Concept

Grundy value — where it appears

The size of the Nim heap an impartial position is equivalent to, obtained as the least value not among its options'. It says which Nim heap the position may be replaced by in any sum, and says nothing about how long the position lasts.

Named by 90 essays across 7 fields — each of them below, with the objects they name alongside it.

What reversing the ending destroys. Everything that makes normal play tractable is a theorem about who moves last, and misère play contradicts every one of them. The positions are unchanged; the means of evaluating them is gone, and what replaces it is far heavier.

Misère play

Change one word — the player who cannot move wins — and the games are identical, the strategies are not, and almost every theorem of the normal-play theory stops being true. It is the cheapest possible modification and the most expensive.

limits · Misère play
Every impartial position is a Nim heap. A heap in a subtraction game, its Grundy value, and the Nim heap it is equivalent to. The equivalence is exact: the two positions have the same options up to value, so they behave identically in any sum, which is the Sprague–Grundy theorem.

Every impartial game is a Nim heap

Sprague and Grundy proved, independently and four years apart, that any position in any impartial game is equivalent to a single heap of counters. Not similar to one — equal to one, interchangeable with it inside any larger game.

impartial · Sprague–Grundy
Bouton's invariant, checked over 512 positions. Nim positions in binary, one column per bit. Bouton's 1901 argument is that a position is a loss for the mover exactly when every column holds an even number of marks — and that from such a position every move breaks a column, while from any other position some move repairs them all. Both halves are checked here over every position in the range rather than illustrated once, and the middle row shows the repairing move being made.

The theorem that needed none of the theory

Bouton solved Nim completely in 1901, with an argument that mentions no value, no sum of games and no Grundy number, because none of the three existed. The argument is two closure properties and it is airtight — and run on any other game it fails at the step that does the work.

history · Bouton
Grundy values for subtraction of 1, 2, 3. The Grundy value of every heap size for a take-away game, computed by the mex rule. A period, if the figure marks one, was found by searching the computed sequence rather than assumed — and where no period is marked, none was found in the range drawn, which is not the same as there being none.

Grundy sequences, and where they stop being predictable

Computing one Grundy value is a mex. Computing all of them produces a sequence, and the sequences do something nobody has fully explained — most of them eventually repeat, some of them take thousands of terms to start, and for a few nobody knows whether they ever do.

impartial · Grundy sequences
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
What it costs to decide the winner. Three families of game, each at several sizes, with the number of distinct positions an exhaustive solver must evaluate beside the work its closed form does. The bars are logarithmic. Hardness is not about the size of the board or the length of the rules — Domineering has the shortest rule here — it is about whether anybody has found the shortcut.

The game with the shortest rule is the hard one

Deciding a generalised board game is PSPACE-complete, which is a statement about families and encodings rather than about size. Nim in the same subject is settled by one pass over the input at any size, and green Hackenbush by one pass over the edges — while Domineering, whose rules take a single line, has no shortcut anybody has found.

complexity · Complexity
Knowing who wins is not enough. Three pairs of positions, every one of which is in outcome class N on its own. Their sums are not all the same, and not all in the same outcome class — so the outcome of a sum cannot be worked out from the outcomes of its parts, and that is why the theory needs values.

Outcomes do not add

Knowing who wins each part of a position tells almost nothing about who wins the whole. Counted over every sum of two values born by day two, six of the outcome table's ten entries are settled and four are not — and every settled one is settled by the order rather than by anything about outcomes. Two first-player wins reach all four classes between them.

sums · Additivity
The mex, and the rules that cannot replace it. Six candidate rules for the value of an impartial position, each a function of its options' values, run over the same subtraction game. The top strip is the truth. Every candidate but the mex assigns zero to a position somebody wins, or a non-zero value to a position somebody loses, and the circle marks the first heap where each one does it — which is why two people reaching for the same rule four years apart is evidence about the rule rather than about them.

