A Path-Making Game

Alice and Bob are playing a game. An n×n checkerboard lies between them. Alice begins by marking a corner square, and thereafter the two of them take turns marking squares; each one they choose must be adjacent orthogonally to the last one chosen, so together they’re making a path around the board. When the path can’t continue (because no unmarked adjacent square is available), then the player who moved last wins. For which n can Alice devise a winning strategy? What if she has to start by marking a square adjacent to a corner, rather than the corner itself?

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