🎲Blinky Games

Connect Four Β· History guide

The history of Connect Four

The Captain's Mistress legend, Milton Bradley's 1974 design, and the month in 1988 when two people solved the game independently β€” proving the first player wins by starting in the centre.

The short answer

  • Four-in-a-row games are old folk games; the Captain's Mistress story is legend, not evidence.
  • Milton Bradley published the modern 7Γ—6 Connect Four in 1974.
  • The game was solved twice independently in October 1988, by James Dow Allen and Victor Allis.
  • The first player wins β€” but only by opening in the centre column.
  • Allis's knowledge-based rules remain a standard AI teaching example.

Before the box: folk four-in-a-row

Four-in-a-row games are much older than the plastic grid. Line-making games are one of the oldest categories of board game there is, and versions played with counters on a grid, or with pencil on paper, circulated long before anyone sold one.

18th–19th c.Folk versions;the "Captain'sMistress" legend1974Milton Bradleypublishes ConnectFour1988Solvedindependently byJames Allen andVictor Allis1990sAllis'sknowledge-basedrules publishedin fullTodayA standardbenchmark forgame-searchprogramming
The game as an idea is old; the specific 7Γ—6 grid, and the name, are from 1974.

The most repeated origin story is that Captain James Cook played a vertical four-in-a-row game in his cabin so obsessively that his crew called it the Captain's Mistress. It is a good story, it is attached to the game in countless product descriptions, and there is no contemporary evidence for it. Treat it as folklore β€” which is itself a real part of the game's history, since the name stuck.

1974: Milton Bradley makes it a standard

The game everybody knows was published by Milton Bradley in 1974 as Connect Four, with the now-iconic blue vertical grid, a sliding bar at the bottom to release the discs, and a jingle that a generation can still sing. Howard Wexler and Ned Strongin are credited with the design.

The commercial choices made that version last:

  • A fixed size. 7Γ—6 is small enough to finish in five minutes and large enough to be genuinely deep.
  • Self-demonstrating rules. The physical grid teaches the gravity rule without a rulebook.
  • Instant reset. Pull the bar, the discs fall out, play again β€” which turns one game into ten.

Solved in 1988 β€” twice, independently

Connect Four was solved in 1988, and remarkably it was solved twice within a month by two people who did not know about each other's work: James Dow Allen in October 1988, and Victor Allis, whose master's thesis at Vrije Universiteit Amsterdam appeared the same month.

The result: the first player wins β€” with the single condition that they must start in the centre column. Starting in a column adjacent to the centre loses with perfect play; the other four openings draw. The win takes until move 41 of 42 with best play on both sides.

The complete opening theory of Connect Four β€” one of the few games that fits in a five-row table.
Opening columnResult with perfect play
4 (centre)First player wins
3 or 5First player loses
2 or 6Draw
1 or 7Draw

Allis and the knowledge-based approach

What made Allis's work interesting was how he solved it. Rather than searching everything, he identified a set of strategic rules β€” with names like claimeven, baseinverse, aftereven and lowinverse β€” that describe when a player can guarantee control of a particular set of squares. Combined, these rules proved the win without exhaustive search, and they remain a standard example of knowledge-based problem solving in artificial intelligence.

The practical consequence for players is the odd–even threat theory below, which is the human-usable version of the same insight.

Connect Four as a teaching problem

Connect Four now has a second life as a programming exercise. It is the standard first project for teaching game-tree search: the rules are trivial to implement, the state fits in a 64-bit integer with the right encoding, and the game is small enough to solve on a laptop yet large enough that naive search fails.

Anyone who has written an alpha-beta search with a transposition table has almost certainly written it for this game β€” including the engine on this site, which deepens its search move by move until its time runs out and plays perfectly once the board is small enough to solve outright.

Common questions

Who invented Connect Four?

The commercial game was published by Milton Bradley in 1974, credited to Howard Wexler and Ned Strongin. Four-in-a-row as an idea is much older and has no single inventor.

Is the Captain's Mistress story true?

There is no contemporary evidence that Captain Cook played a four-in-a-row game called the Captain's Mistress. It is a widely repeated piece of folklore attached to the game long after the fact.

When was Connect Four solved?

October 1988, independently by James Dow Allen and Victor Allis. Allis's thesis is the better-known account because it explained the strategic rules behind the proof.

Does the first player always win?

Only with perfect play and only by starting in the centre column. Opening next to the centre loses; the outer openings draw.

Why is Connect Four used to teach programming?

Because the rules are simple, positions encode compactly, and the game is just big enough that a naive search fails β€” so it teaches alpha-beta pruning and transposition tables in one project.

Play Connect Four free, right now

No sign-up, no download β€” it runs in your browser against the computer, a friend on the same device, or a friend online.

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