Two people, four years apart, one theorem

Roland Sprague proved it in 1935 and Patrick Michael Grundy proved it in 1939, neither knowing of the other. That looks like coincidence until the alternatives are examined — and the rule they both reached turns out to be the only one that can work at all.

history · Sprague–Grundy
A golden ratio in a table that never mentions it. Grundy values for Wythoff's game, computed by the mex rule alone — a queen moving left, down or diagonally toward the corner, and whoever cannot move loses. The circles are Wythoff's 1907 description of the losing positions, which came thirty years before any of this machinery: the pairs formed from the golden ratio. They land on the zeros exactly. Nothing in the computation knows about φ and nothing in Wythoff's argument knows about Grundy values.

A golden ratio thirty years early

Wythoff described the losing positions of his game in 1907 with an argument about partitions of the integers, and no Grundy value anywhere in it. The theory that arrived thirty years later computes the same positions — and has never produced a closed form for the values, which the older argument had for the zeros from the start.

history · Wythoff's game
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
Poker Nim from 3, 5, 7, with reserves of 4 and 4. Nim with one extra kind of move: a player may put any number of counters back onto a heap from a private reserve. It looks as though a losing player could stall for ever. They cannot, and the winner is decided by exactly the same nim-sum as ordinary Nim — checked here over every position within a stated range rather than argued.

The move that gives counters back

Poker Nim adds one rule to Nim — a player may put counters back onto a heap from a private reserve. It looks as though a losing player could stall for ever. The winner is decided by exactly the same nim-sum, and the reason is the single most useful idea in the whole reduction apparatus.

impartial · Nim
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
Turning Turtles: a row of 12 coins. A row of coins, some heads and some tails. A move turns some of them over, and the rightmost coin turned must go from heads to tails — which is what makes the game end. The number under each place is what a lone head there is worth, and the row is worth the exclusive or of the places showing heads.

A row of coins is already a sum

Everywhere else on this site a sum is several positions side by side. In a coin-turning game it is one row — each coin showing heads is a game in its own right, and the row is worth the exclusive or of them. The decomposition is inside a single picture.

impartial · Sprague–Grundy
a triangle on a stalk, worth ∗2. A Hackenbush position in which every edge is green, so either player may cut any of them and the position is impartial. Its value is a single Nim heap. Two principles find which one: fusion, which collapses every cycle to a point and leaves that many loops behind, and the colon principle, which replaces a branch by a stalk as long as the branch's own value.

Squash every loop to a point

Colour every Hackenbush edge green and the game becomes impartial, so the whole picture is worth a single Nim heap. Two principles find which one without playing anything — fuse the cycles, then run one pass up the tree — and a nine-vertex lattice that costs 1,283 positions to solve costs twelve steps to read.

positions · Hackenbush
The same position, and two rulers to measure it with. Nim positions with the length of their input under two encodings — the heap sizes in binary, and the counters themselves — beside the work the nim-sum does. The work never changes. Which of the two lengths it is compared against decides whether the same algorithm reads as linear or as exponentially fast, and hardness claims are always made against one particular encoding.

Nim is easy, in binary

Three heaps of a thousand counters take thirty bits to write down and three thousand counters to lay out. The nim-sum does three exclusive-ors either way. Whether that counts as fast depends entirely on which of the two numbers the work is compared against.

complexity · Complexity
Grundy values for subtraction of 1, 3, 4. The Grundy value of every heap size for a take-away game, computed by the mex rule. A period, if the figure marks one, was found by searching the computed sequence rather than assumed — and where no period is marked, none was found in the range drawn, which is not the same as there being none.

Take one, three or four

A heap and a list of legal takes. It is the smallest interesting impartial game there is, and the only family in the subject where eventual periodicity is not observed, not conjectured, but guaranteed — with a bound on when it must appear.

impartial · Subtraction
Classes needed, as the heaps get bigger — Dawson's chess ·137. How many kinds of position there are, against how large a heap the universe allows. Under normal play the answer stops growing as soon as the Grundy values stop growing. Under misère play it does not stop, and every new class is a pair of positions that behave identically under normal play and differently under misère.

"Hopeless" was a claim about a method

Misère analysis was declared intractable in the 1970s, and the verdict was correct about what was being attempted. Quotients did not refute it thirty years later — they changed the question from a value per position to a monoid per universe, and the computed sizes show why the first question has no good answer.

history · Misère play
The genus of Kayles ·77, heap by heap. One row per heap: the genus symbol, the misère outcome it implies, and whether the symbol is one a Nim heap has. A game all of whose positions are tame is played in a misère sum exactly as Nim is; a single wild heap ends that, and the normal-play Grundy value gives no warning of which heaps those will be.

