By Stephen M. Chase
Communications of the ACM,
Vol. 15 No. 4, Pages 253-256
In this tutorial paper a computer program which wins Shannon Switching Games is described. Since these games are played on graphs, the program is a good example of the implementation of graph algorithms.
The two players in a Shannon Switching Game, CONNECT and CUT, have nonsimilar goals. Either CONNECT, CUT, or the player moving first is guaranteed the existence of a winning strategy. The simple strategy explained in this paper is valid in all three cases. In fact, the major routines never need to know whether the computer is CONNECT or CUT.
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