Concept

Indistinguishability — where it appears

Behaving identically in every sum drawn from a fixed universe, which is the equivalence a misère quotient is built from. Shrink the universe and more positions become indistinguishable, which is what turns an unmanageable theory into a finite table.

Named by 18 essays across 4 fields — each of them below, with the objects they name alongside it.

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

What survives misère play

Misère play destroys the value theory, and something much smaller grows back. Fix one game, look only at sums of its own positions, and the classes that behave alike form a monoid — computed here, and larger than the normal-play answer every time.

limits · Misère play
The mirror strategy, and the ending that punishes it. A position beside its negative and the sum of the two, with the outcome under both endings. Under normal play the sum is worth zero every time, because the second player answers every move with its mirror image. Under misère the same answers are available and the same player runs out last, so every one of these sums is a first-player win — there is no zero, and no subtraction.

Misère play has no negatives

Put a position beside its own mirror image and answer every move with the mirror move. Under normal play the answerer wins and the sum is worth zero. Under misère the answerer still has every reply and loses because of it — so there is no zero, no subtraction, and no comparison, which is why the misère theory had to be rebuilt rather than adjusted.

limits · Misère play
The context that tells them apart. Two positions put into the same company, one context at a time. Each column is a game X; each cell is the outcome class of that side added to X. Equality means every column agrees, for every X there is — so a single disagreeing column is a disproof, and agreement across a bounded list of contexts is evidence rather than proof. The proof is that the difference is zero.

Equal in every company

Two games are equal when no third game can tell them apart — a quantifier over every position there is, discharged by one finite test. A search over 184 contexts separates all 5,790 unequal pairs it is handed and still calls two different games the same, which is exactly why G − H = 0 is a theorem and an exhaustive search is not.

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

A pass is not a move

Put a single pass token on a Nim board and one clause decides everything. If it may be taken at any time — including as the move that ends the game — the value of the whole is the nim-sum with a one added, in all 120 positions swept: the pass is a heap of one. Forbid it as the final move and the value stops being a function of the nim-sum at all, and 3 and 1 + 2 come apart.

limits · Pass
How much company equality needs. Each row restricts the quantifier in the definition of equality to the games named, and counts how many of the 22 values born by day two survive as distinct. The bar is the same number drawn; the jump from nine numbers to four games is the whole argument.

Equal in this company

Equality quantifies over every game there is, and the quantifier can be made smaller. Restricted to a company of nine numbers, the twenty-two values born by day two collapse to seventeen; restricted to four games — nought, one, minus one and star — they stay twenty-two, and no three of the four will do. The company that decides equality is tiny, and it has to contain a star.

limits · Universes
Cancellation, by exhaustion. The law checked on every triple of values born by day two, and then put to work: two Domineering regions compared directly and compared again inside a larger board. The comparison never changes, which is the licence every decomposition into regions is drawn under.

What can be struck out

From G + X = H + X it follows that G = H, in one line, by adding −X to both sides. It is the shortest theorem here and the most used: it is what makes comparing two boards region by region legitimate. Over 10,648 triples the hypothesis fires 484 times and the conclusion holds 484 times — and the licence expires in three separate directions, each of which loses the same axiom in a different way.

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

A quotient that identifies nothing

The dead-ending class is famous for quotients rather than comparisons, so the matched pair was asked the question its own subject is about. Neither quotient identifies a single pair of positions, and both are separated by exactly five addends — because a quotient is small when its universe is poor, which is a choice of company and not a property of a class.

limits · Dead-ending
Two numbers instead of an expression. The mean and the temperature of a position, set against its brace expression. The pair is readable in a way the expression is not and is half its length, and it is not exact: most of the games born by day three share a pair with some other game. The cost is not abstract — two games written the same way here can be separated by adding an ordinary small position to each, which is exactly the test a table of outcomes fails one level down.

What two numbers cannot tell apart

A thermograph summarises a position in a mean and a temperature — nine characters against the brace form's twenty-two, and readable in a way the expression is not. It is also not exact: 1,454 of the 1,474 games born by day three share a pair with some other game, 291 of them share one pair, and adding a star to two of those gives different winners.

history · Notation
Every chance the coin gives, by day 2. The probabilities the coin produces over all the values born by a given day, drawn on the unit interval. They fall on a grid of dyadic fractions, every interior point of it is reached, and the two ends never are — so no position is ever a certainty under random turns.

Every chance but a certainty

The coin's number lands on a grid of dyadic fractions, and which points of that grid arrive is a count rather than a guess. Over the 1,474 values born by day three it reaches every one of the fifteen interior sixteenths and neither end — no position is ever certain. The groups sharing a chance run 1, 2, 4, 8 on the small pool, which looks like doubling, and 1, 2, 4, 20 on the large one, which is not.

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

What a component would have to carry

For a held pass to be decided by a summary of each component, the summary must separate every pair of components some company tells apart. The Grundy value does not — Nim 1 and Kayles 8 are equal games that a held pass separates beside a single Nim heap of two. Nor does the Grundy value with the component's own held-pass value: Kayles 3 and Kayles 6 agree on both and are split by a company of two Nim heaps. Over twenty-four components, fifteen classes against fourteen pairs, and the gap widens as the pool grows.

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

Two heaps of testing are enough

A misère quotient is computed by testing positions against positions, and the universe used to find twelve classes of Dawson's chess was every position of up to four heaps tested against every other — 511,225 outcomes. Varied one size at a time, the count stops growing at tests of two heaps and positions of three: 12,100 outcomes find the same twelve classes. The narrower universe the earlier essay drew did not merge anything; it held fewer positions. And the corner that is enough moves: for Kayles at heap twelve, two-heap tests miss a class.