Tame and wild

The genus is a Grundy value with a tail — the misère values of the position with 0, 1, 2, … heaps of ∗2 added — and a game is tame when its symbols are the ones Nim heaps have. Computed here for seven games over heaps 1 to 14: Kayles goes wild at heap 5, Dawson's chess at heap 9, the octal game ·6 at heap 7, and heaps 3 and 11 of Dawson's chess are both worth ∗2 under normal play with only one of them tame.

limits · Genus
Nim-multiplication below 16, and every field axiom checked. The nim-product, defined by taking the least value the product is not forced to be — the same manoeuvre as the mex rule, applied to a product rather than to a move. The result is that these values are not merely a group under nim-addition but a field: every axiom is checked over the whole table here, including an inverse for every non-zero value, and the sizes at which the axioms fail are reported rather than avoided.

The nimbers multiply

Nim-addition is exclusive-or and everybody meets it first. There is also a multiplication, defined by the same take-the-least-value-not-forced manoeuvre as the mex — and it makes the nimbers below sixteen a field, with every axiom checked here and an inverse for every non-zero value.

impartial · Nim
Three partizan positions against every nimber, and not one match. Sprague and Grundy give every impartial position a single number that is complete: two positions with the same value are interchangeable everywhere. The three positions here are partizan — the two players have different moves — and each is compared against every nimber up to eight. Nothing is equal to anything. The magenta cells are worse than inequality: a position confused with a nimber is not above it or below it either, so no ordering could rescue the substitution.

Where the impartial theory stops

Sprague–Grundy gives every impartial position one number, and the number is complete. The moment the two players have different moves no number works at all — not a harder one to compute, none — and three positions here are compared against every nimber to show it.

sums · Sprague–Grundy
The cold positions, written in Fibonacci base. The first several cold pairs of Wythoff's game with both heap sizes written in Fibonacci base — as sums of non-consecutive Fibonacci numbers, which every integer has exactly one of. Blue is the smaller heap and red the larger. Read as digits, the pair is a shift: the larger numeral is the smaller one with a zero appended, and the smaller one always ends in an even number of zeros.

The digits say which move wins

Wythoff's cold positions are usually given as a pair of golden-ratio formulas. Written in Fibonacci base they are a statement about digits instead — the smaller heap ends in an even number of zeros and the larger is the same numeral shifted up a place — and a rule about digits answers a question about a heap of a trillion.

applied · Wythoff's game
A grid of coins, and a multiplication table. The Grundy values of a two-dimensional coin-turning game, computed from its own move rules by a mex at every cell. Down the left and across the top are the one-coin values of the two one-dimensional games it is built from. Every cell is the nimber product of its two edge values — the multiplication defined for the nimber field on algebraic grounds — and beside the grid are the three combining rules a reader would try first, each killed on a named cell.

The tartan theorem

The nimbers are a field, with a multiplication defined by a mex-style rule that looks like an algebraist's amusement. Lay two coin-turning games on a grid and the Grundy value of each square is the nimber product of its two coordinates — which is the point at which the multiplication stops being a curiosity and starts computing answers.

impartial · Nim
What the two outcome classes of the parts settle. For each pair of outcome classes, the set of outcomes the sums actually took. A cell with one letter is a pair of classes that decided the answer; a shaded cell with several is a pair that did not. Both conventions have ambiguous cells — the difference is that normal play repairs them with values and misère play has nothing to repair them with.

Two misère outcomes are not enough

Knowing who wins each part does not say who wins the sum. Over 676 sums built from a pool of twenty-six positions, nine of the sixteen pairs of outcome classes settle the answer under normal play and not one of the sixteen settles it under misère — and the nine that work are theorems about a value being zero, which is exactly the thing misère play does not have.

limits · Misère play
Top Entails, one heap at a time. Each heap with the outcome of playing it alone, the Grundy value an ordinary solver would give it, and the moves that win from it. Taking the top coin of a heap forces the opponent to answer in that heap, which is a kind of move no other game on this site has.

