The setup for the 2-players game described below consists of three checkers placed on a K×1 board:

A move consists in picking one of the outside checkers and placing it anywhere between the other two. Here's a sequence of two successive moves.

As usual, players take turns. The one who can't make a move loses the game. Is there a right strategy? How should one play? Would you want to make the first move?
Here are a few thoughts
The game has two parameters: the number of free squares between the first and the second, and the second and the third checkers. Let's call them M and N. A position is completely described by the set {M, N}.
Two small configurations will give a clue for a possible strategy.
You would certainly like to be faced with the {1, N} configuration, whatever N > 1. All it would take to win is to fill the 1-square gap between two checkers with the third one.
You would certainly not like to be faced with the {2, 2} configuration because, the only configuration you may leave is {1, 2} that augurs ill for your chances to win, unless of course, your opponent plays randomly. More generally, placing a checker into a gap with an even number of squares always leaves a configuration {odd, even}. Thus it may never be the last move. But it may be a losing move if the odd number left is exactly 1.
Placing a checker into an odd gap (unless it's of length 1) may create either an {odd, odd} or an {even, even} configuration. An {odd, odd} configuration may be dangerous, especially (as we've argued before) if one of the numbers is 1. On the other hand, an {even, even} configuration (where not both numbers are 0) is harmless in the sense that it may never lead to the fatal {0, 0} in one move. I.e., it is harmless for you, the player who leaves it to his opponent. For the opponent it is bad because it forces hime to place a checker into an even gap. What's bad about that? First, doing that could not be the last move. Second, it leaves your opponent in a vulnerable position where you can make a move (if not the winning one) that returns to him an {even, even} configuration.
The general theory of combinatorial games applies to the game at hand. From the foregoing discussion we can identify positions {even, even} as P-Positions - position that one would like to leave after one's move. Configurations {odd, N}, whatever N, are N-Positions; these are the positions you would like to face.
From an P-position, every move leads to a N-position. Every N-position admits moves that leave P-position.
It follows that the first player who starts with a configuration {M, N> in which one of the numbers is odd has a chance to win (by leaving a configuration with both gaps even), regardless of what the other player does. If in the starting configuration both numbers are even then you would prefer to play second.
References
- XXX M. V. Lomonosov Competition, 2007, MCCME.
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