkers and Draughts. Since Draughts is very similar to Checkers, some parts of this definition depend on the definition of Checkers. 2.1 Checkers Checkers is played on an 8 × 8 board consisting of dark and light squares, where each dark square is horizontally and vertically adjacent to only light squares and each light square is horizontally and vertically adjacent to only dark squares. Only the dark squares will be used during the game. The game is played by two players, who both occupy an opposing side of the board and each have the possession of 12 pieces. One player uses dark pieces (mostly black), the other player uses white pieces. Initially these pieces are positioned in such a way that on both sides of the board all dark squares on the first three rows are occupied by a piece of the player occupying that side. In Figure 1 the initial position of Checkers is shown. All these pieces are called 2 men, later in this section we will introduce another type of pieces, i.e., kings. Checkers can be generalized to an n × n board. Whether the initial configuration consists of 3 or n/2 − 1 occupied rows for both players, which both generalize the original version, does not matter for our purposes. The columns and rows on the board are numbered from 1 to n. Square (i, j) with i, j ∈ {1, . . . , n} is defined to be the square in the i-th column and the j-th row. Starting with black, players take turns making a move, which is defined to be the translocation of some piece on square (i, j) to a vacant square which is diagonally adjacent to the square occupied by the moving piece, moving forward (as seen from the player). For black, all squares diagonally adjacent to square (i, j) are {(i − 1, j − 1), (i + 1, j − 1)}; for white these are {(i − 1, j + 1), (i + 1, j + 1)}. To generalize this, we define the diagonally adjacent squares for square (i, j) to be {(i + a, j + b)}, where a ∈ {−1, 1} and b = −1 for the black player; b = 1 for the white player. Of course, these squares have to be on the game board. Another type of move is the capture, which can be done when a square diagonally adjacent to one of the player’s pieces is occupied by a piece of the other player and the square diagonally adjacent in the same direction to that square is vacant. In that case the player can move his piece to the vacant square and remove the opposing piece that was in between. Formally, when square (i, j) is occupied by a piece of the player who is on turn, square (i + a, j + b) is occupied by an opposing piece and square (i + 2 ∗ a, j + 2 ∗ b) is vacant, the player can make a capture. If the piece ends on a square from where another capture can be done, the player must also make this capture, repeatedly, until the piece is on a square from where no captures are possible. It is very important to mention that when both captures and normal moves are possible, the player is obligated to make a capture. When a piece reaches the last row of the board (which is row 1 for the black player, row n for the white player), the piece is promoted to a king. When a piece is a king, the player can move it and make captures in any direction. Formally, when a king is on square (i, j), he can move to squares (i + a, j + c) where a, c ∈ {−1, 1}. When square (i + a, j + c) is occupied by an opposing piece and square (i + 2 ∗ a, j + 2 ∗ c) is vacant, the king can make a capture. For the king it also holds that if it ends on a square where he can do another capture, the player is obligated to continue making captures, until the king ends on a square from where no captures can be done. The game is won when the opposing player is unable to make a move. 3 This can be because all his pieces are captured, or because all his pieces are closed in, in such a way that both captures and normal moves are impossible. 2.2 Draughts Draughts is in many ways similar to Checkers, although the pieces tend to be slightly more aggressive. Though we will also generalize Draughts to an n × n board, it might be interesting to mention that normal Draughts is played on a 10 × 10 board. The initial position of a Draughts game is of the same kind as the initial position of a Checkers game; on each side the first four rows are occupied by pieces. Players take turns making a move, starting with white. A player can move his men in the same way as in Checkers. When making a capture, the player is not restricted in the direction he wants to do this. When having a piece at square (i, j), such that a square (i + a, j + c) with a, c ∈ {−1, 1} is occupied by an opposing piece and (i + 2 ∗ a, j + 2 ∗ c) is vacant, the player can move his man to the vacant position, and remove the opposing piece in between. In Draughts the kings have an interesting property which gives them the ability to move in one turn over a large number of