A move that must be answered

Every argument on this site about sums assumes the parts are independent: a move in one leaves the others alone, and the reply may go anywhere. Top Entails denies it — take the top coin of a heap and the opponent must answer in that heap. The nim-sum then misreads 9 of 36 two-heap positions, and two heaps of two coins are a first-player win, which no impartial game the theory covers can be.

limits · Entailing

The losing positions are a code

Turn over one, two or three coins, and the rows a player has already lost turn out to be closed under adding two of them together. That makes them a linear code — and on eight coins it is the extended Hamming code exactly, sixteen words with a weight enumerator of 1 + 14x⁴ + x⁸, produced by a move rule that knows nothing about codes.

impartial · Codes

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

The period is small and the proof does not say so

Every subtraction game repeats eventually — that is a theorem, and its proof gives a bound of sixteen thousand for a three-move set. Over 112 sets the longest period measured is twenty-two. The proof and the fact are four orders of magnitude apart, and the rule of thumb that closes the gap is broken by one set in the sweep.

impartial · Subtraction

Taking from several heaps at once

Moore's Nim lets a move take from as many as k heaps at a time, and the losing positions are still read off the binary columns — divisible by k + 1 rather than by two. The rule agrees with exhaustive search over 54,264 positions and never disagrees, and it decides every outcome while supplying no value at all: reading the same columns as a base-3 number gets the Grundy value right on 42 of 330 positions.

impartial · Moores-nim

What a tame heap may be replaced by

Calling a heap tame is only worth anything because a tame heap can be swapped for a Nim position with the same genus in any misère sum. The swap is not always a single heap: Kayles' heap of eight is worth ∗ under normal play and carries the genus of 2 + 3, and substituting ∗ instead gets three of the twenty-eight Kayles pairs wrong.

limits · Genus

Cram

Domineering with one word of the rule changed: both players may place a domino either way up. That makes the game impartial, and the entire partizan apparatus collapses into a single Grundy value — on the 4 × 4 board, Domineering's canonical form runs to 114 characters of nested braces and Cram's answer is the one character 0.

impartial · Cram

The cost is in the closure, not in the positions

Under normal play, Dawson's chess needs four classes for every heap up to twelve, because its Grundy values stay at three or below there. Under misère play the same game needs six, then twelve, and the number rises with the universe rather than with the position — which is a different kind of expense entirely.

complexity · Misere cost

A token on a graph

Geography is an impartial game whose position is a vertex and a history, so a ten-vertex graph has ten thousand states rather than ten. Take the arrows off and the same game is decided by a maximum matching — first player wins exactly when every maximum matching covers the start, verified on 41 vertices across eight graphs. One word in the rules separates a polynomial criterion from a PSPACE-complete problem.

impartial · Geography

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

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

When the nested sum only sees the value

The ordinal sum reads the form and not the value: three positions all worth zero, placed under a star, give three different answers. On impartial games it reads the value after all — 72 substitutions of an equal-valued heap from a different game, and every ordinal sum comes back unchanged. That difference is the whole reason a green Hackenbush tree can be collapsed one branch at a time.

sums · Ordinal sum

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

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

Splitting is a move

Add to Nim a move that removes nothing — break a heap in two — and the Grundy sequence gets simpler, not harder. Lasker's Nim has a closed form with one clause per residue modulo four, exact on all 2,001 heaps checked: the identity with every fourth pair transposed. Kayles is the same kind of game with the taking bounded instead of the splitting, and it has no closed form at all, settling into a period of twelve only from heap 71 with fourteen values outside it for ever.

impartial · Lasker

The heap is not the position

Fibonacci Nim bounds a move by twice the previous move, which puts the state outside the board: a heap of six with a cap of two and a heap of six with a cap of five are different games. So there is nothing to add and no Grundy value to compute — and the game is completely solved anyway. The opener loses on exactly the nine Fibonacci numbers up to 120, and the smallest term of the Zeckendorf numeral is a winning move in all 110 winnable heaps.

impartial · Fibonacci nim

Two players, two lists

Give each player their own list of how many counters they may take and the impartial theory stops applying. What survives is the outcome: it settles into a repeat, for every pair of lists, and that is a theorem. What does not survive is the value — on four of six pairs swept it has no repeat inside sixty heaps, and the birthdays are still climbing at the edge of the window.

