Concept

Certificate — where it appears

A short object that proves an answer, which a winning strategy is not, because a strategy is a subtree of the game. A winning strategy is exponentially large, which is why knowing who wins and being able to show it are different achievements.

Named by 35 essays across 6 fields — each of them below, with the objects they name alongside it.

The Grundy values of ·137, and the exceptions to its period. An octal game's Grundy sequence, with the periodic part in gold and the exceptions in magenta. The exceptions are the point: a sequence described as eventually periodic contains values that disagree with the value one period later and always will, so the period is a statement about a tail and not about the sequence. The rule used to identify an exception is printed, because published lists of them differ by which convention was used.

A chess problem that turned out to be an octal game

Dawson posed it in 1934 as a puzzle about pawns. It is the octal game ·137, its Grundy sequence is eventually periodic with period 34 from heap 52 — and the word doing the work in that sentence is eventually, because five values below the start disagree with their repeats and always will.

history · Dawson
Hex on 3 × 3, with every winning opening found. A rhombic Hex board with each cell marked according to whether taking it first wins. Left joins the top edge to the bottom and Right joins left to right; a filled board is always a win for exactly one of them, so the search needs no draw test. Strategy stealing proves that a winning opening exists without exhibiting one — these are the ones exhaustive search finds, on a board small enough for exhaustive search to finish.

The theorem that names a winner and no move

Strategy stealing proves that the first player wins Hex and wins Chomp, on every board, in about four lines. It exhibits no move, contains nothing a move could be extracted from, and is not going to. The moves have to come from somewhere else, and where they come from runs out almost immediately.

applied · Strategy stealing
a path with every link doubled: the criterion and the game. A Shannon switching graph with the two marked vertices in gold. Short secures links and Cut deletes them; Short wins by joining the two marks. Lehman's criterion says Short wins moving second exactly when some subgraph holding both marks splits into two edge-disjoint spanning trees — drawn here in blue and red where one exists. The verdicts beside the graph come from playing the game out, and the criterion is computed without looking at the game at all.

A winning strategy that is a spanning tree

The Shannon switching game was sold in a box in 1960 and solved in 1964, and the solution is not an assertion that somebody wins. It is a property of the graph anybody can check, and the strategy falls straight out of it — whichever link the opponent cuts, take its partner in the other tree.

applied · Switching
6 octal games, and which of them settle. Each row is an octal game: its code, the moves it allows, the first two dozen Grundy values, and whether a period was found in the values computed here. Guy and Smith surveyed these by hand in 1956 and conjectured that every finite octal game is eventually periodic. Seventy years and a great deal more arithmetic later, the rows in magenta are the state of that conjecture — not counterexamples, but sequences in which nothing periodic has yet appeared.

The sequence nobody has settled

Guy and Smith surveyed the octal games by hand in 1956 and conjectured that every finite one is eventually periodic. Seventy years and a great deal more arithmetic later, some of them have settled and some have not — and the evidence for the conjecture is entirely that nobody has found a counterexample they were looking for.

history · Periodicity
Every quantifier is a move. A quantified boolean formula with its quantifiers drawn as turns: an existential is a choice by the player to move, a universal a choice by the opponent. The same formula is put through the reduction to Generalized Geography and the two answers are checked against each other, so the prefix of quantifiers and the game beside it are one claim.

A puzzle asks once, a game asks alternately

Quantifier alternation is the whole difference between a puzzle and a game. One chooser is an existential and its answer is a witness somebody can check; two choosers taking turns is a prefix of alternating quantifiers, and the witness stops being an assignment and becomes a strategy.

complexity · Alternation
A winning strategy on 3×3, drawn whole. The whole of one player's winning strategy on a small Domineering board: their own move at each of their turns, and every reply the opponent has at each of theirs. The strategy branches only where the loser chooses. Its size is what somebody would have to be handed to check the claim that this player wins, and it is far larger than the claim itself.