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

Twelve classes, seven questions

Twelve misère classes of Dawson's chess were found by testing 715 positions against 715 others. Seven of those tests are enough to tell every class from every other — a greedy choice against a floor of four, since each test is one yes-or-no question. Kayles needs nine of 715 and Nim sixteen. The seven cost almost nothing to use and cannot be found without the whole closure, and they do not carry: the tests found with heaps up to seven tell apart only seven of the twelve classes with heaps up to nine.

complexity · Misere cost
Indistinguishable, until something is added. 567 pairs of unequal games that the 184 contexts cannot tell apart, negated, added to each of the 22 day-two values, and used as options of larger games. Adding a game separates them 1527 times out of 12474; the other two operations never do. Equality is broken by none of them.

The same parts, different wholes

Equality is worth having because equal parts make equal wholes: a game may be replaced by an equal one inside any sum and any larger position. The relation that 184 contexts define — no context tells the two apart — is exact on day three and merges a third of a sample of day four. Put 567 of its merged pairs through negation, addition and forming options, and it survives two of the three. Adding the same game to both separates them 1,527 times.

sums · Equality
What each assumption buys back. Forty-five positions of up to two heaps of up to eight, sorted into classes that no test position of up to three heaps can tell apart, under four rules. Two-player Nim has sixteen classes, both three-player conventions have forty-five, and one player against a coalition of two has six.

What survives a coalition

Three-player Nim has no winner without a convention and no sum theory at all. Fix one player against the other two and both come back: every position has a winner, the winner is read off the number of heaps of one modulo three and the number of larger heaps, and forty-five positions fall into six interchangeable classes — fewer than Nim's sixteen. Fix a scoring rule instead and the winner comes back, identical to one of the conventions, and nothing else does: no two positions are interchangeable.

limits · Multiplayer
A line of losses. Positions made of up to 28 heaps of two and up to 28 heaps of four with a held pass, the losses filled. They are the empty board, four-heaps alone at 7, 13, 19 and 25, and a single diagonal line: 2k + 3 heaps of two beside 2k heaps of four.

The table closes, until heaps of four

Classes that no company can tell apart always combine, so the question left by the held pass is not whether it has an algebra but whether the algebra is finite. Computed the way a misère quotient is, it is: four classes for heaps of one where misère play needs two, eleven for heaps up to two, fourteen up to three, nineteen for Kayles rows up to five. Admit Nim heaps of four and the table never closes — a single line of losses, 2k + 3 heaps of two beside 2k heaps of four, gives every count of twos a class of its own. And at the bottom of every closed table sits the normal-play group, with the loss moved to nim-sum one: on a crowded board the held pass is a heap of one.

limits · Pass
Six rulesets, and the heaps that stop mattering. Single heaps of six impartial rulesets classified under three-player play with one player against a coalition of two. Nim's heaps fall into three classes; subtraction {1, 2} keeps five, Kayles six, subtraction {1, 3} ten, subtraction {2, 3} twelve and Dawson's Kayles ten before every larger heap is interchangeable, and three rulesets have a smaller heap that joins the large class early.

A coalition counts to three

Three-player Nim with one player against two collapses to six classes, because every heap of two or more is a store of tempo either side can draw on. Put the same coalition on games whose heaps are not all stores and it does not collapse: subtraction {1, 2} keeps five kinds of heap, Kayles six, subtraction {1, 3} ten and {2, 3} twelve, each count settling as the range grows. Past a threshold the large heaps are interchangeable again — and in every one of the five, unlike Nim, a single large heap hands the game to the coalition. The classes neither refine the two-player values nor coarsen them: {1, 3} has two Grundy values and ten coalition classes.

limits · Multiplayer
Ten classes, and a rule to name them. The classes of subtraction {1, 2} with one player against two: a grid of heaps of one counted modulo three against no other heap, a heap of two or a heap of three, each cell giving the lone player's result with each player to move, and a tenth class — anything with a heap of four or more, or two heaps from two and three — won by the coalition.

Units modulo three, and one choice

Nim's rule for one player against two has a shape: count the heaps that always last one move, modulo three, allow one heap that offers a choice, and give any second choice to the coalition. Subtraction {1, 2} has exactly that table — ten classes, nine of them a count of ones against nothing, a two or a three — and so do Kayles, where a heap of three is a heap of two with a unit beside it, and Dawson's Kayles. Subtraction {1, 3} and {2, 3} do not: a board with two choices on it can still be the lone player's, and the short key fails. And {2, 3} and Dawson's Kayles give every heap to ten exactly the same menu of game lengths, so what a coalition reads is not how long a heap can last.

limits · Multiplayer
Wider stalls, deeper does not. Merged pairs in a sample of 495 day-four values under universes of sums of one to five day-two values (3044, 567, 212, 178, 147 pairs) and under the 985 day-three values, which merge none.

A universe grows by days, not by sums

A relation built from a sample of contexts can be repaired two ways: allow sums of more values, or allow values born a day later. On a sample of day four the first stalls — 147 pairs of different games stay merged from five summands to seven, through 25,696 contexts — while the 985 values of day three, a seventh as many, separate every pair. The reason is four lines long: the context that tells two games apart is always minus one of their options.

sums · Equality

Named alongside it

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

Exhaustive searchDisjunctive sumMisère quotientEqualityNimBounded universeEquivalenceKaylesOutcome classCanonical formComparisonCounterexample

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