Optimal Battleship · detail

The large-board limit

Let the board grow without limit and the {3,3,2} game becomes small enough to work out: why every third diagonal, the exact laws of three plans, what a hider can aim at, how one plan beats the plain plan by almost two points and ordering the shots within each part by more than two, and what the classic fleet changes.

A detail page of Optimal Battleship · data as of 24 October 2026

This page works out the model behind the essay's section 4: two 3-cell ships and a 2-cell ship on a board that grows without limit. Finishing ships and edges stop mattering, so the game reduces to the order in which the hunter sweeps three sets of cells. Every number is labeled exact (to about 12 digits), certified (the exact worst case of computed plans: a floor under the best possible), estimate (dynamic programming or Monte Carlo, error stated), proven, reported by our earlier study (the project site's model pages), or measured on finite boards.

Exact. The plain plan (every third diagonal, then the rest of one checkerboard color) finishes at the same random pace, a third of the board on average, whatever the layout, so it wins exactly 50% of races against its own finishing times. Adapting to sink announcements lowers the average to 277/864 ≈ 32.1% of the board but not the worst case; a hider holds the adaptive plan to 47.56%. A secret coin between adapting and jumping guarantees at most 49.40%, still below 50%, though jumping in a third of games needs at most 211/648 ≈ 32.6% of the board on every layout.

Recomputed. The earlier study's die roll guarantees 49.12%, not the reported 50.2%, and single plans do better. Ending the plain plan with a rule for the last sweep's order (B swept in runs) wins exactly 37/72 ≈ 51.39% on every layout; with probes, one plan reaches 51.77% and a mixture 51.95%. Ordering the shots inside each part lifts the guarantee to at least 52.14% (certified); no strategy can guarantee more than 19/36 ≈ 52.78%. With the classic fleet the plain plan guarantees only 48.91% against its own pace, and one plan 51.57%. Finite boards approach the limit slowly; on 10×10 the plans already line up in the model's order.

1The model

The board has n cells, with n growing without limit, and time t counts shots as a share of the board. The fleet is {3,3,2}. A ship counts as found at its first hit: finishing it costs a few shots, the same for both racers, which vanish next to n. T is the moment the last ship is first hit. Edges, corners and ships touching each other affect a vanishing share of layouts and are ignored.

Two choices of the hunter's make every fixed plan's finishing time exactly computable. Before the game it draws a random offset: a diagonal direction, one of that direction's three sets of every-third diagonals, and which half of that set is A (section 2). The hider cannot tell which diagonals are which, so only the ships' positions relative to each other matter. Inside each part of the board (A, B and C) it fires in uniformly random order. A cell's place in a random order is equally likely to be anywhere, so each ship's cell in that part comes up at a uniformly random moment of the part's sweep, independently across ships. The hunter uses only what the rules announce: hit, miss, and which ship sank.

Patterns. The hider's whole choice is then a pattern: where the second 3 and the 2 sit relative to the first 3, counted in diagonals modulo 6 along the direction the hunter drew, and written "+1, +4" (the second 3 one diagonal over, the 2 four over); 36 choices, 12 up to swapping the 3s and reflecting.

Scoring. The pace is the plain plan's finishing time. Its law G(t), the chance it has finished by time t, is the same on every layout (section 3), so the yardstick does not depend on the hider. A strategy's race win rate is its chance to finish before an independent run of the plain plan: when the strategy finishes at T, the pace is still running with chance 1 − G(T), so

W = E[1 − G(T)].

Ties have probability zero. A strategy's guarantee is W on the hider's best choice.

What the model is not. It is not a race in which both players adapt: two optimal players race at 50% by symmetry, and that game is not solved. The finite boards' self-play mixtures race their own pace, so their "about 50%" measures something else.

2Why every third diagonal

A straight 3-cell ship covers three neighboring diagonals, x + y = s, s + 1 and s + 2, and exactly one of any three consecutive integers is divisible by 3. So the cells with x + y divisible by 3, every third diagonal and a third of the board, touch every 3 in exactly one cell.

Fewer is impossible. Each row splits into disjoint runs of three cells, and each run must hold a cell of the set, so a third of the board is the minimum (Dumitrescu and Tkadlec 2024 prove the general bound).

Only diagonals reach it (our short argument; Figure 2). Take a wrap-around board whose side n is a multiple of 3, and a set of cells with exactly a third of the board that touches every 3. Each row holds at least n/3 cells, one per run; with n²/3 in all, each holds exactly one per run, wherever the runs start. Runs starting at i and at i + 1 share two cells, so cell i is in the set exactly when cell i + 3 is: every third cell, at some phase. Columns likewise. A column holds a row's cell exactly when that row's phase matches the column, so for each column to get every third cell, the rows with each phase must themselves be every third row. So the phase is a function of the row number modulo 3 that takes each value once, and every such function is r ↦ r + k or r ↦ −r + k: two directions, three phases, six sets. On 10×10 the three phases of one direction hold 34, 33 and 33 cells.

A, B and C. The set's diagonals alternate checkerboard colors. A is its half on one color, picked at random as part of the offset; call that color dark. A 2-cell ship covers two neighboring diagonals, so it always has a dark square. A is a sixth of the board and does double duty: it hunts the 3s and is a third of the dark squares, which every 2 touches. B is the set's half on light squares (a sixth). C is the remaining dark squares (a third). The remaining light squares, a third of the board, never need a search shot.

Ship types. Under the random offset, a 3 has its one set cell in A or in B, with chance 1/2 each. A 2 touches A (1/3); is hooked to B, with one cell in B and one in C, and so has two chances (1/3); or lies only in C, next to a never-needed cell (1/3). A board type says where the 3s' set cells fall and which kind the 2 is. Figure 1 shows one ship of each kind.