"Left wins" has no short proof

A complete solution of Nim on heaps of 7, 11 and 13 is 480 table entries. A winning strategy for the same position — one move of the winner's at each of their turns, and an answer to every reply — has 56,167,022 nodes in it. The answer is smaller than the proof by a factor of a hundred thousand.

complexity · Complexity
One Sprouts game from 3 spots, counted. One randomly played Sprouts game, with the map counted after every move. A move spends two lives and the new spot brings one, so the lives fall by exactly one every time — and unlike the arms of a Brussels cross they are not replaced. Every move either cuts a face in two or joins two separate pieces of the drawing, and how many of each a game contains is up to the players, which is why the length is not fixed.

A conjecture from hand play

Sprouts was invented over tea and its outcome pattern was guessed from games played with a pencil. Computers have checked it far past where a person could go, and this site's own solver gives out at three spots — so the honest figure states the frontier it reaches rather than the number somebody else published.

history · Sprouts
Three things the word “solved” is used for. The three standard senses of a solved game, priced on positions this solver can settle completely. Ultra-weak names the winner; weak supplies a strategy from the opening; strong supplies one from every position. They differ by orders of magnitude, and a claim that a game is solved is nearly useless until it says which of the three it means.

Three different claims are all called solved

Hex is solved in the sense that the first player provably wins, by an argument that names no move whatever. Nim is solved in the sense that a formula gives the right move from any position at any size. Between them sit strategies for one opening, and databases of a few billion positions. The word covers all four.

complexity · Complexity
Subtraction of 1, 3, 4 — and the window that proves the period. The Grundy values of a subtraction game, with the window that certifies the period marked. Everything after the window follows from it by induction, because a value is a mex over values at most one move back — so a finite check settles the whole infinite sequence, and the thousands of further values computed here agree with a claim that was already proved.

Four values, and the sequence is settled for ever

The Grundy values of a subtraction game repeat with period 7, and proving it needs a window of exactly four of them — one for each size of move the game allows. Everything past the window follows by induction. A finite computation has settled a claim about every heap there will ever be.

complexity · Periodicity
Mock Turtles on 8 coins: finding the move is decoding. Every row of the game, sorted by what it takes to win from it. The lost rows are the codewords; a won row is a codeword with errors, and the winning move is the error pattern that turns them off. The distance column is a fact about the code and the coins column is a fact about the rules, and the two do not quite agree.

The code names the move

If the lost rows of a coin-turning game are a linear code, then a won row is a codeword with errors in it and the winning move is whatever turns the errors off. Over all 256 rows of Mock Turtles on eight coins: 16 codewords, 240 won rows, none more than two coins from a lost one — and 64 of them whose cheapest winning move has to turn three coins anyway.

impartial · Codes
What the rule costs. Every sum of three components from a fixed pool, played out twice: once with one side following the rule "move where the stake is largest" and once with both sides evaluating exactly. The rule is not optimal, the gap is bounded, and the bound is the largest temperature on the board.

A rule with a guarantee

Evaluating a sum of a dozen fights is impossible; following a rule is not. Move where the stake is largest, and over 220 sums of three hot components the rule scores exactly what perfect play scores in 196 of them, is never more than one point behind, and never ends more than the largest single stake below the mean. The rule that is supposed to be different — answer the threat — chose differently in none of the 220.

temperature · Strategy
Welter positions and what they are worth. Coins on a strip, with the Grundy value the recursion returns and the nim-sum the squares would have if they were independent heaps. The two columns are the essay: they hardly ever agree.

No two heaps alike

Welter's game is Nim with one extra clause — no two heaps may be the same size — and the clause is fatal to the nim-sum, which gives the right answer in none of the 120 three-coin positions. What replaces it is a function of pairs: ⟨a | b⟩ = (a ⊕ b) − 1, exact on all 55 two-coin positions, and nim-added over every pair it is exact on the whole board provided the number of coins is even.

impartial · Welter
Hydras, and how long each takes to kill. Six small hydras with the ordinal the termination proof assigns to each and the exact number of chops it takes to finish it. Two of them are not finished here: the fight is guaranteed to end and the machine runs out of memory long before it does, which is the gap between a termination proof and a bound.

