Concept

Hot game — where it appears

A position both players want to move in, so that leaving it alone costs something. A sum of two of them is as hot as the hotter unless their temperatures are exactly equal, in which case it often collapses entirely.

Named by 47 essays across 5 fields — each of them below, with the objects they name alongside it.

The thermograph of {5 | 1}. Temperature runs up the page and value across it. Each wall is where a player is willing to move once a tax of that much is charged per move; above the temperature at which they meet, neither wants to move and the position is worth its mean value. The height of the meeting point is what is at stake.

What is at stake

Some positions both players are desperate to move in, and some neither player wants to touch. The difference is a number — how much the move is worth — and it turns out to be the most useful single quantity for deciding where to play.

temperature · Temperature
Col and Snort on a path of four. One graph, two games, and one word of difference between the rules. Col forbids painting next to your own colour, which makes every move a small self-harm and drives the values towards numbers. Snort forbids painting next to your opponent's, which makes every move a land grab and drives them towards fights. Both values are computed from the same recursion.

One board, two rules

Col forbids painting next to your own colour. Snort forbids painting next to your opponent's. One word differs, the boards are identical, and the values that come out are not the same kind of object.

positions · Colouring
Why nobody moves in the number. A hot position added to a number. Left wins the sum whoever moves — but only by moving in the fight. Spending the move on the number instead hands the position back as a first-player win, with Right to move, which throws the win away. The theorem says this is always so, and here it is happening.

Numbers avoid numbers

In a position with a number in it and anything else, the number is never the right move. That is a theorem rather than a heuristic, and it is the closest this subject comes to advice a player can carry into a real game.

values · Numbers
{2 | 0} + {2 | 0} — where the temperature goes. Three thermographs on one frame: two positions and their sum. The mean of the sum is the sum of the means, every time. The temperature is not: it is bounded by the hottest of the parts and is often far below it, so the number that says how much is at stake in a whole board cannot be got by adding up the parts.

Two hot fights that add to a cold number

The mean of a sum is the sum of the means, every time. The temperature is not — it is bounded by the hottest part and is often far below it. Two positions each worth fighting over can add to a plain number that neither player wants to touch.

temperature · Thermograph
{2 | 0}, added to itself. The value of n copies of one position, for each n, beside n times its mean and the smallest distance between the two. The mean value theorem says that distance stays bounded however many copies are piled up — and the bound is the position's temperature, which is what makes the temperature a second genuine measurement rather than a diagram-reading convenience.

The same fight, eight times over

The mean is not roughly what a position is worth. It is the number that eight copies of the position stay close to — and the theorem is that the closeness does not decay as the copies pile up. The gap stops at the temperature, and stays there for ever.

temperature · Temperature
A switch, its mean and its temperature. Positions of the form {a | b} with a above b: both players want to move there, so neither is settled. The bar spans the two options, the marked point is the mean the position is worth once the fighting is over, and the temperature is half the gap — which is exactly what moving first is worth.

Worth nothing, and worth fighting for

A switch is a position both players want to move in. Its average value can be zero while the difference between getting there first and second is enormous, and that gap is a second number every position carries.

values · Switches
How much changes hands, against how much is at stake. Two ways of choosing where to move, run against optimal play over every board from a pool of three components. Biggest-first takes the component where the most changes hands, which is the count in every endgame book; hottest-first takes the one with the highest temperature. They disagree on most of these boards, the count costs points more often, and — the difference that matters — the count sometimes loses more than the largest temperature on the board, which is the bound the theory's rule is guaranteed to keep.

Big is not the same as hot

A player sizes a move by how much changes hands when it is played, which is the number in every endgame book. The theory sizes it by temperature. On a plain switch the two agree exactly, so nothing shows; on a move with a follow-up they come apart, and the count gives up more than the guarantee the theory's rule carries.

temperature · Temperature
A game where the last move decides nothing. Rows of coins taken from either end, with the exact score for each side moving first. Under the normal-play convention this family is settled entirely by the parity of the row — nobody is ever without a move until the coins run out — so normal-play theory returns the same answer for every row and it is not the answer anybody wants. The scoring answer depends on nothing but the numbers.