squares. Formally, a king’s move is defined to be the translocation of the king from position (i, j) to position (i + s ∗ a, j + s ∗ c) where s is in {1, . . . , n}. A king can only make this move if none of the squares in the range of {(i + 1 ∗ a, j + 1 ∗ c), . . . , (i + s ∗ a, j + s ∗ c)} is occupied by any piece. If there is exactly one opposing piece in this range, the player can make a capture. If the king ends on a square from where another capture can be made the player is obligated to also make this capture, unless this would take the king in the exact opposite direction of the previous capture. In that case the capture may not be done. When when both captures and normal moves are possible, the player must necessarily make a capture, as in Checkers. When multiple capture sequences are available, the player is obligated to choose such a sequence, that the number of captured pieces is maximised. There are also some other subtle differences compared to checkers. As in Checkers, the game is won when the opposing player is unable to make a move. 4 3 PSPACE-hardness In [1] it is shown that Checkers is PSPACE-hard. This is done by a reduction from Bipartite Planar Geography, from here on abbreviated as BPG. BPG is played on a bipartite directed graph G = (V1 ∪ V2 , E) where all edges in E either go from a vertex in V1 to a vertex in V2 or vice versa. The first player removes an edge from V1 to V2 which is defined to be the edge that starts the game. After that, starting with player 2, the players alternate removing edges from G. Each turn, an edge must be removed which is leaving from the vertex to which the previously removed edge was ending. Note that because G is bipartite, player 1 can only remove edges leaving from V1 and player 2 can only remove edges leaving from V2 . The first player unable to make a move has lost the game. We consider a restricted version of BPG where the only allowed (in-degree, out-degree) combinations are (1,0), (1,1), (1,2) and (2,1). There also is a single (0,1) vertex, which is in V1 . The edge connected to this vertex is the edge which is played in the first move. This restricted version is introduced in [5] and proven to be PSPACE-complete in [6]. 3.1 Simulating BPG We present the construction from [1], where it is shown how BPG can be simulated by a Checkers game in such a way that there exists a winning strategy for a player for Checkers by optimal play if and only if there exists a winning strategy for the same player on BPG by optimal play. The simulation will highly depend on the property of Checkers that a move involving a capture must always be chosen over a move which does not involve a capture. The simulation will be set up in such a way that the first player who is not obligated to make a capture will win the game. In order to simulate an instance of BPG using a game of Checkers, we first need to find a way to embed the graph G in such a way that all edges are made up of horizontal, vertical and 45◦ diagonal line segments connecting the vertices. No two edges may intersect, except at a shared vertex. This can be done in polynomial time using a polynomial bounded region of the checkerboard, given the output of a standard polynomial time planarity algorithm such as the one in [7]. All edges can be represented on the checkerboard by a jumpable path, that is a group of pieces lined up in such a way that a single opposing king could 5 Figure 2: A jumpable path consisting of black pieces. The dotted line shows in which way a single white king could capture all the black pieces in one turn. Taken from [1]. capture all these pieces in one turn if it were at the proper starting position. Figure 2 shows how to construct a jumpable path. We would like to stress the fact that all pieces used in the simulation are kings. In Figure 3 it is shown how to simulate the required vertices on the checkerboard. All vertices shown are in V1 . In order to construct vertices from V2 , all white pieces should be replaced by black pieces and all black pieces should be replaced by white pieces. The correctness of these vertices can easily be confirmed, as we will do next. In Figure 3(a) a vertex with a (in-degree, out-degree) of (1,2) is shown. When in BPG a player (say player 2, being white in Figure 3(a)) removes an edge which is ingoing to a vertex such as shown in this figure, the other player has to remove one of the two outgoing edges from this vertex. After player 2 has finished his sequence of captures, his piece is positioned in such a way that player 1 has to do a move which involves the capturing of this piece. Player 1 has the choice of removing the left edge or the right edge. As in BPG returning to this vertex is impossible, since the only ingoing edge is removed by player 2. The remaining edge will stay on the board, until the simulation of BPG has ended. Quite similar to this vertex is the vertex shown in Figure 3(b). After player 2 finished his sequence of captures player 1 is forced to start a sequence of captures starting with the piece that player 2 ended his turn with. Returning to this vertex is, like in BPG, impossible. In Figure 3(c) a vertex with an (in-degree, out-degree) of (2,1) is shown. 