Bounded universe — where it appears
Named by 10 essays across 3 fields — each of them below, with the objects they name alongside it.
What survives misère play
Misère play destroys the value theory, and something much smaller grows back. Fix one game, look only at sums of its own positions, and the classes that behave alike form a monoid — computed here, and larger than the normal-play answer every time.
A pass is not a move
Put a single pass token on a Nim board and one clause decides everything. If it may be taken at any time — including as the move that ends the game — the value of the whole is the nim-sum with a one added, in all 120 positions swept: the pass is a heap of one. Forbid it as the final move and the value stops being a function of the nim-sum at all, and 3 and 1 + 2 come apart.
Nobody comes back
There is a class of games in which running out of moves is permanent, and it is the setting almost every modern misère result is stated in. Nine of this site's eleven rulesets belong to it across 5,334 positions; the two that do not are Toads and Frogs and Amazons, and Toads and Frogs loses the property to a single clause — delete the hop and it joins the list.
What a wider pool rescues
The misère outcome table has sixteen cells, and over a pool of ten positions fifteen of them hold fewer than four outcomes — which looks like structure and might be a shortage of positions. Thirteen values further on there is nothing left: every pair of outcome classes takes every outcome, so the near-misses were the pool, and the prediction the rung below made was right.
How hot a background has to be
The reduced canonical form throws away infinitesimals, and the rung below asked for a bound: how hot must the rest of the board be for the discarded part not to matter? There is no such bound. Safety is not monotone in the background's temperature — an eighth is safe, a quarter is not, two is safe again — and the quantity that does decide it is not a temperature but a stop.
A quotient that identifies nothing
The dead-ending class is famous for quotients rather than comparisons, so the matched pair was asked the question its own subject is about. Neither quotient identifies a single pair of positions, and both are separated by exactly five addends — because a quotient is small when its universe is poor, which is a choice of company and not a property of a class.
What a component would have to carry
For a held pass to be decided by a summary of each component, the summary must separate every pair of components some company tells apart. The Grundy value does not — Nim 1 and Kayles 8 are equal games that a held pass separates beside a single Nim heap of two. Nor does the Grundy value with the component's own held-pass value: Kayles 3 and Kayles 6 agree on both and are split by a company of two Nim heaps. Over twenty-four components, fifteen classes against fourteen pairs, and the gap widens as the pool grows.
Two heaps of testing are enough
A misère quotient is computed by testing positions against positions, and the universe used to find twelve classes of Dawson's chess was every position of up to four heaps tested against every other — 511,225 outcomes. Varied one size at a time, the count stops growing at tests of two heaps and positions of three: 12,100 outcomes find the same twelve classes. The narrower universe the earlier essay drew did not merge anything; it held fewer positions. And the corner that is enough moves: for Kayles at heap twelve, two-heap tests miss a class.
Twelve classes, seven questions
Twelve misère classes of Dawson's chess were found by testing 715 positions against 715 others. Seven of those tests are enough to tell every class from every other — a greedy choice against a floor of four, since each test is one yes-or-no question. Kayles needs nine of 715 and Nim sixteen. The seven cost almost nothing to use and cannot be found without the whole closure, and they do not carry: the tests found with heaps up to seven tell apart only seven of the twelve classes with heaps up to nine.
A staircase, not a slope
With the misère closure cut forty-fold, Dawson's chess can be classified at heaps far beyond nine. The count of classes is a staircase: six from heap three to eight, twelve from nine to twelve, seventeen from thirteen to sixteen. Normal play steps once in that range, from four to eight at heap thirteen, where a Grundy value of four first appears. Misère play steps there too, and once more at heap nine, where normal play does not move at all — the first wild heap. Heaps eleven, fifteen and sixteen are also wild and move nothing.
Named alongside it
The objects these essays reach for when they reach for this one.
Exhaustive searchMisère quotientIndistinguishabilityMisère playDawsonEqualityGrundy valueNimNormal playOutcome classComplexityCounterexample