Counting at the end changes everything

Go is scored. So are Dots and Boxes, chess and almost everything anybody plays for money — and none of them is the kind of game this site's whole apparatus is built for. The simplest scoring game there is shows what that costs — the normal-play theory gives every position of it the same answer, and the answer is useless.

applied · Scoring
{5 | {4 | 0}} beside one other fight. A local position and a single switch, played out together at each of several ambient temperatures. The middle columns are what optimal play does: whether it opens the local fight, and whether it answers when the opponent opens it. The answer stops being forced at a temperature the local position alone does not name.

Sente is a fact about the rest of the board

A move that must be answered is called sente, and the word is used as though it described the local position. It does not. The same fight is answered while the rest of the board is quiet and ignored once it is busy, and the crossover — measured by solving the whole board at every temperature — sits at the follow-up's own temperature.

temperature · Sente
The thermograph of {6 | {5 | {4 | 0}}}. Temperature runs up the page and value across it. Each wall is where a player is willing to move once a tax of that much is charged per move; above the temperature at which they meet, neither wants to move and the position is worth its mean value. The height of the meeting point is what is at stake.

A thermograph is built from its options'

The diagram is not measured, it is computed — each wall is an extremum over the options' opposite walls, shifted by the tax. That construction is why a hot follow-up lowers the temperature instead of raising it, and why two fights with the same swing can differ by a factor of two in what is at stake.

temperature · Thermograph
{4 | 0} played out in a stack of 5 coupons. An idealised environment: coupons worth a fixed step less each, which either player may take instead of moving in the game. The rows are the line optimal play takes over the whole board, in order. What the game turned out to be worth is set beside its mean value, and the coupon the players stopped at beside its temperature — two quantities measured from the play, and two computed from the thermograph.

An environment made of coupons

Beside the game sits a stack of coupons worth 4, 3, 2, 1, 0, and a player may always take the top one instead of moving. Play the whole thing out and two quantities the theory computes are measured instead: {4 | 0} comes out worth exactly 2, its mean value, and the coupons stop at 2, its temperature. For {10 | {9 | 1}}, whose temperature is 1, they stop at 7/2 — because what the stopping coupon measures is the hottest temperature anywhere in the tree.

temperature · Coupons
Every position of both games, and where the fights are. Every colouring of every graph in the library, under both rules, with the temperature of each computed. A position with a positive temperature is one both players want to move in. Col has none anywhere; Snort has them on every graph, and the hottest grows with the graph.

One rule makes it cold, the other hot

Col forbids painting next to your own colour and Snort forbids painting next to your opponent's. Over all 540 colourings of six graphs, not one Col position has anything at stake and 61 Snort positions do — the difference between a game that is a count and a game that is a series of fights, produced by one word.

positions · Colouring
The thermograph of {{5 | {3 | 1}} | 0}. Temperature runs up the page and value across it. Each wall is where a player is willing to move once a tax of that much is charged per move; above the temperature at which they meet, neither wants to move and the position is worth its mean value. The height of the meeting point is what is at stake. The marks partway up the walls are the bends: the heights at which the option holding a wall up stops holding it up. Each stands at the temperature of a follow-up. Every one of them is below the temperature of the position itself, which is where the two walls meet.

A thermograph with two bends

A wall bends where the option holding it up stops holding it up, and most drawn thermographs bend once. { {5 | {3 | 1}} | 0} bends twice, at 1 and 3/2, and neither height is its temperature of 7/4 — every bend lies strictly below where the walls meet. Over a census of 17,255 hot positions two levels deep, a second bend in one wall never happened once.

temperature · Thermograph
The thermograph of {5 | 1}. Temperature runs up the page and value across it. Each wall is where a player is willing to move once a tax of that much is charged per move; above the temperature at which they meet, neither wants to move and the position is worth its mean value. The height of the meeting point is what is at stake. The two marks on the base line are the stops — what each player gets by moving first and playing the fight out with no tax charged at all.

Where the fight stops

Keep taking the biggest thing on offer until somebody is left facing a number, and the number reached is a stop. Every position has two of them, one for each player moving first, and between them they say how a fight ends — except for the part of it no number can reach.

values · Stops
Cooling by 1, and heating back. Each row is a position, its temperature, what it becomes when every move is taxed, and what comes back when the tax is refunded. The refund is not an inverse: a position whose temperature was below the tax has already frozen into a number, and heating a number does nothing at all.