6 (a) (1,2) vertex (b) (1,1) vertex (c) (2,1) vertex (d) (1,0) vertex Figure 3: Simulation of (in-degree, out-degree) vertices in V1 , taken from [1]. The black line shows jumpable paths for black kings; the dotted line shows jumpable paths for white kings. 7 Figure 4: Initialization of the simulation, taken from [1]. There are two edges which can be removed by player 2 that both force player 1 to remove the outgoing edge. In BPG, if after that sequence of moves player 2 manages to remove the other ingoing edge, player 1 is unable to move and loses the game. In Checkers, player 1 can still make a sequence of three captures, i.e., the piece with which player 2 finished his sequence of captures and the two pieces which are residual from the previous move. However, after player 1 finishes this sequence of captures, player 2 is no longer forced to make a capture which, as we will see later, gives player 2 a straightforward way of winning the game. Figure 3(d) is quite similar to this. Player 2 chooses an edge which is ingoing to a vertex without any outgoing edges. In BPG, since player 1 is unable to remove another edge, he immediately loses the game. In Checkers, he is forced to make a capture with which he does not force player 2 to make a capture in return. This again will result in a straightforward way of winning the game for player 2. The simulation is started by player 1, who is forced to remove the edge that is by rule the edge that should be removed in the first turn of BPG. It can easily be verified that during the simulation of BPG both players can only remove edges in the proper direction. 3.2 Winning strategy In this section we will point out how the first player who can do a move that does not involve a capture has a winning strategy by optimal play. For this, we first need to define the concept of what is called by the authors of [1] 8 Figure 5: Schematic diagram of an n phalanx. a phalanx. A phalanx is a formation in ancient Greek warfare, in which the infantry is lined up in such a way that they can march forward as one entity, crushing the opponent [10]. In our global construction we will use phalanxes similar to this. A schematic view of how to construct such a phalanx is shown in Figure 5. It has a thickness of 4n rows (of kings), and is called an n phalanx. When having at most n opposing pieces within the phalanx, the besieging player can always close in or capture all opposing pieces within the phalanx. An interesting property of Checkers is that the number of pieces is not all decisive. A player can have a million-to-one advantage in pieces, and still lose the next turn if lined up correctly. In the construction we will make use of this property in such a way that white has an advantage in number of pieces, but is lined up in such a way that this does not necessarily lead to a win. The global construction, as shown in Figure 8 later on, involves a black phalanx around the region where BPG is simulated. A line of white kings extends from here and is wrapped around this phalanx many times, in such a way that given enough time to regroup, white can construct an n phalanx with n being the number of all black pieces on the board. This line of white kings is referred to as the white army. The white army is also lined up in such a way that a single black king could capture all pieces of the white army in a single move. In fact, the spiral of the white army is one long jumpable path. The king that can capture all these pieces will be referred to as the dangerous king. 9 (a) Dangerous king launcher. (b) White’s ambush for the dangerous king. Figure 6: Decisive moves for both the black and white player. Figure 6 shows in what way a player can gain a decisive advantage when he is the first who is not obligated to make a capture. If this is the black player, he should move the piece that is denoted by A in Figure 6(a) into the direction of the arrow. White is now obligated to capture this piece, which lines up his piece in front of the dangerous king, denoted by D. This will guarantee that the dangerous king will capture all pieces of the white army in the next turn, which means that the only remaining pieces of white are inside the black phalanx. This eventually means a victory for the black player. When the white player on the other hand is the first player who has a free move, he can set up an ambush for the black king, as shown in Figure 6(b). When