Abstract
Connect Four is a two-player game where each player attempts to be the first to create a sequence of four of their pieces, arranged horizontally, vertically, or diagonally, by dropping pieces into the columns of a grid of width seven and height six, in alternating turns. Misère Connect Four is played by the same rules, but with the opposite objective: do not connect four. This article announces that Misère Connect Four is solved: perfect play by both sides leads to a second-player win. More generally, this article also announces that Misère Connect
Introduction
To solve a game is to predict its outcome with certainty when both players play perfectly. For instance, Tic-Tac-Toe, Connect Four (Allis, 1988), and Checkers (Schaeffer et al., 2007) are solved, while Chess and Go are not. This means that, although there exist computer programs that can beat any living human in Chess or Go, it is unknown what perfect play consists of, or how a perfect game ends. In contrast, we know with certainty that perfect play leads Tic-Tac-Toe and Checkers to a tie, while Connect Four ends with a first player win.
The solutions to Tic-Tac-Toe, Connect Four, and Checkers are all rather different from each other. Tic-Tac-Toe has such a small game tree that one can write out each player’s optimal move for any opponent move on a single sheet of paper and show that both player 1 (P1) and player 2 (P2) can avoid losing via perfect play. Moreover, this complete solution can still guide one player optimally even against an imperfect opponent. In contrast, the game tree of Connect Four is far too large to write out, so the first published solution to Connect Four (Allis, 1988) instead introduced a set of rules and proved that P1’s application of them guarantees a win. 1 However, the existence of these rules—a so-called knowledge-based approach—does not mean that one can use them from memory to beat an imperfect opponent. 2 Moreover, for Checkers, perfect play is out of reach of humans entirely, as the solution to Checkers is purely computational, and not rule-based. It required three computer programs to intelligently search from the game’s initial position forward, combined with a painstakingly computed endgame database of 10 trillion solutions for 10 pieces or fewer, which enabled search backward (Schaeffer et al., 2007). A human can implement optimal Tic-Tac-Toe against any opponent, and can understand perfect Connect Four against a perfect opponent, but truly perfect Checkers is played only by machines.
Solutions to games can also be categorized along a different axis, proposed by Allis (1994): an ultra-weak solution proves whether a player will win, lose, or draw from the game’s initial state under perfect play by both sides. A weak solution provides an algorithm for perfect play by one player against any possible play by the opponent, starting from the game’s initial position. And a strong solution provides an algorithm for perfect play for both players from any legal position. In other words, an ultra-weak solution proves the outcome, a weak solution shows how to achieve it, and a strong solution comprises a weak solution for every starting condition. Through this lens, the 1988 results from Allen and Allis were weak solutions to Connect Four, which were followed by a strong solution due to John Tromp around 1995 (Tromp, 1995a, 1995b). While weak solutions are intellectually stimulating, strong solutions can be staggering in scale: the number of possible board positions on a typical
One interesting type of game for theorists and players alike is the misère game. A misère game is a game played by typical rules, but with the winning condition reversed. For instance, in Misère Tic-Tac-Toe, the loser is the first to get three in a row. In Misère Chess, after the addition of a rule making capturing compulsory, the winner is the first to have no pieces remaining. Thus, in Misère Connect Four, one’s goal is to avoid connecting four.
Misère games are practically, mathematically, and computationally interesting. Practically, optimal play in misère games often involves moves and strategies that would be considered poor or counterproductive in normal play, which can be novel, fun, and challenging to experienced players—one cannot simply “reverse” one’s tactics and strategy. Mathematically, analysis of misère games has challenged combinatorial game theorists because some of the common techniques and arguments used to analyze normal games do not apply to their misère forms (but see Milley and Renault’s review of recent progress (Milley & Renault, 2018)). Indeed, one result has even shown that there is no relationship between normal and misère outcomes, such that for every pair of (not necessarily distinct) outcomes
This article announces that Misère Connect Four is weakly solved: perfect play by both sides results in a P2 win. More generally, this article also announces that Misère Connect
Outcomes Under
Optimal Play for all Parameters of Misère Connect
. If
or
is Infinite, or
, Optimal Play Leads to a Draw.
