Concept

Intractable — where it appears

Beyond what any search can finish, whatever the machine, which is a statement about a family of positions rather than one of them. It is a claim about how the work grows with the size of the input, so a single large position is never evidence for it.

Named by 20 essays across 4 fields — each of them below, with the objects they name alongside it.

Which questions are answerable. The theory is exact and much of it is expensive. Values are computable by definition; computing one for a position of any size is a different matter, and deciding the winner of a generalised board game is complete for PSPACE — as hard as anything solvable in polynomial space.

How hard is it

Every theorem on this site stays true at any size. The answers stop being reachable long before the games get interesting — deciding the winner of a generalised board game is PSPACE-complete, and an exact evaluator gives out after a few dozen moves.

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

The theorem that names a winner and no move

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

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

The sequence nobody has settled

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

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

A puzzle asks once, a game asks alternately

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

complexity · Alternation
The gaps of ⟨5, 7⟩, which are the moves. A Sylver Coinage position drawn as the numerical semigroup it is. Gold squares are the numbers already named; plain squares are sums of them, and so cannot be named again; magenta squares are the gaps, which are exactly the legal moves. The largest gap is the Frobenius number, marked F — past it every integer is reachable, which is why the game has finitely many moves left and must end.

The game that is a number system

In Sylver Coinage two players name integers and nobody may name a sum of what has already been named. Its positions are not boards — they are numerical semigroups, its termination is a theorem of Sylvester's from 1884, and the question of who wins after the opening move 16 has been worth a thousand dollars since 2017.

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

A conjecture from hand play

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

history · Sprouts
One node per route, one node per position. For each board, the number of nodes in the recursion tree a solver with no memo table would walk, beside the number of distinct positions that tree contains, beside the longest run of moves in it. The first number is the cost of forgetting; the second is the size of the table that avoids it; the third is the stack, and it stays small however the other two grow.

The class is named after memory, and that is not an accident

A 4×4 Domineering board has 6,257,129 routes through it, 5,700 distinct positions, and a deepest line eight moves long. Those three numbers are three different resources, and the smallest of them is the one that gives games their complexity class.

complexity · Complexity
the temperature that bounds the loss. 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 rule that is never right and cannot be far wrong

Playing the hottest component is not optimal — over 440 measured lines it costs something on 17 of them. What makes it worth having is that the cost is bounded by the temperature, provably, and that the same test run with the ordering reversed breaks the bound on 54.

complexity · Approximation
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.

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

It ends, and nothing says when

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

limits · Termination
Three questions about the same board. For each sum of two positions: the cost of deciding who wins each part alone, of deciding who wins the whole sum by search, and of computing what each part is worth. The middle question is in the middle on seven of the eight, and the exception is the sum whose two parts are identical.

The question in the middle

Between knowing who wins each part and knowing what each part is worth sits the question a player actually has: who wins the board. Priced on sums of two it lands between the other two on seven of eight, cheaper than the values by up to eight times. On sums of three, with nothing repeated, it is dearer than the values on five of six — because a component multiplies a search and only adds to a value.

complexity · Value cost
Every position, by how much is left. Sylver Coinage positions counted by genus — the number of integers still unnameable — with the share on which the player to move loses. The parity of the genus very nearly decides the game: odd rows run between a fifth and a half, even rows between nothing and a thirteenth.

A parity with a first exception

Sort every Sylver Coinage position by how many numbers are still unnameable and the game very nearly falls to parity: odd rows are between a fifth and a half positions the mover loses, and the first three even rows hold none at all. The rule has a first counterexample at genus eight, where it is a single position out of sixty-seven, and eleven more at genus ten. It is a tendency wearing away from both ends rather than a law with exceptions.

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

What computing further has bought

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

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

Three bits of rule

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

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

A point with three neighbours

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

applied · Switching
One cycle, and how much of it the criterion misses. The matching criterion for undirected geography put to the game where a move uses up the edge it crosses, on every connected graph up to 6 vertices with exactly one cycle. It is right at 77 of 114 starts, and at none of the six on the graph whose cycle has six vertices.

Two graphs a rule cannot tell apart

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

complexity · Geography
6 turns in strict alternation, priced. One quantifier prefix taken apart into its blocks, with the size of a winning strategy computed a term at a time. A choice made after k of the opponent's turns has to be written down once for each of the 2^k lines the opponent can produce, so the total depends on where the opponent's turns sit and not merely on how many there are.

Twelve turns, and three different prices

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

complexity · Alternation

Named alongside it

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

Exhaustive searchComplexityCertificateOutcome classPSPACEGrundy valuePeriodicityExact evaluationNimDisjunctive sumEnumerationImpartial

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