white moves the piece denoted by B into the direction of the arrow, the dangerous king will only be able to capture a small fraction of the white army and this gives white the possibility to regroup the pieces from the white army into an n phalanx, where n is the number of black pieces on the board. All black pieces will be within this phalanx, which eventually means a victory for the white player. Since the white army is spaced out in such a way that it will take a large number of moves to form the phalanx, there is absolutely no guarantee that black will not be able to interfere with this process. A more subtle way of preventing black from doing so is now necessary. The authors of [1] came up with the notion of picket lines, which will solve this problem. The spiral of white pieces which is wrapped around the black phalanx n additional times, with the aim of forming these into picket lines. Figure 7 shows how this can 10 Figure 7: White can form n picket lines in 2n moves. be done. Black has to sacrifice at least one of its pieces to break a picket line, so when having n picket lines with n being the total number of black pieces, for black it is impossible to get a single piece outside the picket lines. This ensures that white has enough time to form his phalanx outside the picket lines, and eventually use this to close in all black pieces. The overall construction is shown in Figure 8. If there exists a polynomial time solution to Checkers, so there is one for BPG. Hence BPG can not be harder than Checkers. Since BPG is PSPACEcomplete, we can conclude that Checkers is PSPACE-hard. 3.3 Draughts After showing the proof that Checkers is PSPACE-hard, an obvious question would be whether this also holds for Draughts. As seen in Section 2 both games are quite similar. In order to simulate BPG some slight changes are necessary. Since a Draughts king can capture pieces over a wide range, it is easier using only men. During a capture, a Draughts man can do anything a Checkers king can. Another difference between Checkers and Draughts is the fact that in Draughts the player is obligated to capture pieces in such a way, that at the end of the sequence the largest possible number of pieces is captured. This has consequences for the (1,2) vertex shown in Figure 3(a). The outgoing jumpable paths should both be of the same size, otherwise according to the Draughts rules the player is obligated to choose the longest path. This 11 Figure 8: Global view of the construction, taken from [1]. choice can be preserved by converting the (1,2) vertex in five parts: the initial part which is shown in Figure 3(a), with both outgoing edges a small jumpable path of the same size, and after that on both sides two concatenated (1,1) vertices, where the sizes of these jumpable paths do not matter. We need two of these vertices on both sides, in order to make sure that both players can only remove edges from the same set as they did before. Using only man pieces does not influence black’s dangerous king launcher, white’s ambush for the dangerous king and the formation of picket lines. When the simulation of BPG turns out in the advantage of black, he will also have a straightforward way of winning the game. Since all white pieces are inside the phalanx and the white pieces can only move to one side of the board, black does not need to put effort into closing in the white pieces. The white player will be forced to eventually move them towards the black man forming the phalanx and lose, due to his disadvantage in numbers. When the simulation of BPG turns out in the advantage of white however, the only thing he has to do is setting up the picket lines. Unlike Checkers, the black player can now only move in one direction which will eventually lead to a collision with the picket lines. By optimal play, black can destroy all pieces in an entire picket line after sacrificing a single piece. Since there are as many picket lines as black pieces, this eventually will lead to a victory for white. Note that in the meantime white has to make moves that do not disassemble the picket lines. White has the ability to move a non significant 12 piece outside the picket lines towards the last line, promote it to a king, and move it forward and backward as many times as necessary. From this we conclude that Draughts is also PSPACE-hard. 4 Conclusion and Future Work We have given a formal definition of both Checkers and Draughts, and reported on the work of [1] showing that Checkers is PSPACE-hard. We used this proof to construct a similar proof showing that Draughts is also PSPACE-hard. The authors of [2] already showed that Checkers is actually EXPTIMEcomplete by a reduction from G3 [4], which is a strengthening of the result provided in [1]. 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