Concept

Bounded universe — where it appears

The collection of games a claim of equality is quantified over, outside which two equal positions may come apart. Four games separate every value born by a day, and nine numbers do not, so the company that decides equality is small and must contain a star.

Named by 10 essays across 3 fields — each of them below, with the objects they name alongside it.

The misère quotient of Nim, heaps up to 2. Each row and column is a class of positions that no sum in this universe can tell apart, and each entry is the class their sum falls into. The shaded classes are the ones a player wants to hand over. Under normal play the same positions need only the Nim values; the extra classes here are what misère play costs.

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.

limits · Misère play
A pass that may not end the game is not a component at all. The same grouping with the pass forbidden as the final move. Each group now holds several values, and a group with several values is a proof that the parts do not determine the whole.

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.

limits · Pass
Where running out of moves is permanent. Eleven rulesets, each walked position by position from three small boards, with every position at which a player has no move examined for whether any continuation gives them one back. Nothing here is evaluated: dead-ending is a property of the rules, and two boards worth the same value can differ on it. 9 of the 11 are dead-ending and 2 are not.

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.

limits · Dead-ending
What a wider pool rescues. The misère outcome table built four times over, on pools of 10, 22, 100, 113 positions. A cell holds the set of outcomes that sums of its row class and column class actually took. Fifteen of the sixteen cells are short of all four outcomes on the smallest pool and none is on the largest, so every near-miss in the original table was a statement about the pool rather than about misère play.

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.

limits · Misère play
How hot a background has to be. Every pair of values born by day two that share a reduced canonical form, added to backgrounds of seven temperatures and three means — 609 comparisons in all — with the count of pairs whose outcome the swap changes. Safety is not monotone in the background's temperature, so the threshold the question asks for does not exist; every one of the 48 changes is at a position with a stop exactly on nought.

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.

sums · Reduced form
Neither quotient identifies anything. The number of misère-equivalence classes on each side of the matched pair, against the number of distinct positions.

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.

limits · Dead-ending
What a held pass can tell apart. Nim heaps, Kayles rows and heaps of Dawson's chess of sizes one to 8, grouped by whether any company of up to two of them gives a different outcome with a held pass on the board. The groups outnumber both the Grundy values and the pairs of Grundy value and held-pass value.

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.

limits · Pass
The closure that is enough. A grid for Dawson's chess with heaps up to 9: rows are the largest positions classified, from one heap to four; columns the largest tests, from none to five heaps. Each cell is the number of classes found. The counts stop growing at two-heap tests and three-heap positions.

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.

complexity · Misere cost
12 classes, 7 questions. A grid for Dawson's chess with heaps up to nine: rows are the 12 misère classes of positions of at most four heaps, columns the 7 tests a greedy search chose, and each cell the outcome — N for the player to move, P for the other — when the test is added to the 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.

complexity · Misere cost
A staircase, not a slope. The number of misère classes of Dawson's chess positions as the largest heap allowed rises from three to 16, computed with positions of at most three heaps and tests of at most two. The count stays flat for several heaps at a time and then jumps.

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.

complexity · Misere cost

Named alongside it

The objects these essays reach for when they reach for this one.

Exhaustive searchMisère quotientIndistinguishabilityMisère playDawsonEqualityGrundy valueNimNormal playOutcome classComplexityCounterexample

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