There is no other toolbox that will constitute a proof...
That's in your mind. Young kids learn to never lose tic-tac-toe, and they do it without storing all 27,000 games on their smart phones.
That is true, but you need to understand between having a method that happens to succeed and being about to prove something.
In the case of Tic-Tac-Toe a proof that a draw can be achieved by one side involves dealing with every possible position an opponent can reach against an effective strategy, Suppose we are the second player. Then the first player has 3 possible moves. Our strategy is to play in the centre. Then you look at each of the 3 possible positions the opponent can move on the second move and have some way of dealing with these and so on.
The total number of positions you need to deal with is in the hundreds at most (many lines are cut short because if the opponent blunders, you win immediately, or in 2 moves).
The strategy is probably not so complex to describe:
- play a win if there is one on the board
- prevent an immediate opponent win if one is threatened
- create a double threat of win if you can (opponent blocks one, you win with the other)
- prevent a double threat of win if there is one threatened (this means threatening a win that does not force the winning move, I think)
- I suspect the strategy is arbitrary from there
A player can fairly easily arrive at the above strategy (except the arbitrary bit) by seeing the consequences of examples and generalising from them. But this does not mean he has proven the game is a draw. It might be that you had a strategy which had worked for all examples you had seen and someone played something new that found a hole in it. If you had played a strategy against all possibilities, you would have proved the result (this would be a couple of hundred carefully varied games).
Note here the comparison made above - a tablebase of tens of thousands of positions versus a complete strategy of mere hundreds of distinct examples.
So can I just clarify ... Vickalan has said you do not need to store all the positions to have a proof, and you are agreeing with him (albeit you provided a more detailed explanation of how that would work in a simpler game)?
I feel as though I am being repetitive and possibly I am the one missing the point (though I don't think I am missing the point).
For a weak solution (opening position only), a vast amount (approximately equivalent to dividing the total space by a one followed by 22 zeros) of positions can be discounted. The game still can't be weakly solved by any technology that doesn't include a future miraculous discovery.
For a strong solution (all legally reachable positions) requires a lot more than that, though still not "all positions" since some positions will fall in sets that can be solved algorithmically along the lines you've mentioned. K&Q vs K is a good example of one of these, and it has nothing to do with the idea that there happens to already be a tablebase, because it would be solvable algorithmically even without the tablebase--it serves only as an example of any position so overwhelming that an algorithmic solution can be demonstrated. But if the weak solution is not possible with foreseeable technology, then this solution is certainly not possible, since it is many (perhaps up to 20-ish) orders of magnitude harder.
There is no other toolbox that will constitute a proof...
That's in your mind. Young kids learn to never lose tic-tac-toe, and they do it without storing all 27,000 games on their smart phones.
That is true, but you need to understand between having a method that happens to succeed and being about to prove something.
In the case of Tic-Tac-Toe a proof that a draw can be achieved by one side involves dealing with every possible position an opponent can reach against an effective strategy, Suppose we are the second player. Then the first player has 3 possible moves. Our strategy is to play in the centre. Then you look at each of the 3 possible positions the opponent can move on the second move and have some way of dealing with these and so on.
The total number of positions you need to deal with is in the hundreds at most (many lines are cut short because if the opponent blunders, you win immediately, or in 2 moves).
The strategy is probably not so complex to describe:
A player can fairly easily arrive at the above strategy (except the arbitrary bit) by seeing the consequences of examples and generalising from them. But this does not mean he has proven the game is a draw. It might be that you had a strategy which had worked for all examples you had seen and someone played something new that found a hole in it. If you had played a strategy against all possibilities, you would have proved the result (this would be a couple of hundred carefully varied games).
Note here the comparison made above - a tablebase of tens of thousands of positions versus a complete strategy of mere hundreds of distinct examples.