Outcomes Under
Optimal Play for all Parameters of Misère Connect
The Four Canonical Plays for Misère Connect
Misère Connect
Using common vocabulary from the literature, this makes Misère Connect
Solving the Game
Our solution is divided into six parts. First, we introduce a strategy and prove that the second player (P2) can always use it to win Misère Connect Four on a standard
Perhaps surprisingly, the proofs for
Misère Connect Four on a Standard
Board
The second player (P2) can always win Misère Connect Four played on a standard board of height

Illustration of the take-even strategy. (Top-left) In the First Move of the Game, P1 (
The take-even strategy, played by P2, on a board with height
When the game begins, the board is empty so P1 has no choice but to play in the first row—an odd-numbered row. By playing in an odd row, P1 has created an opportunity for P2 to play in an even row. In fact, the space on top of P1 is the only even-row move that P2 has available. According to the take-even strategy, P2 plays on top of P1. This fills the even-row space, confronting P1 with only odd-row options.
This opening illustrates three important facts. First, if P1 has only odd-row plays available, then P1 must play in an odd row. Second, if P1 plays in an odd row, this creates an even-row play for P2 on top of P1’s most recent piece. P2’s even-row option is guaranteed, in fact, because the board is even height, so P1’s odd-row play must have at least one empty space above it. Third, when P2 takes the even-row play that P1 has created, P2 removes the even-row option from the board, confronting P1 with only odd-row options. Note that if P2’s move completely fills a column, the number of playable columns decreases but P1 has only odd-row options.
Together, these facts mean that P2 always has the option to play in an even row and that P1 is forced to play in odd rows. In other words, P2 can exercise the take-even strategy, and P1 must play in odd rows. P2 has control of the game.
Now, note that because P2 plays only in even rows and P1 plays only in odd rows, neither player can connect four vertically or diagonally. Instead, P1 will eventually be forced to connect four in the first row, once the other columns are filled (by P2) and thus unavailable. P2 therefore wins on the 37th move, or sooner.
The take-even strategy works on the standard
The take-even strategy played by P2, on a board with even height
The proof of Theorem 1 applies directly without modification. P1 can delay loss as long as possible by playing only in sets of
An even board height
While at first this appears to spell trouble for P2 (and our proof strategies), we now show that, in fact, the machinery of Theorem 1 can still be used for odd-height boards, but with a twist: the player whose win is guaranteed now depends on the width of the board, with P2 winning even-width games but P1 winning odd-width games.
To build intuition toward our next Theorem, consider a board with odd height where we have numbered the bottom row

The Delayed Take-Even Strategy Works by Conceptually Partitioning the Board. The Bottom Row is Counted as “row Zero” and the Rows Above, of which there Must be an Even Number, are Called the “even Board Space.”
With this partition of the board in hand, we introduce the delayed take-even strategy for boards of odd height
The logic of this strategy is simple: if row
The delayed take-even strategy, played by P2 on a board with odd height
P1 has no choice but to begin the game by playing in row
Note that no matter which option P1 chooses, P2 will return to P1 a board with only option (i), option (ii), or both, meaning that P1 will not have the option to play into an even-numbered row in the even board space. Why must this be so? First, if P1 plays into an odd row, P2 will play on top, either giving P1 another odd-row option on top, or completing a column and removing it from P1’s options entirely. The availability of P2’s move is guaranteed by the fact that there are an even number of rows in the even board space above row
Taken together, when P2 uses the delayed take-even strategy, P1’s options are restricted entirely to playing in row
The proof of Theorem 2 shows how the delayed take-even strategy can be utilized by P2 to eventually force P1 into the even board space leading to a P2 win, provided that the height of the board is odd and the width of the board is even. Using similar arguments, we now show that when the height of the board is odd and the width of the board is odd, the delayed take-even strategy reverses the outcome, allowing P1 to force P2 into the even board space leading to a P1 win.