Cooling by exactly one

Cooling is usually met as a way of reading a thermograph: a tax, and two numbers at the height of the tax. Applied as an operator it returns a position instead — and then the obvious question is whether heating gives the position back. Over the 1,474 values born by day three, 27 survive the round trip and 15 of those are numbers that never moved. Cooling throws away almost everything it touches.

temperature · Chilling
Comparing two positions means playing a third. Pairs of positions with the relation between them, and the game whose solution decided it. There is no way to compare two games by looking at them: the question “is G at least H?” is answered by playing G − H and asking who wins, which is a search, and its cost is counted here beside each answer.

What a move is worth to the player making it

The gain from a move is the option minus the position it was played from — and that is a game rather than a number, so two moves can be incomparable instead of one of them being best. Temperature is what happens when the largest of those games is asked for a single number.

values · Incentives
A hot position, split into its mean and what is left. Each row is a position cooled by exactly its own temperature — the tax at which it stops being worth moving in. The result is the mean value with something small still attached, and the last column is that something, obtained by subtracting the mean from the cooled game rather than by inspection.

A number and a fight

Charge a position exactly what it is worth fighting over and the fight disappears, leaving the mean value — with something still attached to it. Over all 1,122 hot values born by day three the residue is smaller than every positive number, it is a star in 942 of them, and it is never nothing. So a hot game is its mean plus a fight plus a remainder that no number reports, and the remainder is what decides close games.

temperature · Dissociation
What a deeper position does to the shape. Thermographs side by side, two of them, with temperature running up each panel and value across it: {{6 | 2} | {1 | −3}}, with a bend where an option's own fight cools out; {4 | −1}, straight-walled. A wall that runs straight has nothing changing hands below the meeting point; a bend is an option's own fight cooling out at a lower temperature than this position's, and it is where a decision passes from one player to the other. The two marks on each base line are the stops — what each player gets by moving first with no tax charged.

The switch a player is imagining

Every account of a hot position ends up as "worth about m, and worth t to move in", which is the switch {m+t | m−t}. For a plain fight that summary is the position exactly. For a fight with anything behind it the leftover is not a rounding error — on one position here it is a whole second fight of temperature two.

values · Switches
The same strips, with no jumping. Elephants and Rhinos: toads move right and frogs move left, one square into an empty one, and nothing may hop over anything. The pieces keep their order for ever, and the values are computed by the same recursion as the game with the jump in it.

The same strip without the jump

Delete one clause from Toads and Frogs — the hop over an opponent — and the game is Elephants and Rhinos. Over the same 3,279 strips the values do not become simpler in the way a reader would guess: every value that is a number becomes an integer, against 172 fractions with the jump in, and the count of positions worth fighting over nearly doubles. Removing a move made the game hotter.

positions · Toads and Frogs
4 | 0 and {2 | {1 | 0}} in the same environment. Two positions and one coupon stack, solved as a single board. The rows are the line optimal play takes; the coupon on top when each position is first entered is compared with the coupon it was entered at when it had the environment to itself. The mean contributions still add and the entry coupons need not agree.

Two games in one environment

A coupon stack measures a position: play the whole board out and the coupon the players stop at is the temperature, the score is the mean. Put a second position beside the first and one of the two measurements stops working. Over 36 ordered pairs the contributions still add to the means every time, and the coupon a fight is entered at moves on 13 of them — without either position changing.

temperature · Coupons
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
Every day-three value, moved by every quarter. Four claims counted over 3,000 translations — 120 values, each moved by every quarter from −3 to 3: that adding a number leaves the temperature alone, that it shifts both stops by exactly itself, that the interval between the negated stops is where the two players are confused, and that the only failures of the last are on its endpoints.

What a number does to a fight

Adding a number to a position moves everything and changes nothing: over three thousand translations the temperature never once shifted and both stops moved by exactly the number added, every time. What the number decides is whether the fight is worth having — and the interval where the two players are confused is exactly the open interval between the negated stops, right in all 2,890 cases away from its endpoints and wrong in 110 that are all on them.

sums · Translation
Where a switch stops being a switch. The same Left option with the Right one raised past it. While the Left option is above the Right one both players want to move, the bar spans a real fight and the temperature is half the gap. Where the two meet the position is the number plus a star — no longer a switch, and not a number either. Above that the simplicity rule takes over: the value is the simplest number strictly between the options, and there is nothing to fight about.