It ends, and nothing says when

The recursion this site runs needs every line of play to reach a position with no moves, and the condition is usually met by an obvious decreasing quantity. The hydra meets it with no such quantity anywhere: the tree grows at nearly every step and the fight ends regardless, because the only thing that decreases is an ordinal. A four-node hydra dies in twenty chops; one level deeper and 279 chops reach forty thousand nodes with no end in sight.

limits · Termination
How many different values a Grundy sequence has used. One curve per octal code: the number of distinct Grundy values among the first n heaps. A periodic game runs out of values and its curve levels off. The codes nobody has settled are still climbing at six thousand heaps.

The values that keep arriving

A Grundy sequence that repeats uses finitely many values and stops needing new ones. Six thousand heaps into ·007 the count of distinct values is 187 and still climbing, and the share of heaps carrying something outside the twenty-two commonest rises from 32% in the first thousand to 85% in the sixth. The rare values a periodicity argument needs to thin out are getting commoner.

impartial · Sparse space
Two symmetries, the same two clauses. The half-turn pairing and the reflection pairing written side by side, with the fixed squares and self-paired dominoes each has to exclude.

A pairing, and the pairing

The rung below repaired the half-turn check and asked whether a reflection would fire where it does not. It does — forty positions of 58,830 on the largest board — and it is sound, and it is worth one node in a thousand to a solver. It can never fire on an empty rectangle at all, which is why the ladder's whole subject is the half turn.

impartial · Pairing
One-sided, all three. The three option tests with their disagreements split by direction. None ever refuses a comparison that holds.

Wrong in one direction only

The rung below asked for the simplified comparison test the dead-ending hypothesis is supposed to license, and predicted it would agree with the quantifier on the dead-ending rulesets and not on Toads and Frogs. Written three ways and scored on 492 pairs, it agrees best on the ruleset that is not dead-ending — and never once refuses a comparison that holds, which makes it a sound filter and not a test.

limits · Dead-ending
How far a plain search gets. An exhaustive search of Sprouts and Brussels Sprouts, run on this site, with the number of positions each size costs. Sprouts settles at three spots and Brussels Sprouts at two crosses; the published results on Sprouts go to forty-seven.

What computing further has bought

Sprouts has been searched harder and longer than almost any game, and the period-six pattern has survived every extension. This site's own exhaustive search settles three spots; the published results reach forty-seven, and the gap is not a gap in hardware — the gentler of the two measured growth factors puts forty-seven spots at ten to the hundred and twenty-fifth positions. Beside it sits Brussels Sprouts, which has five million positions holding a choice and not one choice that changes who wins.

history · Sprouts
Which bit of the rule decides. Four properties of an octal rule table set against whether the game it describes settles into a period. Only one holds on every code that does not: whether a move may leave two non-empty heaps. It is necessary and not sufficient.

Three bits of rule

An octal code is three bits a digit. The Grundy sequence it determines costs anywhere from one bit to a hundred and thirty-six — a factor of two hundred and seventy-two across rules that differ by a single digit — or it cannot be written down at all. Of four properties of the rule table tested against that, exactly one holds on every code that never settles: whether a move may leave two non-empty heaps. It is necessary, it is not sufficient, and nine codes carry it and produce answers smaller than their own rules.

history · Periodicity
What a certificate costs, in units of the one Guy and Smith wrote. Octal codes with the period of their Grundy sequence, the window a proof of that period needs, and the arithmetic each costs — counted as mex operations and exclusive-ors, which are the two things a person computing by hand actually performs. Everything is priced in units of the certificate for Dawson's chess, so the column reads as multiples of one hand computation rather than as a number of operations. Some codes cost tens of times as much, and some have no certificate at all.

What the arithmetic cost in 1956

The rung below ends by respecting a hand computation without pricing it. Priced in the operations a person actually performs, ·137's certificate is 7,919 of them — and the same sweep says ·47's is sixty-three times that, that a splitting move is what makes the cost quadratic, and that seventeen of sixty-four codes have no certificate at any price.

history · Dawson
A bridge circuit, with a link that is not there. The switching graph drawn as a bridge circuit, with an imaginary link from A to B dashed in gold. The graph alone does not split into two edge-disjoint spanning trees, so Short moving second loses; with the imaginary link it does, drawn in blue and red, so Short moving first wins. The green links are the links of the red tree that cross between the two halves the blue tree falls into without the imaginary link — the first moves the trees name.