Figure 1
Every third diagonal, in three parts
A: set, dark squaresB: set, light squaresC: other dark squaresnever needed
ACBCACBCCBCACBCACBCACBCABCACBCACCACBCACBACBCACBCACBCACBCCBCACBCACBCACBCABCACBCACCACBCACBACBCACBC
A 12×12 patch for one offset, where the shares are exact: A and B each a sixth of the cells, C and the never-needed cells a third each. Five example ships, not a fleet: top, a 3 whose set cell is in A; left, a 3 whose set cell is in B; right, a 2 touching A; bottom middle, a 2 hooked to B (its B cell or its C cell); bottom left, a 2 only in C. On 10×10 this offset gives A 16 cells, B 18, C 34 and never 32, because of the edges.
Figure 2
Only diagonals reach one cell in three
Every third diagonal, one direction: the ship crosses one shaded cell.
The other direction: again exactly one.
Every third column: a third of the cells too, but it misses this ship.
Three 6×6 wrap-around boards with a third of the cells shaded, and the same vertical 3 on each. Checking every set of a third of the cells that touches every 3, on wrap-around boards of side 6 and 9, finds exactly six: two directions × three phases.

3Three plans and their exact laws

The plain plan sweeps A and B together in random order (time 0 to 1/3), then C (1/3 to 2/3). Each 3 is found at a uniform moment of the first sweep, so by time t with chance 3·t. The 2 touches A or B with chance 2/3 and is then also uniform on the first sweep; otherwise it lies only in C and is uniform on the second. Multiplying, and adding up 1 − G for the average:

G(t) = 3t · 3t · (2/3)·3t = 18t³ up to t = 1/3, then G(t) = t + 1/3; E[T] = ∫(1 − G) = (1/3 − 1/18) + 1/18 = 1/3.

All three ships are found by the end of the first sweep with chance 2/3. No step depends on where the 3s lie, so the law is the same on every layout: the hider has nothing to aim at. 3-parity, which moves on to a second every-third set instead of C, has the same law, since a 2 that the first set misses has exactly one cell in each of the other two sets.

The adaptive plan sweeps A (0 to 1/6), then B while a 3 is afloat. At the second 3-sink it sweeps what is left of A together with C, in random order. Example, all three ships in A: the 3s are found at the later of two uniform moments of A's sweep, 1/9 of the board on average. One time in three the 2 is still afloat then; its cell is mixed into what is left of A and all of C and found halfway through on average, which adds 5/72. Together 13/72, against 1/8 if the plan finished A first; Table 1 gives every board type. By where the 3s lie, the averages are 19/72 (both in A), 1/3 (one in each half) and 19/54 (both in B), with chances 1/4, 1/2 and 1/4:

E[T] = ¼ · 19/72 + ½ · 1/3 + ¼ · 19/54 = 277/864 ≈ 0.321.

On its worst patterns (section 4), four of the 12, it still needs exactly 1/3. Adapting lowers the average, not the worst case (Figure 3).

Always jumping is the same plan, except that when the first 3 sinks during A it switches to B at once, and returns to A only if a 3 survives B. Against a random hider its average is exactly 1/3. Its worst is 41/108 ≈ 0.380 of the board, on a pattern where both 3s always share a half, so it often sweeps an empty B. In the worst case it is the slowest of the three.

Figure 3
Finishing-time laws
Plain planAdaptive planAlways jumping
Adaptive plan01/61/31/22/30%25%50%75%100%Adaptive plan: range over the 12 patternsPlain plan, every layout (exact): 18t³, then t + 1/3Adaptive plan on pattern +1, +4 (race 47.56%, average 1/3 of the board)End of the plain plan's first sweep: all three ships found with chance 2/3A and B swept:2/3 found+1, +4(worst race)Shots, as a share of the board
Always jumping01/61/31/22/30%25%50%75%100%Always jumping: range over the 12 patternsPlain plan, every layout (exact): 18t³, then t + 1/3Always jumping on pattern 0, 0 (race 37.65%, average 41/108 of the board)End of the plain plan's first sweep: all three ships found with chance 2/3A and B swept:2/3 found0, 0(worst race)Shots, as a share of the board
Chance that all three ships have been found by each moment. Gray: the plain plan, exact and the same on every layout. Bands: each plan's range over the 12 hider patterns; lines: the plan on its worst race pattern (+1, +4 for the adaptive plan, 0, 0 for always jumping). Bands and lines are sampled in the model (600,000 games per pattern), accurate to about 0.002. The average is the area above a curve; the race is the chance to finish before an independent run of the plain plan.
Table 1
Nine board types, exactly
Board (3s; the 2)Adaptive: averageAlways jump: averageAdaptive: raceAlways jump: race
Both 3s in A; 2 touches A13/7225/7282.70%43.97%
Both 3s in A; 2 hooked to B11/365/1853.44%59.17%
Both 3s in A; 2 only in C11/3617/3653.44%21.56%
One 3 in each half; 2 touches A1/45/1868.75%62.99%
One 3 in each half; 2 hooked to B1/313/4847.19%64.04%
One 3 in each half; 2 only in C5/123/830.07%39.96%
Both 3s in B; 2 touches A5/185/1859.17%59.17%
Both 3s in B; 2 hooked to B1/31/345.74%45.74%
Both 3s in B; 2 only in C4/94/924.93%24.93%
Exact. Averages are shares of the board; race values are win rates against the plain plan's pace. With both 3s in B the two plans are the same plan. Highlighted: the board types of the adaptive plan's worst pattern, +1, +4.

4The race, and what a hider can aim at

Cases. The hunter's random offset turns a pattern into six equally likely cases, each of a board type in Table 1. The second 3's shift fixes how often the 3s split across A and B: never (shift 0), in 2 of 6 cases (shift 1 or 5), 4 of 6 (2 or 4), 6 of 6 (3); the 2's shift fixes which board types go together. That is all the hider controls: no ship's own chances change.