positions · Partizan subtraction

A period with a constant added

An octal code says what a player may do when removing k counters, in three bits; a hexadecimal code adds a fourth — leave three heaps — and the digits run to fifteen. Over twenty-two codes swept to six hundred heaps, five hexadecimal ones repeat with a fixed amount added each time round and no octal one does. Their values climb for ever and never repeat, so a search that looks only for repetition reports them unsettled.

impartial · Hexadecimal

How long it lasts

Move in every component at once and the game ends the moment any one of them does. Grundy values say nothing about that game; what decides it is the remoteness, a second number computed from the same tree that measures how long a component can be made to last. Over 2,268 positions the rule is right every time, and the two numbers determine each other in neither direction.

sums · Remoteness

The genus of a sum

A genus symbol is meant to be carried one per heap, so that a solver never has to look at the heap again. That is a claim that the pair of symbols determines the sum's, and across nine games and 405 pairs it holds without exception — while the bases alone determine it in only 38 of 50 cases and the superscripts alone in 70 of 74. Both halves of the symbol are load-bearing, and two wild heaps can add to a tame sum.

limits · Genus

What a component has to carry

Three impartial games on this site break the sum, and they break it for the same reason: a component cannot say what its own legal moves are. Measured with one instrument — one number per part, exclusive-ored — the failure rate runs from a quarter to nearly half, against a control where the same recipe is a theorem and is never wrong.

limits · Memory

The number nobody needs

The compound theory carries a third quantity — the suspense number — computed by the remoteness recursion with both preferences reversed, for the compound that stops as soon as any component stops. It governs that compound correctly. So does remoteness, so does the plain Grundy value, and the shortening does not change the winner on any of 1,176 positions.

sums · Remoteness

Where the nimbers run out

A single End-Nim heap is a Nim heap and every palindromic row is worth a nimber, so the impartial theory looks as though it might get a long way into a partizan game. It gets one row in thirteen. Five nimbers occur in five and a half thousand rows, the palindromes account for two fifths of them, and the rows worth something else run to 2,693 distinct values.

positions · End-Nim

A compound of two different games

Every rule the compound theory has survives mixing exactly — the minimum-remoteness rule is right on all 5,184 mixed pairs and all 7,560 triples — and the reason is not that the rules are strong. It is that each of them reads one number per component, and a number does not remember which ruleset produced it. The thing mixing damages is the shortcut a reader carries instead.

sums · Remoteness

Looking for the symmetry

Answering every move with its mirror image wins Cram on a board with both sides even, which is the argument everybody meets. Asked of every connected shape of at most eight squares instead of of thirteen rectangles, it wins twelve — and accounts for a sixth of the second-player wins there are, because 852 of the 1,042 shapes have no symmetry to answer with in the first place.

impartial · Pairing

The patch that generalised

Misère Nim takes a one-line patch: play the normal-play strategy until every heap holds a single counter, then invert. Moore's Nim, where a move may take from up to k heaps at once, takes exactly the same patch with exactly the same modulus — and the two rules disagree on six positions out of 923.

impartial · Moores-nim

What restores the theorem

Fibonacci Nim breaks the recipe every impartial game is supposed to obey: one number per heap, exclusive-ored, gets a quarter of two-heap sums wrong. Index the recursion on the pair of heap size and cap instead and the recipe is exact on every pair and every triple — and the number a heap of nine carries turns out to be five rather than one.

limits · Memory

The rule the symbols follow

Two genus symbols make a third by three lines and no lookup table: the base exclusive-ors, the sum is fickle only when every component is, and the symbol follows. Checked on 252 pairs across nine games it is right on 238 — and the fourteen failures are exactly the fourteen pairs with a wild heap in them, which is the boundary the genus is defined up to arriving as a measurement.

limits · Genus

The rows that are their own mirror

Four hundred and ten End-Nim rows are worth nimbers and 168 of them are palindromes, so a condition covering the other 242 was outstanding. It is that the row is equal to its own negative — and on this game that condition is not merely sufficient but exact, which is more than the group law promises and is a fact about End-Nim rather than about games.

