2014 USAJMO Problems/Problem 5
Problem
Let be a positive integer. Two players
and
play a game on an infinite grid of regular hexagons. Initially all the grid cells are empty. Then the players alternately take turns with
moving first. In his move,
may choose two adjacent hexagons in the grid which are empty and place a counter in both of them. In his move,
may choose any counter on the board and remove it. If at any time there are
consecutive grid cells in a line all of which contain a counter,
wins. Find the minimum value of
for which
cannot win in a finite number of moves, or prove that no such minimum value exists.
Solution
The answer is . We prove that
can win for
(which hence proves it for
as well) and show that
can thwart
for
.
Arrange the board so that a pair of opposite sides are horizontal. Create a coordinate system on the board by setting the center of some hexagon as the origin and setting the hexagons directly above and above-and-right as and
, respectively. Then, for example, the below-and-right hexagon touching the origin is
. So two hexagons touch if their coordinate difference is one of these.
Now for , person
places his counters only in
. Note that if, at
's turn, there are 4 counters in either column, then
can win immediately, so let us assume that in both columns there are at least 2 missing, meaning that at most
counters are on the board. We would like to find when
cannot play under these circumstances. If we look at the disjoint sets
we see that either some set has at least hexagons without counters, in which case
can move, or all four sets have exactly
missing counter. Similarly for the sets
So both have no token on them. This means that
do. Thus
and
do not. So this is the only situation in which
can neither win immediately nor play in only these 10 hexagons.
So plays only in these 10 hexagons until either he has a win or he can't anymore. If he wins, then we're done. Otherwise,
plays in hexagons
and
. Then
either removes
so that
can win at
, or
removes
and
plays at
and
and then at either
or
the next turn, or
removes one of
in which case
can either win immediately at
or can play in both columns, and then win the next turn.
Now if , then if
plays on anything in the lattice generated by
and
, that is
for
integers, then
removes it. Otherwise,
removes any of
's counters. This works because in order for
to win, there must be at least 2 counters in this lattice, but
can only put a counter on
at any time, so there's at most 1 on the lattice at any time.
So wins if
, and
wins if
.