The adaptive plan's worst pattern, +1, +4: 47.56%. Its six cases come in three pairs. With the 3s split and the 2 only in C, the adaptive plan finishes A before B: 30.07%, against 39.96% for always jumping. With both 3s in A and the 2 hooked to B, its early switch to C gives up the 2's B route: 53.44% against 59.17%. With both 3s in B and the 2 touching A, the plans agree at 59.17%. So +1, +4 combines the adaptive plan's two weak spots: split 3s with the 2 in C, and 3s sharing a half with the 2 hooked to the other half. Splitting alone is not enough: the patterns that split the 3s in all six cases also bring easy ones and hold the plan only to 48.67%. The essay's short version, 3s in opposite halves, is the first weak spot.

Always jumping's worst pattern, 0, 0: 37.65%. The 3s share a half in every case. When both are in A and the 2 lies only in C, the jump sweeps an empty B: 21.56% against 53.44%.

Against a random hider the adaptive plan wins 50.95% and always jumping 49.04%; the adaptive plan's best pattern gives 55.88%. A hider who knows the rule turns the adaptive plan's one-point gain into a 2.44-point loss.

Figure 4
Twelve patterns, two plans
Adaptive planAlways jumping
36%40%44%48%52%56%plain plan, every patternRace win rate against the plain plan’s pace+1, +4split in 2 of 6Pattern +1, +4 (3s split in 2 of 6 cases): adaptive plan 47.56%, average 1/3 of the board; always jumping 52.77%, average 67/216Pattern +1, +4 (3s split in 2 of 6 cases): adaptive plan 47.56%, average 1/3 of the board; always jumping 52.77%, average 67/216adaptive’s worst+2, +4split in 4 of 6Pattern +2, +4 (3s split in 4 of 6 cases): adaptive plan 48.11%, average 1/3 of the board; always jumping 54.22%, average 89/288Pattern +2, +4 (3s split in 4 of 6 cases): adaptive plan 48.11%, average 1/3 of the board; always jumping 54.22%, average 89/288+3, 0split in 6 of 6Pattern +3, 0 (3s split in 6 of 6 cases): adaptive plan 48.67%, average 1/3 of the board; always jumping 55.66%, average 133/432Pattern +3, 0 (3s split in 6 of 6 cases): adaptive plan 48.67%, average 1/3 of the board; always jumping 55.66%, average 133/432+3, +2split in 6 of 6Pattern +3, +2 (3s split in 6 of 6 cases): adaptive plan 48.67%, average 1/3 of the board; always jumping 55.66%, average 133/432Pattern +3, +2 (3s split in 6 of 6 cases): adaptive plan 48.67%, average 1/3 of the board; always jumping 55.66%, average 133/4320, +3split in 0 of 6Pattern 0, +3 (3s split in 0 of 6 cases): adaptive plan 50.60%, average 23/72 of the board; always jumping 47.19%, average 73/216Pattern 0, +3 (3s split in 0 of 6 cases): adaptive plan 50.60%, average 23/72 of the board; always jumping 47.19%, average 73/216binds the blendwith +1, +4+2, +1split in 4 of 6Pattern +2, +1 (3s split in 4 of 6 cases): adaptive plan 50.75%, average 139/432 of the board; always jumping 49.45%, average 95/288Pattern +2, +1 (3s split in 4 of 6 cases): adaptive plan 50.75%, average 139/432 of the board; always jumping 49.45%, average 95/288+1, +3split in 2 of 6Pattern +1, +3 (3s split in 2 of 6 cases): adaptive plan 51.15%, average 23/72 of the board; always jumping 48.64%, average 97/288Pattern +1, +3 (3s split in 2 of 6 cases): adaptive plan 51.15%, average 23/72 of the board; always jumping 48.64%, average 97/288+2, 0split in 4 of 6Pattern +2, 0 (3s split in 4 of 6 cases): adaptive plan 51.71%, average 23/72 of the board; always jumping 50.09%, average 145/432Pattern +2, 0 (3s split in 4 of 6 cases): adaptive plan 51.71%, average 23/72 of the board; always jumping 50.09%, average 145/432+1, +1split in 2 of 6Pattern +1, +1 (3s split in 2 of 6 cases): adaptive plan 52.84%, average 67/216 of the board; always jumping 43.23%, average 19/54Pattern +1, +1 (3s split in 2 of 6 cases): adaptive plan 52.84%, average 67/216 of the board; always jumping 43.23%, average 19/540, +2split in 0 of 6Pattern 0, +2 (3s split in 0 of 6 cases): adaptive plan 53.24%, average 133/432 of the board; always jumping 42.42%, average 155/432Pattern 0, +2 (3s split in 0 of 6 cases): adaptive plan 53.24%, average 133/432 of the board; always jumping 42.42%, average 155/432+1, 0split in 2 of 6Pattern +1, 0 (3s split in 2 of 6 cases): adaptive plan 53.79%, average 133/432 of the board; always jumping 43.87%, average 103/288Pattern +1, 0 (3s split in 2 of 6 cases): adaptive plan 53.79%, average 133/432 of the board; always jumping 43.87%, average 103/2880, 0split in 0 of 6Pattern 0, 0 (3s split in 0 of 6 cases): adaptive plan 55.88%, average 8/27 of the board; always jumping 37.65%, average 41/108Pattern 0, 0 (3s split in 0 of 6 cases): adaptive plan 55.88%, average 8/27 of the board; always jumping 37.65%, average 41/108always jumping’sworst
Each row is one hider pattern (section 1); the small text under each name counts the cases in which the 3s split across A and B. Exact race win rates against the plain plan's pace, sorted by the adaptive plan's. Each plan's guarantee is its leftmost dot: 47.56% for the adaptive plan on +1, +4, 37.65% for always jumping on 0, 0. Hover for both averages as fractions of the board.