positions · End-Nim

The symmetry one move away

A pairing argument proves the second player wins and names no move to do it with. Asked of every shape of up to eight squares it settles twelve boards. Asked one move later — can the first player reach a position a half-turn pairs? — it settles 288, and which boards those are is decided by parity before anything about their outline is looked at.

impartial · Pairing

A code that climbs by three

Five hexadecimal codes were known to repeat with a constant added, and every one of the five constants was a power of two — either a fact about exclusive-or or a coincidence over five cases. Sweeping all 255 two-digit codes settles it: seventy-one climb, seventy of them by 1, 2, 4 or 16, and one by three. The exception is ·3f, whose values are 3⌊n/6⌋ + (n mod 3) on every heap to twelve hundred.

impartial · Hexadecimal

The rule a smaller move breaks

Moore's Nim lets a player take from at most k heaps, and its winning condition is the binary columns summed modulo k + 1. Cap the amount as well and the obvious repair — reduce each heap modulo the cap plus one, then read the columns — is exact at every cap when k is one and wrong at every cap when k is two or three. The reason is stronger than a broken rule: at k ≥ 2 the residues do not determine the outcome at all, so nothing of that shape can work.

impartial · Moores-nim

The wider move is the easier game

An earlier essay ruled out every rule that reduces the heaps and reads the residues, and asked for a two-part statistic: the residues plus one more count. Four second parts are tested here and none of them decides. What turns up instead contradicts the premise the request was made under — a move that may reach three heaps is more predictable than one that may reach two, on every cap, every candidate rule, and after the change in the base rate is taken out.

impartial · Moores-nim

The third digit

The rung below found 71 of the 255 two-digit hexadecimal codes repeating with a constant added rather than exactly, and asked whether the same share holds one digit wider. It rises. Of the 4,095 three-digit codes, 1,433 climb and 617 repeat exactly — seven in ten of the settled ones — so a saltus is the ordinary way a hexadecimal game settles and the exact repetition the octal survey was built to find is the special case.

impartial · Hexadecimal

A check in front of a search

The rung below found a pairing one move away on 288 of the 767 even first-player shapes, and asked what a solver that tested for one before recursing would save on a real game. On an even Cram board it saves nearly the whole search — a 4 × 5 board takes 17,348 node expansions without the check and one with it — and the depth profile shows why that number flatters: the check settles every winning position at the opening and at the last two moves, and about one in ten in between.

impartial · Pairing

A function with no formula

The rung below's composition rule is exact on tame pairs and wrong on all fourteen wild ones, which looked like an exact boundary. Two heaps further it is wrong on 34 of 35 and right on one — Kayles' five and nine — so the boundary was a boundary of the pool. What survives is stronger and stranger: the pair of symbols still determines the sum on the wild side, and no rule of that shape describes it.

limits · Genus

The count of odd heaps

The rung below refused a family of two-part rules for bounded Moore's Nim and asked what the 364 losing positions have in common as a set. They have an invariant, and it is a statistic of the whole position rather than of a heap: how many heaps hold an odd number. Every all-even position is lost, at every width of move, by a restoring strategy — and the count settles every position at one heap a move and at four, and a little over half at two.

impartial · Moores-nim

The only way to split into three

Nineteen three-digit hexadecimal codes climb by three, and the rung below asked whether they share a form and what digits they have in common. The digits are exact: on eighteen of them the only way to split a heap into three is by taking exactly three counters, and taking three counters can do nothing else. The form is not shared — the eighteen carry four distinct sequences, and exactly one of the four counts in base three.

impartial · Hexadecimal

The wild side does not close

The rung below asked for the wild composition table and for two things about it: whether the wild genus symbols form a small closed set, and whether that set is a misère quotient in disguise. Building the table needed a wider sweep — nine counters a heap gives a diagonal rather than a table — and both answers are no. Not one of the twelve entries is a symbol any wild heap carries, and two wild heaps added together are tame two thirds of the time.

limits · Genus

Two counters, and one displaced term

The rung below found four Grundy sequences in the odd-saltus class and asked which term each displaces and whether the digits predict it. They do — but there are two base-three counters and not one, chosen by whether a heap of one can be taken away. And there are three sequences rather than four: the fourth is the third with three isolated values, and was counted separately because its period had not settled.