The first move is a link that is not there

Lehman's criterion answers one question about a switching game — who wins when Short moves second. The other question has the same answer asked of a different graph: add one link from A to B, and Cut is forced to spend its first move deleting it. The trees of that larger graph then name Short's opening, and on every subgraph of seven graphs they name a winner.

applied · Switching
The Bridg-It board of size 3, both players at once. A Bridg-It board of size 3: blue dots in 4 rows of 3, red dots in 3 rows of 4, interleaved. Every bridge blue can usefully build is drawn in blue and every bridge red can usefully build in red, and each blue bridge crosses exactly one red one. Blue's switching graph and its planar dual have the same numbers of points and links, because the dual is red's board turned a quarter.

Cut is Short on another graph

Everything proved about the switching game is proved from Short's side, and Cut appears only as the player whose moves get enumerated. On a graph drawn without crossings Cut does not need a theory of its own: deleting a link is securing the link that crosses it in the dual, so Cut's game is Short's game on a different graph. Bridg-It is the board that is its own dual — one link short of two trees at every size, which is why its first player wins.

applied · Switching
A bridge circuit, with a point on every link. The switching graph drawn as a bridge circuit, with a new point in the middle of every link in green and the original inner points in blue, already belonging to Short. Played as a game on the green points it gives the same verdict as the original game on links, because claiming a middle point is securing its link and deleting it is deleting the link.

A point with three neighbours

The switching game on links is settled by counting — enough links, arranged as two trees. Played on points instead, it is the game Hex belongs to, and the count is gone. The link game turns out to be the point game in which every contested point has exactly two neighbours; give one a third, and two graphs with the same points, the same links and the same number of separate routes can have opposite winners.

applied · Switching
Chomp to 12 × 8: one needle on every bar but one. Every Chomp rectangle up to 12 columns by 8 rows, with the number of winning opening moves in each cell, found by search. All but one have exactly one; the 10 × 8 bar has 2. Cells in blue belong to the families whose winning move can be stated in a sentence — a single row, two rows, or a square; cells in gold are found only by searching.

Where the needle has a sentence

Strategy stealing proves the first player wins every Chomp bar and names no square to take. On two families the square can be said in a sentence — a square bar and a bar two rows deep — and in both the sentence is a pairing that names every later move too. Three rows deep the needle wanders, and the observation that every bar has exactly one needle survives ninety-four rectangles and fails on the ninety-fifth.

applied · Strategy stealing
Hex on 3 × 4: the nearer edges win whoever starts. Two copies of a Hex board of 3 rows and 4 columns. On the left each cell is coloured by whether Down, joining top to bottom, wins by taking it first: all 12 do. On the right each cell is coloured by whether Across, joining left to right, wins by taking it first: none do. Down's edges are one row nearer together than Across's, and Down wins whoever moves first.

A board one column wider

Strategy stealing proves the first player wins Hex, and it needs three things: no draws, an extra stone never hurting, and rules that treat the two players alike. Add one column to the board and the third goes. The player whose edges are now nearer together wins whoever moves first — and does it with a table of pairs that names every reply, checked against every line to a board of twenty cells.

applied · Strategy stealing

Where a search may stop

A search deepened until two consecutive depths agree carries a proof of its verdict, and on 4 × 5 Domineering it stops before the longest line on 17,589 of 48,670 positions. It also costs three times what the search that simply finishes costs. The rule that pays is the other one. Search on wherever the two players' counts of placements are within one, and at depth 2 the wrong verdicts fall from 2,140 to 86 for about a quarter more work per search.

complexity · Search

Using up the edges instead

Undirected geography is decided by a maximum matching when a move uses up the vertex it leaves. Use up the edge it crosses instead and the matching is exact on every tree — on a tree the two games are one game — and on nothing else. Over every connected graph on up to six vertices it names the winner at 480 of 745 starts once there is a cycle, it gets a four-cycle wrong from every start, and the more cycles a graph has, the more of its misses are wins that are really losses.