The delayed take-even strategy, played by P1 on a board with odd height
P1 has no choice but to begin the game by playing row
Theorem 2 and Corollary 2 prove all cases of
When a board has height
In the definitions and strategies below, we let P1 play as
Now consider a simple two-rule strategy, which can be employed by either player, and is designed to force any game to a pair-balanced board, and thus, a draw. The two rules are:
Take-other: If your opponent has taken one half of a pair, take the other half of the pair. Rightmost: If there are no available take-other moves, play the rightmost space available.
In the theorem that follows, we prove that this two-rule strategy leads to a draw because it guarantees that the board ends in a pair-balanced state, either (i) by showing that every pair is balanced, or (ii) by showing that no pair is
Suppose that
Case 1: Suppose that
Case 2: Suppose that
Case 3: Suppose that
Case 4: Suppose that
These four cases cover both even and odd width
With the result of Theorem 3, the results of Theorem 2 and Corollary 2 are complete: because Misère Connect
When
We begin by analyzing the special case of
First, the game is a draw if and only if it ends with alternating
If either player chooses to play an anti-template move after the opening move has asserted a template, then the game must have a winner and a loser. Thus, the key question to be addressed is whether playing an anti-template move is strategically useful in allowing one player to force the other to connect 2.
We now introduce a simple bookkeeping scheme, which tracks the number of non-losing in-template moves available to
This bookkeeping scheme extends to boards with two contradictory templates. For instance, we can count
Our bookkeeping scheme is useful because it tells us what will happen if both players play alternating non-losing moves. For instance, if there exist both in- and anti-template moves on the board (guaranteeing a winner and a loser), and the move tally is
From the perspective of the tally, there are only four canonical plays. Without loss of generality, we’ll define them from the perspective of
The first canonical play is the
Note that an in-template does not require that all plays on the board conform to one template. For instance, returning to a previous example, in which two contradictory templates have already been asserted, note that
The second canonical play is the
The third and fourth canonical plays are when
In the first example,
In this first example, one might also note that
In a second example,
These plays now allow us to analyze gameplay more generically. For one player to beat another, someone must create a contradiction, and only double contradiction, offensive, or self-immolation moves do so. Relative to in-template moves, double contradiction plays affect both players equally, offensive plays improve the standing of the one who plays, and self-immolations are bad for their player.
In a game of Misère Connect
If
First, suppose that
Instead, suppose that
In short, if
Even-width games are more interesting. Starting from
Similarly, when
Unfortunately for
In a game of Misère Connect
First, assume that P1 (i.e.,
Next, assume that
In short, if
Our analysis of
In a game of Misère Connect
For height
For height
For even heights
For odd heights
One lingering question might be whether, somehow, the existence of additional rows would somehow disrupt the tally arguments used to prove
Trivially, boards of infinite width must be draws: either player can play arbitrarily far from any previous play. Similarly, boards of infinite height must also be draws: either player can indefinitely play on top of the other’s most recent move. Incidentally, infinite Connect Four is also a draw (Yamaguchi et al., 2012).
Finally, if
Discussion and Conclusion
In this article, we described Misère Connect Four, the misère form of Connect Four in which players must force their opponents to connect four in order to win, and generalized it to Misère Connect
One observation is that the game gently defies expectations, in that one might expect that the first player to play is at a disadvantage, and thus games ought to end in either a draw or a Player 2 win. However, this is not always the case: when
A second observation is that the solution to Misère Connect
Finally, we leave one open problem for readers’ consideration. Consider Misère Connect
Footnotes
Funding
The authors received no financial support for the research, authorship and/or publication of this article.
Declaration of Conflicting Interests
The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