When a switch is not a switch

A position {a | b} with numbers on both sides is a fight only while a is above b. Sweeping the boundary with a fixed at 2 and b climbing from −2 to 3 turns up three regimes rather than the two the definition suggests: eight fights whose temperature is exactly half the gap, one position at a = b that is 2∗ and is not a number, and beyond that numbers chosen by the simplicity rule — which on 8 of 12 sampled cases is not the midpoint.

values · Switches
The fight never runs backwards. Each of the 22 values born by day two, drawn from its right stop to its left stop — what Right gets moving first, and what Left gets moving first, once the fight has been played out to a number. Every bar runs the same way. The left stop is never below the right one, which is what "both players are trying to improve their own position" amounts to, and the cold rows, where the two coincide, are drawn as a single point.

The fight never runs backwards

Left's stop is never below Right's — in every one of 1,780 distinct values, computed twice by two independently written routes, with nothing that disagreed anywhere. The inequality is what makes a mean value well defined and a fight a fight; and where it collapses to equality, 433 of the 460 cold positions turn out not to be numbers at all.

values · Stops

What is left when the small change is thrown away

Canonical form answers a demanding question: which positions are interchangeable inside every sum whatever. A player with a hot board does not have every sum — an infinitesimal difference cannot decide anything against a genuine fight — so there is a coarser question with an exact answer. The reduced canonical form takes the 1,474 values born by day three to 61, with 292 of them collapsing to zero, and it is a homomorphism on all 8,100 pairs tested only when a second pass is made.

sums · Reduced form

Below zero

Temperature is described as urgency and urgency has no obvious bottom, but the scale stops at −1 and only the numbers are on it. The rung above is exactly zero, and the 337 values born by day three that sit there are the ones a number cannot be told from — flat thermograph, nothing at stake, and an infinitesimal that no number can see. Two independent computations agree on the classification for all 1,474.

temperature · Cold

A rule with no promise at all

Playing in a hottest component comes with a bound: never more than the largest single temperature below the mean of the board. Over 220 sums the bound holds 220 times — and so does the bound for a rule with nothing behind it, which scores exactly what perfect play scores on 205 sums against the hottest rule's 196. The control that shows the bound is doing work is the rule that plays the coldest component, which breaks it 74 times and loses up to eleven points.

temperature · Strategy

Nobody wants to move here

A position is a number exactly when every move loses ground for the player making it. The test never mentions numbers, it disagrees with the ordinary one on none of the 1,474 values born by day three — and the reason a position fails it is not that somebody wants to move. It is that somebody cannot afford to wait.

values · Incentives

Topple it from either end

A row of blue and red is the picture this site opens with, and under Hackenbush's rules it is always a number. Knock the pieces over instead of cutting them — everything on the chosen side falls — and 480 of the 510 rows up to eight pieces stop being numbers. The two games agree on sixteen rows, every one of a single colour, and the temperature of the hottest row climbs by exactly a half for each domino added.

positions · Toppling dominoes

How cold a sum of hot games can be

The temperature of a sum is at most the largest temperature in it, and the bound leaves the whole interval below it open. Over 1,035 pairs the sums do not use that interval: 864 sit exactly at the maximum, 160 are frozen outright, and eleven land anywhere in between — every one of them with a component whose wall bends.

temperature · Thermograph

What a move nobody makes is worth

If Right's move in a fight has to be answered, then Left's move in the same fight prevents an exchange Right was going to get for nothing. That is a reverse sente, and pricing it is the awkward case: over sixty measurements the gain matches the local temperature once and the follow-up's swing twice, and the band over which the move is worth taking is not the band over which the move it reverses is sente.

temperature · Sente

What is left when the copies pair off

A pile of n copies stays within a bounded distance of n times the mean, and the distance never grows. The difference is a game rather than a number, and what it actually is has a much better answer: for a plain switch it alternates between one fight and nothing at all, and for a fight with a follow-up it is different every time — bounded in size and unbounded in complexity.

temperature · Temperature

When two thermographs can be added

The temperature of a sum is not the sum of the temperatures, and the natural repair is to add the whole diagrams instead. Over every pair of hot values born by day two the added walls always bound the true ones and the mast always comes out right — and the whole diagram is right exactly when at most one of the two components is hot, which is precisely the case a reader has no use for.