complexity · Geography

A potential that names every move

Strategy stealing names no move, and the pairings that do name moves need a board with the right symmetry. The Erdős–Selfridge potential needs neither: Down, moving second in Hex, takes the empty cell through which Across's unfinished chains weigh most. Its guarantee reaches only boards two rows deep. It wins far past the guarantee — on every board of three rows that Down can win — and then, on a four-by-five board that a table of pairs wins for Down with certainty, it answers Across's first stone in a different cell and loses along the bottom edge.

applied · Strategy stealing

The pairing removes moves it cannot name

Symmetric positions were settled by an argument that names a winner and no move. Turned on the moves instead, the same one-pass test strikes off 27,215 of the 159,728 moves in the census and not one of the 21,234 winning ones — a quarter of a full search — and still names nothing. On 583 paired positions nine arithmetic descriptions of the winning gap reach at most 123, and 367 of those positions have exactly one winning move.

applied · Sylver

Two graphs a rule cannot tell apart

The repair proposed for the matching criterion was to read the cycle as well. Over every connected graph with exactly one cycle up to six vertices — 21 graphs, 114 starts — eleven such rules reach at most 91, and the winner is not a function of the matching, the cycle's length, the start's distance from it, its degree and the edge count together: six cells of that table hold both verdicts, the smallest a pair of five-edge graphs.

complexity · Geography

The winning reply is the fourth choice

The repair proposed for the potential was to weigh an edge chain more heavily. Fifty-five weightings later, none holds the four-by-five board, and an edge bonus costs Down four boards it was already holding. The reason is not the numbers: over 393,660 turns of the pairing that does hold that board, the potential would take the same cell 26.1% of the time, and the winning cell is its 3.7th choice on average and as low as its seventeenth.

applied · Strategy stealing

Search on in pairs of moves

Deepening until two depths agree gives a proved verdict, and searching on where the counts are close gives a better one; put together the obvious way, they stop on a wrong verdict at 3,231 positions of 4 × 5 Domineering. A guess one move past the cut has the other player to move and flatters the wrong side. Searching on two moves at a time keeps the proof, and the window that suits it is one-sided — but however it is widened, the certificate gets cheaper only by turning into the search that finishes, and on four boards it never gets below it.

complexity · Search

A move whose every reply is struck

Read two moves at a time, the Sylver Coinage shortlist is no better ordered than read one at a time: preferring the survivor that leaves the opponent the fewest surviving replies puts a winner first on 24.7% of 583 positions against 22.3% by chance, and places it deeper than chance does. Read as a proof, the same count does what no order could. On 57 positions a survivor leaves no surviving reply at all, and wins by a certificate a few lines long; searched deeper, the survivors prove every position by thirteen moves — at a price that is never below the search that simply finishes.

applied · Sylver

Twelve turns, and three different prices

The earlier essay prices a universal quantifier at a doubling and leaves it there. Twelve turns with six of them the opponent's cost 6, 63 or 384 decisions to write down, depending on nothing but the order the turns come in — and the cheap arrangements are cheap for only one of the two players. What a claim costs is the number of times the choosing changes hands.

complexity · Alternation

Proving a loss means answering everything

A win is established by one move and a loss by every move, so the two verdicts are certified by objects of different shapes. Measured over every position of four games, a loss costs between 1.07 and 2.31 times a win — a small constant, never an exponential. The obvious explanation is the branching and it is wrong: Nim answers six options at a losing turn and pays 2.18, not six.

complexity · Alternation

A turn is not a bit

The prefix a game is read as gives each player one quantifier a turn, and a turn on a board is a choice among however many moves there are. Nim on heaps of 3, 4 and 5 lasts twelve moves and carries 23.6 bits of choice; a Toads and Frogs strip lasts eleven and carries two. Corrected for that, the model predicts a strategy 539 times too large on one board and 67 times too small on another, and the two failures have different causes.

complexity · Alternation

Named alongside it

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

Exhaustive searchStrategyComplexityIntractableCounterexampleGrundy valuePeriodicityStrategy stealingImpartialNormal playOutcome classSearch cost

All concepts