impartial · Hexadecimal

A pairing that is not a symmetry

Every pairing strategy this ladder has found is a rigid motion of the square, and the requirement mentions no geometry at all. Searching all 8.8 million fixed-point-free involutions instead of the eight maps more than doubles what a pairing explains — and the smallest new one turns out to be a reflection with its two fixed squares swapped.

impartial · Pairing

The quantity that carried nothing

The rung below proposed predicting a pre-period's length from the saltus and the period. The saltus correlates with it at −0.03, which is nothing; the period correlates at 0.77 with a coefficient of one, so a pre-period is about one period long. The digit that predicts whether there is one predicts nothing at all about how long.

impartial · Hexadecimal

The dual was the value table

A coin-turning game's losing rows form a linear code, and a code has a dual that nothing in the game appeared to read. It reads it constantly: the dual is spanned by the bit-planes of the Grundy values — the parity checks are the value table stood on end — and on Mock Turtles over eight coins the losing rows are exactly the span of the table that decides them.

impartial · Codes

One proof, and one wrong lemma

Two measured identities were left for a proof: the move rule by induction, the gap condition from the reply bound. The induction is exact on 31,731 heaps at eight factors. The reply bound holds at c = 2 and on one index pair in twenty-seven at c = 3 — and the inequality that does the work is a third one nobody proposed.

impartial · Fibonacci nim

The pairing the formula hides

Welter's closed form sums a function over every pair of coins and needs an extra term when the count is odd, which the rung below called a surprise. Read as a matching it is not: an odd number of coins cannot be paired, the left-over coin contributes its own square, and some matching gives the value on every position measured.

impartial · Welter

A set with three descriptions, and a function with none

Wythoff's cold positions can be written three ways that share no arithmetic — an irrational constant, a greedy rule, a condition on Fibonacci digits — and all three are exact. The same game's Grundy values have no closed form at all. Both facts are about one table, and the gap between them is the subject.

applied · Wythoff's game

Closing the wild side

The twenty-two wild genus symbols are not closed under addition, and the rung below offered two answers: a monoid nobody had guessed, or no algebra at any size. Neither. Five of the six games with wild heaps close at three or four heaps, with closures of two to five symbols, and the sixth is still growing.

limits · Genus

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

Four hundred and seventy steps

The tartan theorem replaces a search with a multiplication. Measured on every grid a brute-force solve can reach, the two agree on all of them — and the ratio doubles with every square added. On the 8 × 8 grid the theorem is normally drawn at, the search would have to value eighteen quintillion arrangements; the theorem needs twenty-six different nimber products, and computing all of them by the rule that defines them looks at four hundred and seventy pairs.

impartial · Nim

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

The convention Dawson actually used

Dawson published his puzzle as a problem where running out of moves loses you the game, and every compact result about ·137 is about the other convention. Under his own, nine values become a classification that doubles the moment a wild heap enters the range, and a heap stops carrying a number at all.

history · Dawson

Three complete solutions in nine years

Bouton in 1901, Wythoff in 1907, Moore in 1910 — three airtight solutions of three games, all published before there was any theory of games at all. Asked about each other's games they all fail, and two of them fail by being wrong while one fails by having no form for the question. Only the last kind of failure decides anything.

history · Bouton

A set with a short description

Bouton's argument is a closure argument about a set, and every impartial game has such a set — its own losing positions. So the method is complete and proves nothing. What made 1901 a theorem is that his set had a description shorter than the game, and swept over fifty-six subtraction games, exactly seven have one of his kind.

history · Bouton

The sentence that solved the other convention

Bouton's paper solves misère Nim too, in one line, and it is the only misère result in the subject that fits on one. Transplanted the way the normal criterion is, it fails differently — the normal one calls losses wins and never the reverse, and this one errs in both directions on every game tried, because the clause it adds is about counters rather than about moves.

history · Bouton

The capture that has to be made

Dawson's chess is quoted as the octal game ·137, and the step from a pawn diagram to a row of counters has been taken on trust. Searched as a chess position, the diagram agrees with ·137 on every board from one file to twelve, under both endings, and every exchange it can start is an odd number of moves that lands on one of ·137's options. The whole reduction rests on one rule of the diagram that the octal code never mentions: a capture, when one is available, must be made. Make it optional and the winner changes on two, three, six and seven files.