5Mixing, probing and the die roll

The blend. A secret coin, tossed before the game, picks always jumping with probability q and the adaptive plan otherwise (Figure 5, left). The best guarantee is 49.40% at q = 35.28%, where +1, +4 (which punishes never jumping) crosses 0, +3 (3s always in one half, which punishes always jumping). The hider's best reply plays +1, +4 in 39.5% of games and 0, +3 in 60.5%, so no blend of these two plans beats the plain plan. In shots the blend does break a third: at q = exactly 1/3 it needs at most 211/648 ≈ 0.3256 of the board, 2.3% below a third (Figure 5, right).

One plan beats 50%. The game's own randomness can stand in for the coin. Jumping only when the first 3 sinks in the first 19% of A's sweep already guarantees 49.93% (exact). A probe does better: after the first sink, sweep a set share b of B, then finish A, then B. B is fired in random order, so a 3 hidden there turns up in the probe with chance exactly b: the probe is a coin with odds b, tossed only when it matters. The second plan of Table 3, with two probes, guarantees 50.69% (exact; 50.73% with tuned probes). Beating the plain plan needs no die and no computed table.

The die roll, recomputed. The earlier study's mixed strategy rolls once before the game: two times in three the adaptive plan, one in four always jumping, one in twelve a responder, the best reply to a fixed mix of four hider patterns. Its table was not published, so we recomputed it by dynamic programming and scored it exactly (Table 2). With that responder the die roll guarantees 49.12% (exact, on +1, +4), not the reported 50.2%; the earlier study's own published decision maps give the same 49.1%. On +1, +4 the responder would need 64.1% and wins 50.7%. At a one-in-twelve share no responder can fix this: the die roll stays at most 50.38% (estimate, for responders that fire only A and B while a 3 is afloat). A three-rule responder (Table 3, right) gets 50.34% (exact).

Table 2
The responder, recomputed
SituationRecomputed tablePrinted rule
OpeningSweep AOpen on A (rule 1)
First sink: a 3 in AJump: all of B, then the rest of AJump to B (rule 2)
First sink: the 2, in AFinish A, then BKeep B slightly ahead of A (rule 5): differs
A 3 and the 2 downSweep the half the sunk 3 did not touch firstThe opposite half (rule 6)
Both 3s down, both in ARest of B, then the rest of A, then CB before C (rule 3)
Both 3s down, one in each halfC first if the second sank in about the first fifth of B; otherwise the rest of A firstA threshold near a fifth (rule 4)
Both 3s down, both in BWith A done: C first if the second sank in about the first fifth of B, else finish B firstNot covered
Exact best reply to the earlier study's four-pattern mix (dynamic programming on a 64-step grid, read off as this table and scored exactly). It plays the essay's six printed rules, except the one for the 2 sinking first. Timings are shares of the sweep under way. The die roll with this responder guarantees 49.12%; the responder alone, 41.27%.

The sweep-order rule. When the last sweep starts, a share w of B has been shot. Every cell of C has two neighbors in B. A surviving 2 hooked to B sits on an unshot B cell, so its C cell has two unshot B neighbors with chance 1 − w, one with chance w, never none. Sweep C in tiers: two unshot B neighbors first, then one, then none, holding (1 − w)², 2w(1 − w) and w² of C. Averaging over the hooked 2's tier, the share of C swept before it is hit falls to

(1 − w)³/2 + w(1 − w), against 1/2 in random order

(Figure 6). A 2 only in C is still found halfway through C on average, so the rule costs nothing. Sweeping B in long runs along its diagonals sharpens it: a C cell's two B neighbors sit side by side on one B diagonal and are shot together, so C splits into the cells next to unshot runs, which hold every surviving hooked 2, and the rest. The rule alone beats the plain plan by more than a point: the plain plan with this last sweep, the first plan of Table 3, wins exactly 37/72 ≈ 51.39% on every pattern, so the hider has nothing to aim at. The same last sweep also improves the essay's hand-played card on a real 10×10 board (the classic page). The die roll gains little from the rule: at most 50.81% (estimate). With probes, one plan does better: the third plan of Table 3 guarantees 51.77% (exact; 51.87% with probes of 24.3% and 79.5%).