temperature · Thermograph

How hot a day gets

A day of construction buys exactly one degree of temperature — nought, then one, then two — and the value attaining the maximum is unique on every day: ∗, then {1 | −1}, then {2 | −2}. The distribution underneath is not tidy at all: it peaks at a half, leans to the right of the peak, and has a hole in it at one and three quarters where nothing is born.

temperature · Cold

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

A fight with no midpoint

The mean of {a | b} is the midpoint and the temperature is half the gap — on the twenty-one values of day three where a and b are numbers. One hundred and forty-six others have the same shape and not the hypothesis, and the repair that suggests itself, reading the two stops instead of the two options, holds on about three quarters of them and no more.

values · Switches

How hot a real position is

Counted one value at a time, a tenth of the subject is hot. Counted one position at a time — every board this site has enumerated, all 11,397 of them — it is a twentieth, two thirds of the positions are worth numbers outright, and ten of the seventeen rulesets never produce a hot position at all.

temperature · Cold

The answer that starts another fight

A local move is answered while the ambient temperature stays below the follow-up's — and that rule, which this site has carried since the anchor opened, is exact only when the answer ends the fight. When the answer starts another one the crossover is exactly half the follow-up's temperature, on every position tested, and a third level of fight does not halve it again.

temperature · Sente

Which shapes are worth fighting over

Forty-four of the 104 Domineering regions of at most six squares are worth numbers and the rest are not, and the rung below said no visible property of a shape predicts which. Half of that is wrong: a region only one orientation fits in is a whole number, on all eleven of them, for a reason a reader can supply in a sentence. The other half stands, and thirty-three shapes are what makes it stand.

positions · Domineering

Counting the moves each side has

How many dominoes could each player still place? Subtract, and there is a whole number computable from the drawing with no game theory in it. Over 1,042 regions it is the value on 141 of the 315 worth numbers, lands between the stops on 619 of the other 727, and its failures are two different kinds — one of which was inevitable and one of which is a fact about the game.

positions · Domineering

The bend above the top

The chain reading gets three values in 2,403 wrong because it counts bends that the diagram never reaches. Counting only the bends below the position's own temperature fixes all three and breaks none — the first exact reading on this ladder, and it needs one comparison rather than the envelope the rung below expected.

values · Switches

A second pool, designed differently

One designed pool put the rule's best coefficient between a quarter and a third, and all three board sizes agreed. A second pool, built by the identical greedy criterion from different material, has no cell that is best at every size — so the coefficient is a property of the pool and there is no number to find.

temperature · Coupons

The residues as a sequence

Four of the eight residue sequences never repeat, and a recurrence is not a description. There is a closed form and it is not for the game: the stops and the temperature of the n-th residue are periodic with period one, two or four on every sequence in the pool, while three of them produce a different game at every n.

temperature · Temperature

An environment instead of a stack

The guarantee behind playing the hottest component survives one step down a board's sorted temperatures and fails at two. Against a coupon environment as hot as the board it survives all of them — because the rule stops being approximate and starts being optimal, on every sum in the pool built to punish it.

temperature · Strategy

The second bend is the boundary

Adding two thermographs wall by wall gives a diagram that is right at the mast and wrong below it. Over every pair of hot values born by day two, the added walls sit outside the true ones at every height — an outer envelope with the truth somewhere inside — and the two pictures separate at exactly the lower of the two temperatures, on all twenty-eight pairs. Above that height both components are still fights and the addition is exact; one sixteenth below it, every pair has parted.

temperature · Thermograph

What has to break before a pawn is worth a number

Every value the blocked-file model can hold is an infinitesimal, and the reason is one sentence about the move rule rather than anything about pawns. Break that sentence — a pawn stuck behind a friend, a square only one side can hold — and integers, switches and positions worth fighting over arrive at once.

applied · Chess

A hypothesis has to hold all the way down

Milnor's bound is proved by induction over the play, so the condition it needs has to hold at every position the play can reach. Checked on the row instead, ninety-two pairs pass the test and twenty-four of them break the bound. Checked at every subposition, twenty-eight pairs pass and none breaks it.

applied · Scoring

Named alongside it

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

TemperatureMean valueThermographSwitchExhaustive searchDisjunctive sumStopsInfinitesimalCold gameCanonical formCoolingStar (∗)

All concepts