history · Dawson

A wall the pawns cannot cross and the rule can

Two rows of Dawson's diagram separated by a file with no pawn on it: 1,616 moves were examined and not one crosses the gap. With captures optional the rows add on every diagram checked. With captures compulsory they do not, because the compulsion is a rule about the whole board — and the game that is a sum is the one ·137 does not describe.

history · Dawson

A difference the rows cannot predict

The diagrams that are not the sum of their rows have been counted and never priced. Priced over 50 diagrams and 63,408,981 positions, the difference takes three values and is a function of nothing a reader can see: seven diagrams whose rows are worth ∗ and ∗ split five to two on it, the third value arrives only at the ninth file, and the one rule that survives is a parity — all twenty-one diagrams of three, five and seven rows add, and every failure carries an even number of rows.

history · Dawson

A coin with three strings is worth something

Every chain and every loop is worth nought on its own, whatever its size, and that is exactly what makes their nim-sum useless. A coin with three strings on it is worth nought, one, two or three depending on its arms — 31 of the 35 measured are not nought, and the four that are are the ones whose arms are all long. A coin with four strings is back to nought every time.

applied · Dots and Boxes

The step nobody took for thirty-four years

Bouton's criterion is that the heap sizes exclusive-or to nothing. The 1935 theorem is that the heap Grundy values do. The exclusive-or is the same operation in both and it is his, so the whole of the intervening thirty-four years is one substitution — and run over eight games and 672 positions, the substituted criterion is exact on every one while the original is exact on Nim and nowhere else.

history · Bouton

The picture Bouton's proof leaves behind

His argument is two closure properties of one set, and the Sprague–Grundy theorem is the same two sentences with nought replaced by a variable — checked here on five games and every value in range, with no move staying inside a class and no class failing to be reachable from above. What the argument also leaves behind is a picture in which the values descend, and that is false: 99 of 444 moves here raise a value, and none of them is in Nim.

history · Bouton

The proof is sixteen cells

Lasker's Nim has a four-clause formula that was checked on two thousand heaps and never proved. The proof fits in a four-by-four table: the last two bits of a split's value are fixed by the last two bits of its parts, so no split can land in its own heap's class — except at 3 mod 4, where it lands exactly on the one value the takes leave missing and pushes the answer up by one.

impartial · Lasker

One split is enough

A heap of n in Lasker's Nim offers ⌊n/2⌋ ways to split, and the values use at most one of them. Allow only the split that takes a single counter off and every heap to six hundred keeps its value; of all sixty-three sets of split sizes up to six, a set keeps the formula exactly when it contains 1 or 2. Equal halves alone give back plain Nim, because a split into equal parts is a move to nought.

impartial · Lasker

The formula is a limit

Cap the take in Lasker's Nim at k counters and the game is a finite rule table, 4.33…3, whose Grundy sequence repeats with period k + 1 rounded up to even and follows Lasker's formula until the cap bites. The formula is what those periods converge to. And the same column of codes, with a free split in front, holds Kayles itself: the rule 4.4 on a heap of n + 1 is Kayles on a row of n.

impartial · Lasker

Three heaps and a pass

Nim with a single pass that may not end the game is easy on one heap and on two: a heap swaps each odd size with the even one above it, and two heaps lose exactly at (2k − 1, 2k). On three heaps the losses are known only as a list. Fix the smallest heap and each slice of the list settles into a pattern after an irregular start — period 4, 8, 10, then 160 at a smallest heap of ten, and nothing visible from eleven.

limits · Pass

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

A misère sum is searched, not added

Under normal play the outcome of a sum of heaps is a nim-sum of numbers already known: twenty stored values decide every sum of Dawson's chess with heaps up to nine, however many heaps it has. Under misère play each sum is a new position to search. One outcome costs six positions for a single heap, two hundred for four heaps and over five thousand for eight, and a table of every eight-heap outcome costs a hundred thousand. The misère quotient is the only thing that brings the price back down.

complexity · Misere cost

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 searchImpartialNimOctal gameMexNim-sumDisjunctive sumNormal playCounterexamplePeriodicityEnumerationSprague–Grundy

All concepts