Table 3
Four plans you can print
Plain plan, then the sweep-order ruleTwo probes, C at randomTwo probes, sweep-order rule, B in runsResponder for the die roll
StartSweep A and B together, alternating one shot each; always sweep B in long runs along its diagonalsSweep ASweep A; always sweep B in long runs along its diagonalsSweep A
First ship down is a 3 (during A)Keep sweeping A and B togetherSweep 1/20 of B, then finish A, then BSweep B until a quarter is shot, then finish A, then BSweep 55% of B, then finish A, then B
First ship down is the 2 (during A)The sameSweep half of B, then finish A, then BSweep B until four fifths are shot, then finish A, then BSweep all of B, then finish A
A 3 and the 2 downThe sameFinish B, then AFinish A, then BFirst the half the 2 did not touch
Both 3s downIf the 2 is afloat: the C cells next to unshot B runs, then the rest of A, then the rest of CIf the second turned up in the 1/20 of B: C, then the rest of A. Otherwise finish A, then C (finish B before C if both 3s were in B)If both were in A: the rest of A together with the C cells next to unshot B runs, then the rest of C. Otherwise those C cells, then the rest of A, then the rest of CIf both were in A: finish A, then B, then C. If the second turned up in the 55% of B: C, then A. If A is done: C (finish B before C if both 3s were in B)
Guarantee (exact)37/72 ≈ 51.39% alone, on every pattern50.69% alone51.77% alone50.34% in the die roll
Draw the random offset first; for the last three plans, if A is finished before any ship sinks, sweep B. The first and third plans use the sweep-order rule for C; the other two sweep C in random order. The first plan's value is exact in rational arithmetic and the same on every pattern. Probing exactly 4.55% and 49.8% (second) or 24.3% and 79.5% (third) gives 50.73% and 51.87%. Independent simulations agree with every value (for the last three plans, written from this wording).
Figure 5
One coin, two plans
Race win rate0%25%50%75%100%36%40%44%48%52%56%Pattern 0, 0: 55.88% → 37.65%Pattern 0, +2: 53.24% → 42.42%Pattern +1, 0: 53.79% → 43.87%Pattern +1, +1: 52.84% → 43.23%Pattern +1, +3: 51.15% → 48.64%Pattern +2, 0: 51.71% → 50.09%Pattern +2, +1: 50.75% → 49.45%Pattern +2, +4: 48.11% → 54.22%Pattern +3, 0: 48.67% → 55.66%Pattern +3, +2: 48.67% → 55.66%Pattern 0, +3: 50.60% → 47.19%Pattern +1, +4: 47.56% → 52.77%Guarantee: the lowest lineBest blend: 49.40% at 35.28% jumping49.40%at 35.3%+1, +40, +30, 0Share of games that jump
Average, share of the board0%25%50%75%100%0.300.320.340.360.38Pattern 0, 0: 8/27 → 41/108Pattern 0, +2: 133/432 → 155/432Pattern +1, 0: 133/432 → 103/288Pattern +1, +1: 67/216 → 19/54Pattern +1, +3: 23/72 → 97/288Pattern +2, 0: 23/72 → 145/432Pattern +2, +1: 139/432 → 95/288Pattern +2, +4: 1/3 → 89/288Pattern +3, 0: 1/3 → 133/432Pattern +3, +2: 1/3 → 133/432Pattern 0, +3: 23/72 → 73/216Pattern +1, +4: 1/3 → 67/216Worst average: the highest lineBest blend in shots: 211/648 ≈ 0.3256 of the board at a third of games211/648 ≈ 0.326at a third of gamesa third+1, +40, +30, 0Share of games that jump
Exact. Left: each gray line is one pattern's race win rate as the share of jumping games grows; the guarantee is the lowest line (blue), set by +1, +4 and 0, +3 up to the best blend and by 0, 0 further right, so mixing helps only where two patterns pull in opposite directions. Dashed: the plain plan's 50%. Right: the same for the average share of the board needed; the worst case is the highest line (blue). At a third of games all twelve lines lie within about 0.0015 of each other; only +1, +4 and 0, +3 reach the top. Dashed: a third of the board.
Figure 6
Sweeping C by its unshot neighbors in B
Share of C swept before a surviving 2 hooked to B is hit0%25%50%75%100%0%10%20%30%40%50%random order (and any 2 lying only in C)Sweeping C by unshot B neighbors: (1 − w)³/2 + w(1 − w)Simulation, 600 × 600 wrap-around board, 25% of B shot: 39.9% (formula 39.8%)Simulation, 600 × 600 wrap-around board, 50% of B shot: 31.2% (formula 31.2%)Simulation, 600 × 600 wrap-around board, 75% of B shot: 19.5% (formula 19.5%)no gain at 0%: B untouchedwhen the last sweep startssweeping C by itsunshot neighborsin B, tier by tierShare of B already shot when the last sweep starts
Exact in the model (our arithmetic). With a share w of B shot, the three tiers hold (1 − w)², 2w(1 − w) and w² of C; a surviving 2 hooked to B is in the first with chance 1 − w and the second with chance w, never in the last, since its own B cell is unshot. In the first tier, half of it, (1 − w)²/2 of C, goes before the 2 on average; in the second, (1 − w)² + w(1 − w); weighting by 1 − w and w gives the formula. Rings: a simulation on a 600 × 600 wrap-around board, within 0.03 points of the formula.

6How much can cleverness buy?

Figure 7 collects the guarantees. Mixing four probe plans gives 50.86% with C swept at random and 51.95% with the sweep-order rule and B in runs (exact). Among plans that fire only A and B while a 3 is afloat and read which half each sunk ship was in, they are essentially the best. With C at random it is proven: the best such plan wins between 50.86297% and 50.86380% (Green's theorem, checked in interval arithmetic), so the probe plans are within 0.0003 points of it. With the rule, dynamic programming finds nothing better. The plain plan is not an equilibrium of the race.

Order within the parts. Ordering the shots inside the parts adds about 1.2 points, in four moves; against a random layout, where the gains add up: the sweep-order rule, +0.83 points; B in long runs, +0.15; C fired while the 3s are afloat, +0.13; slots, +0.05. For the third, cut the diagonals into long stretches and sweep B from one end of each, C from the other, which B never reaches: there one shot can find a 3 whose set cell is in B or a 2 that lies only in C. For the fourth, the two C diagonals beside each B diagonal take alternating slots there, so that a 3 lying across both is not hit twice.

A mixture of twelve computed plans that makes all four moves wins at least 52.14107% on every pattern, using only what the rules announce (certified), or 52.11614% reading only which half each sunk ship was in. Dynamic programming puts the best such play at about 52.143%. The best printable plan we found that orders shots this way guarantees 51.83% (exact), only 0.06 points above Table 3's third plan, with more rules.

The ceiling is proven. Against a random layout each cell lies in 6 of a 3's 2n placements and 4 of the 2's, so once a share t of the board is shot at most 3t of a 3's placements and 2t of the 2's have been hit, whatever the order and whatever the hunter knows. A time-change argument then makes each 3 no faster than an independent uniform time on [0, 1/3], and the 2 on [0, 1/2], so for every strategy

W ≤ E[1 − G(max(U₁/3, U₂/3, U₃/2))] = 2/9 + 5/36 + 1/6 = 19/36 ≈ 52.78%

with U independent uniforms. So the game's value lies between 52.14% and 52.78%. A sharper relaxation puts the ceiling near 52.5%, and near 52.18% for plans that fire only A, B and C before the last ship is found (estimates, not proofs).

One offset per block. The hider's leverage comes from the single offset. Draw a fresh one for each large block of the board (the blocks placed at random), and ships in different blocks get independent offsets whatever the hider does, so every plan wins its random-hider value on every such layout: 50.95% for the adaptive plan, 449/864 ≈ 51.97% with the sweep-order rule and B in runs, 52.15% with the order within the parts (exact, one plan). Ships within one block escape this.

