Fixed point — where it appears
Named by 12 essays across 5 fields — each of them below, with the objects they name alongside it.
Loopy games
The whole theory assumes play stops. Allow a position to recur and the induction that every value rests on has nothing to stand on — and a fifth outcome appears that normal-play theory has no name for.
Start at the end and work backwards
When play can return to where it started there is no bottom for the recursion to stand on. What replaces it begins at the positions where somebody has already lost and propagates outwards — and the positions it never reaches are exactly the draws. There is no test for a draw, and there does not need to be.
One part that never ends
The game called `on` has one move and it is back to itself. Add anything to it — a star, a point, its own mirror image — and the whole board is drawn. So `off` is exactly the negative of `on` and their sum is not zero, which is the group law failing for a reason that has nothing to do with who is winning.
The operator that puts the star back
Chilling is not invertible: it freezes, and 400 values born by day three collapse onto 29. Both heating and Norton's warming operator are exact right inverses of it — each lands back where it started, on all 400 — and they pick different preimages, differing on 396 of them and differing by exactly a star on 335. The clause that separates them is one line long and it is about the integers.
The reduction that puts options back
Canonical form is presented as simplification, and half of it is. Deleting a dominated option takes one away. Bypassing a reversible one substitutes the answer's whole option list, so it can leave the form wider than it started — and 60 of 32,428 forms end up with a canonical form wider than they are.
How wide a form can get
Bypassing a reversible option replaces it with a whole option list, so a form grows in the middle of its own reduction. Whether it can come out wider than it went in is the question that leaves standing, and over 64,515 forms built from day-two options the answer is no, not once — the growth is real, it is transient, and the widest canonical form reached is exactly as wide as the widest form that reaches it.
The strategy that is a symmetry
A pairing strategy is a symmetry of the board that turns one player's moves into the other's, and it wins without computing anything. Tested by playing it out rather than argued, it wins one of seven candidate symmetries across four games — exactly the Cram boards with both sides even, which is exactly where no domino is its own image.
The gap between two answers
A draw is usually described as what the backward labelling never reached, which makes it sound like a shortfall of the algorithm. Written as one predicate the winning condition is an equation, the equation is monotone, and it has a least solution and a greatest one — and the set the two disagree about is exactly the drawn set, on every game checked.
What the play keeps coming back to
A draw is what the backward labelling never reaches, and handing every never-ending play to one player turns the draws into wins wholesale. Judge an infinite play instead by what it keeps returning to, and every draw gets a winner of its own: over the 262,144 three-node games, 15,432 send some of their draws to one player and some to the other, which no wholesale rule can do. Finding those winners takes a fixed point inside a fixed point.
One bit of memory
Judge an infinite play by whether one position keeps recurring and every winner can play from a table of one move per position, with nothing remembered. Ask for two positions to keep recurring and that stops being true. At a hub with two spokes a player has to alternate, and a table cannot alternate: over every three-node game, 49,487 position-and-mover pairs are won with one bit of memory and lost without it.
The rule decides who has to remember
Whether a winner needs memory is a property of the winning condition and not of the board, and the property everybody reaches for is the wrong one. Of the 128 conditions on which of three positions a play keeps returning to, 32 demand memory and 19 of those are closed under union. What separates them is measured two independent ways and the two agree on all 128: a condition needs no memory exactly when it can be rewritten as a number on each position.
Two things to hold at once, or three
Whether a condition makes a winner remember has been settled over every condition on three positions; how much it makes them remember has not. A tree built out of the condition alone, with no board in it anywhere, prices all 128: sixty-one cost nothing, fifty-eight cost two states and nine cost three. It also names the property that was nearly right — closure under union of the sets a condition rejects decides it exactly, where being writable as numbers is sufficient and reaches twenty-six.
Named alongside it
The objects these essays reach for when they reach for this one.
Exhaustive searchDrawLoopyPosition graphDeterminacyOutcome classStrategyTerminationAlternationCanonical formCounterexampleNormal play