Figure 7
The guarantee ladder
exactcertifiedprovenestimatereported earlier
44%46%48%50%52%C swept in random orderAlways jumping, aloneAlways jumping, alone: 37.65% (exact)37.65%Adaptive plan, aloneAdaptive plan, alone: 47.56% (exact)47.56%Best adaptive/jump blendBest blend of the adaptive plan and always jumping: 49.40% (exact)49.40%Jump only on anearly first sinkOne plan: jump only when the first 3 sinks in the first 19% of A's sweep: 49.93% (exact)49.93%Plain planPlain plan (the same on every layout): 50% (exact)50%Die roll, responderas describedReported by the earlier study: 50.2%50.2%Die roll with the responder recomputed as the earlier study describes it: 49.12% (exact)49.12%Die roll, three-ruleresponderDie roll with the three-rule responder of Table 3 (no responder gives more than 50.38%): 50.34% (exact)50.34%One plan, two probesOne plan: probe 1/20 of B after a 3, half of B after the 2 (Table 3): 50.69% (exact)50.69%Four plans (threecomputed tables)Reported by the earlier study: 50.4%50.4%Adaptive plan plus three computed tables, mixed: 50.81% (exact)50.81%Four probe plans, mixedBest mixture of four probe plans: 50.86% (exact)50.86%Best possible inthis groupBest possible for plans that fire A and B in random order while a 3 is afloat, then C in random order, reading which half each sunk ship was in: between 50.86297% and 50.86380% (the four probe plans, mixed: 50.86358%): 50.863–50.864% (proven)50.863–50.864%Sweep-order rule, B in runsDie roll, best responderReported by the earlier study: 51.0%51.0%Die roll with the best responder (no responder gives more than 50.81%): 50.81% (exact)50.81%Plain plan's sweep, thenthe sweep-order ruleOne plan: the plain plan until both 3s are down, then the sweep-order rule (Table 3); 37/72 on every pattern: 51.39% (exact)51.39%One plan, two probesOne plan: probe B to a quarter after a 3, to four fifths after the 2 (Table 3): 51.77% (exact)51.77%Four probe plans, mixedReported by the earlier study: 51.2%51.2%Best mixture of four probe plans: 51.95% (exact)51.95%Shots ordered within the partsBest printableplan foundOne plan: B from one end of each stretch of diagonal, C from the other, C during the hunt: 51.83% (exact)51.83%Twelve computedplans, mixedAt least 52.14107% on every pattern; 52.11614% reading only which half each sunk ship was in; the best such play is about 52.143% (estimate): 52.14% (certified)52.14%Ceiling, firing onlyA, B and CNo plan that fires only A, B and C before the last ship is found guarantees more (a relaxation solved by dynamic programming; without its pair constraint, about 52.27%): ≈ 52.18% (estimate)≈ 52.18%Ceiling, any strategyReported by the earlier study: ≈ 52%≈ 52%No strategy can guarantee more (19/36): 52.78% (proven)52.78%
Guaranteed race win rate against the plain plan's pace, on the hider's best pattern. Filled: exact. Ringed: certified, the exact worst case of twelve computed plans, mixed. Diamonds: proven bounds, for the top group (its best plan wins between 50.86297% and 50.86380%) and for any strategy. Dashed: an estimate of the ceiling for plans that fire only A, B and C. Gray rings: the earlier study's reported value, where it differs. Lines run from the plain plan's 50% to each strategy; always jumping alone is off the scale to the left. Hover for details.

7What finite boards show

The march toward a third (Figure 8). 3-parity's slowest layout falls from 0.79 of the board on 4×4 to at least 0.427 on 10×10, always 7 to 10 shots above a third. Our reading: that gap (finishing each ship, and the edges) grows only slowly with the board, so as a share of the board it shrinks roughly like the gap over the cell count: still at least 0.09 on 10×10.

The model's order on 10×10 (Figure 9). On the slowest layouts found, the four plans line up as in the model, always jumping less extreme. Averages line up less well: always jumping needs 40.2 shots and 3-parity 41.1, tied in the model.

The 10×10 self-play mixture opens like the plain plan: 88% of its opening search shots fall on one every-third set (picked after the fact; random shooting scores about half), with both halves mixed (the 10×10 page). Jumping in some games also peaks near a third of games there, against a different reference race (the 10×10 page).

Real cells, large board. On a 96 × 96 wrap-around board with real ships and finishing shots, one plan that orders shots within the parts (section 6) beats the plain plan by +2.00 ± 0.10 points on a random layout (+2.15 in the model), and every pattern lands within about 0.1 point of the model; finishing costs both players alike and changes nothing measurable.

Figure 8
The march toward a third
Slowest layout, share of the board4×45×56×68×810×100.30.40.50.60.70.8limit: a third4×4: 0.79 of the board5×5: 0.67 of the board6×6: 0.59 of the board8×8: 0.49 of the board10×10: at least 0.427 of the board0.790.670.590.49≥ 0.427Board side
Shots above a third of the board4×45×56×68×810×100369124×4: 7.2 shots above a third of the board5×5: 8.5 shots above a third of the board6×6: 9.3 shots above a third of the board8×8: 9.8 shots above a third of the board10×10: at least 9.4 shots above a third of the board7.28.59.39.8≥ 9.4Board side
Measured: 3-parity's slowest layout, as a share of the board (left) and in shots above a third of the board (right). On 4×4 to 8×8, 3-parity with heat-map finishing, checked on every layout; on 10×10 (ring and arrow), one fixed diagonal direction, finishing by hand, on the slowest layout found, so a lower bound.
Figure 9
The model's order on a 10×10 board
in the model, worst case (exact)on 10×10, slowest layout found
0.961.001.041.081.121.16Worst case, as a ratio to 3-parity’s3-parity (plain plan)3-parity (the plain plan), in the model: a third of the board, ratio 1.000 (exact)3-parity (the plain plan), on 10×10: at least 42.7 shots on its slowest layout found, ratio 1.000; average 41.1 shots≥ 42.7 shotsAdaptive ruleAdaptive rule, in the model: a third of the board, ratio 1.000 (exact)Adaptive rule, on 10×10: at least 42.6 shots on its slowest layout found, ratio 0.998; average 40.0 shots≥ 42.6 shotsAlways jumpAlways jump, in the model: 41/108 of the board, ratio 1.139 (exact)Always jump, on 10×10: at least 45.8 shots on its slowest layout found, ratio 1.072; average 40.2 shots≥ 45.8 shotsJump in 35% of gamesJump in 35% of games, in the model: 0.3259 of the board (the blend at 35%), ratio 0.978 (exact)Jump in 35% of games, on 10×10: at least 41.8 shots on its slowest layout found, ratio 0.978; average 40.1 shots≥ 41.8 shots
Worst case as a ratio to 3-parity's. Dots: in the model, exact (1 for 3-parity and the adaptive rule, 41/36 for always jumping, 0.978 for the blend at 35%). Squares: ratios of the slowest layouts found on 10×10; both numbers are lower bounds, so the ratios are indicative, not bounds. That the two line up is our reading.

8The classic fleet in the model

The yardstick moves. A 4 or a 5 crosses the every-third set once or twice, so the hunt for the 3s finds it along the way (the classic page sees the same on a real board). The plain plan still sets the pace, now against a random layout, but it is no longer the same on every layout: a hider who gives both big ships a second set cell on the boards where the 2 lies only in C holds it to 1259/2574 ≈ 48.91% (exact; Figure 10). So beating the plain plan means guaranteeing more than 48.91%; 50% is not special.

What the 4 and the 5 change. Table 3's third plan, playing the big ships as water, guarantees 49.85%. The sweep-order rule is worth more: ending the plain plan's sweep with it once the 3s, the 4 and the 5 are down adds 2.07 points, against 1.39 with three ships. New: after the first sink, alternate A and B to the end of A instead of probing B (51.42%), and read whether a sunk big ship touched both halves (0.16 points more; Table 4). The hider's lever moves to the big ships: against the tables below, 98.7% of its mix has exactly one big ship across both halves on every board.

Table 4
Two plans you can print for the classic fleet
One ruleThree rules: reads the big ships
StartSweep A; always sweep B in long runs along its diagonalsThe same
First ship down (during A)Sweep one more thirtieth of A; then alternate A and B, one shot each, until A is finished; then finish BA 4 or a 5 with cells in both A and B: one more eighth of A; the 2: one more fifteenth; otherwise none. Then alternate A and B, one shot each, until A is finished; then finish B
The 3s, the 4 and the 5 down, the 2 afloatSweep the rest of A together with the C cells next to unshot B runs, in one random order; then the rest of CThe same
Guarantee (exact)51.42%51.57%
Average, random layout0.331 of the board0.331 of the board
Draw the random offset first; if A is finished before any ship sinks, sweep B. One more thirtieth of A: keep sweeping A until another thirtieth of its cells is shot. An independent simulation of each plan, written from this wording, agrees on all 378 layout classes (48,000 games each). On explicit 240 × 240 wrap-around boards with real finishing shots, the three-rule plan wins 51.58 ± 0.07% of races on its 16 worst classes (Monte Carlo; model 51.57%).

How far it goes. Mixing cards from the menu we searched adds at most 0.1 point. A mixture of 28 computed tables, which start in A and bring in B as ships sink, guarantees 52.05% (exact; the best in its class is about 52.07%, extrapolated). No strategy guarantees more than 55.95% (proven, as in section 6). The value in between is open: section 6's order within the parts was not computed for this fleet, and one offset per block helps only if every ship has its own block (Sources).

Figure 10
The classic fleet, plan by plan
Plain planThree-ship planPlans for the classic fleetComputed tables, mixed
guaranteeaverage49%50%51%52%53%54%55%56%Race win rate against the plain plan’s pacePlain planPlain plan: guarantee 48.91% (exact); over the 378 layout classes 48.91% to 51.11%; 50.00% against a random layout; average finishing time 0.3463 of the board against a random layoutPlain plan: 48.91% (1259/2574) on 2/9 of layouts, average 22/63 of the boardPlain plan: 49.92% (34693/69498) on 1/3 of layouts, average 131/378 of the boardPlain plan: 50.10% (34819/69498) on 2/9 of layouts, average 523/1512 of the boardPlain plan: 51.11% (3229/6318) on 2/9 of layouts, average 173/504 of the boardPlain plan: guarantee 48.91% (exact); over the 378 layout classes 48.91% to 51.11%; 50.00% against a random layout; average finishing time 0.3463 of the board against a random layout48.91%0.346Three-ship plan,big ships as waterThree-ship plan, big ships as water: guarantee 49.85% (exact); over the 378 layout classes 49.85% to 53.09%; 51.57% against a random layout; average finishing time 0.3280 of the board against a random layoutThree-ship plan, big ships as water: guarantee 49.85% (exact); over the 378 layout classes 49.85% to 53.09%; 51.57% against a random layout; average finishing time 0.3280 of the board against a random layout49.85%0.328Three-ship plan, bigships gate last sweepThree-ship plan, big ships gate last sweep: guarantee 50.50% (exact); over the 378 layout classes 50.50% to 54.82%; 52.17% against a random layout; average finishing time 0.3277 of the board against a random layoutThree-ship plan, big ships gate last sweep: guarantee 50.50% (exact); over the 378 layout classes 50.50% to 54.82%; 52.17% against a random layout; average finishing time 0.3277 of the board against a random layout50.50%0.328Plain plan's sweep, thenthe sweep-order rulePlain plan's sweep, then the sweep-order rule: guarantee 50.98% (exact); over the 378 layout classes 50.98% to 51.16%; 51.07% against a random layout; average finishing time 0.3356 of the board against a random layoutPlain plan's sweep, then the sweep-order rule: guarantee 50.98% (exact); over the 378 layout classes 50.98% to 51.16%; 51.07% against a random layout; average finishing time 0.3356 of the board against a random layout50.98%0.336One rule (Table 4)One rule (Table 4): guarantee 51.42% (exact); over the 378 layout classes 51.42% to 52.24%; 51.70% against a random layout; average finishing time 0.3309 of the board against a random layoutOne rule (Table 4): guarantee 51.42% (exact); over the 378 layout classes 51.42% to 52.24%; 51.70% against a random layout; average finishing time 0.3309 of the board against a random layout51.42%0.331Three rules (Table 4)Three rules (Table 4): guarantee 51.57% (exact); over the 378 layout classes 51.57% to 51.92%; 51.71% against a random layout; average finishing time 0.3308 of the board against a random layoutThree rules (Table 4): guarantee 51.57% (exact); over the 378 layout classes 51.57% to 51.92%; 51.71% against a random layout; average finishing time 0.3308 of the board against a random layout51.57%0.33128 computed tables,mixed28 computed tables, mixed: guarantee 52.05% (exact, this mixture); over the 378 layout classes 52.05% to 52.88%; 52.16% against a random layout; average finishing time 0.3279 of the board against a random layout28 computed tables, mixed: guarantee 52.05% (exact, this mixture); over the 378 layout classes 52.05% to 52.88%; 52.16% against a random layout; average finishing time 0.3279 of the board against a random layout52.05%0.328Ceiling, any strategyCeiling, any strategy: no strategy wins more than 55.95% of races (proven, exact fraction 1740283034715653/3110400000000000)55.95%–
Exact race win rates against the plain plan's pace, in the large-board model with the classic fleet. Bar: the plan's range over the 378 layout classes; dot: its guarantee, the bar's left end, where the hider aims; ticks on the plain plan's bar: its four values, on 2/9, 1/3, 2/9 and 2/9 of layouts. Dashed: the plain plan's guarantee. Right: the average finishing time against a random layout, as a share of the board (589/1701 ≈ 0.346 for the plain plan). Three-ship plan: the third plan of Table 3. Diamond: the proven ceiling for any strategy. Hover for each plan's values.

9Proven, computed, open

Table 5
What is proven, computed and open
ClaimStatusSection
An every-third set touches each 3 once; a third is the minimum; a third of the board never needs a search shotproven2; Dumitrescu and Tkadlec 2024
Only the six diagonal sets reach a third (wrap-around boards; checked by enumeration on sides 6 and 9)proven2
The plain plan's law; a third on every layout; 50% against itselfexact3
Adaptive plan 277/864, worst 1/3; always jumping 1/3, worst 41/108; all 12 patternsexact3, 4
Blend 49.40% at 35.28%; in shots 211/648 at 1/3; the hider's replyexact5
One plan: jumping only on an early first sink 49.93%; the plain plan, then the sweep-order rule, 37/72 ≈ 51.39% on every pattern; two probes 50.69%, and 51.77% with the sweep-order rule and B in runsexact5
The sweep-order tier formula (checked by simulation)exact5
The die roll with its responder recomputed: 49.12%; 49.14% with the sweep-order rule, 49.32% with B in runs (reported 50.2%, 50.9%, 51.0%); with a three-rule responder 50.34%exact5
No responder lifts the die roll above 50.38%, or 50.81% with the sweep-order ruleestimate5
Four plans with three computed tables 50.81% (reported 50.4%); four probe plans 50.86%, and 51.95% with the sweep-order rule and B in runs (reported best 51.2%)exact6
Plans that fire A and B in random order while a 3 is afloat, then C in random order, reading which half each sunk ship was in: the best wins between 50.86297% and 50.86380%proven6
With the sweep-order rule and B in runs, no plan that fires only A and B while a 3 is afloat beats the probe mixtureestimate6
Shots ordered within the parts: twelve computed plans, mixed, win at least 52.14107% on every pattern (52.11614% reading only which half each sunk ship was in)certified6
The four moves' gains against a random layout (+0.83, +0.15, +0.13, +0.05 points); the best play within the parts, about 52.143%; its ceiling for plans that fire only A, B and C, about 52.18%estimate6
No strategy guarantees more than 19/36 ≈ 52.78%proven6
One offset per block: every plan wins its random-hider value on every layout whose ships lie in different blocks (50.95%, 51.97%, 52.15%)exact6
Splitting by periods longer than six diagonals (classes of every 12th diagonal and beyond) adds nothing (stated by the earlier study without a published derivation; within six diagonals, firing C's two classes separately does add a little, section 6)reported6
The march toward a third; the model's order on 10×10 (lower bounds; the alignment is our reading); on a 96 × 96 board, the model's gains within about 0.1 pointmeasured7
The game's value, between 52.14% and 52.78%open6
Classic fleet: the plain plan guarantees 48.91% against its own pace (48.91% to 51.11% by layout); 51.42% with one rule, 51.57% with three; 52.05% for 28 computed tables, mixedexact8
Classic fleet: no strategy guarantees more than 55.95%proven8
Classic fleet: the game's value, between 52.05% and 55.95%open8
The race in which both players adaptopen1
How small boards approach the model's values (one plan checked, on a 96 × 96 board)open7
Proven: an argument on this page or in the literature, or a proof checked by computer in interval arithmetic. Exact: a closed form, or the exact value of a stated plan, recomputed for this page. Certified: the exact worst case of explicit computed plans that use only what the rules announce; a floor under the best possible. Estimate: dynamic programming on a grid, extrapolated in the grid size; not a proof. Reported: computed in the model by the earlier study, not re-run here. Measured: on finite boards (simulations, ± one standard error); slowest layouts found are lower bounds in shots.
Sources and caveats

Data as of 24 October 2026. Every number on this page is read from the page's data files by its build script, which asserts each one; the data script recomputes the exact values and checks every number against a second source. Labels as in Table 5.

Files used

Caveats

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