Concept

Loopy — where it appears

A game whose positions can recur, so that the recursion defining a value has nothing to stand on. Outcomes still exist and values usually do not, so the analysis works at the level of who wins rather than of what a position is worth.

Named by 22 essays across 7 fields — each of them below, with the objects they name alongside it.

Backward induction on a game that ends, one round at a time. Zermelo's argument as it actually runs. Round zero is the positions where the player to move has no move at all, which is the only thing the procedure knows without being told; each later round is what those settle. Anything still unlabelled when nothing more can be deduced has no label and never will — and on a game with a cycle in it, that leftover is exactly the set of drawn positions. The theorem is a statement about this procedure terminating, and it names the winner of nothing.

The first theorem, and the winner it declines to name

Zermelo proved in 1913 that a finite game with no chance and no hidden information is decided before anybody sits down — every position is a win for one side or a draw, and which one is settled already. The proof is a labelling procedure, and watching it run shows exactly how little it says.

history · Determinacy
Four things a position can be. Every position falls into one of four outcome classes, and only three of them correspond to a comparison with zero. The fourth — first player wins — is a position confused with zero, neither greater, smaller nor equal, and it is where the subject departs from arithmetic.

Who moves last

The player who cannot move loses. That single convention generates the whole theory — and it produces four outcomes rather than three, because a position can be confused with zero rather than greater, smaller or equal to it.

values · Outcomes
A position that comes back. Three positions whose moves lead round in a circle. Every value in this subject is defined by recursion on the options, and that recursion assumes play ends — here it need not, so the definition has nothing to stand on and the outcome may be a draw, which normal-play theory has no name for.

Loopy games

The whole theory assumes play stops. Allow a position to recur and the induction that every value rests on has nothing to stand on — and a fifth outcome appears that normal-play theory has no name for.

limits · Loopy
1 ko point, no ko rule. A ko fight drawn as a position graph and labelled by retrograde analysis: blue edges are Black's captures, red are White's, and each position carries the verdict for whichever side is to move. Positions the propagation never reaches are drawn — neither player can force a win and the game does not end — and they appear only where the rules permit a repetition.

The rule that makes Go a finite game

A ko is a point in Go where a capture can be recaptured for ever, and every set of rules forbids it. That prohibition is not etiquette or tidiness — it is the hypothesis that puts Go inside the class of games every theorem on this site is about, and removing it removes the values.

applied · Go
a loop with a way out: what the backward analysis settles. A position graph in which the moves can lead back to where they started. The labels are the order in which a backward analysis settles each position, starting from the ones where a player has already run out of moves. Positions the analysis never reaches are drawn — and there is no test for that; being unreachable is what a draw is.

Start at the end and work backwards

When play can return to where it started there is no bottom for the recursion to stand on. What replaces it begins at the positions where somebody has already lost and propagates outwards — and the positions it never reaches are exactly the draws. There is no test for a draw, and there does not need to be.

limits · Loopy
a cycle of three: what the backward analysis settles. A position graph in which the moves can lead back to where they started. The labels are the order in which a backward analysis settles each position, starting from the ones where a player has already run out of moves. Positions the analysis never reaches are drawn — and there is no test for that; being unreachable is what a draw is.

An outcome with no value behind it

Retrograde analysis labels positions in rounds, outward from the ones already lost. Whatever is still blank when nothing more can be deduced is a draw — and there is no separate test for a draw, because a draw is exactly the residue the method never reaches.

limits · Loopy
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 condition the recursion rests on

Not that the moves run out, and not that the options are few. Poker Nim's heaps can grow without bound and it ends; the game called `on` has one option and never does. What every value on this site needs is that no infinite run of moves exists — and there are three separate ways to fail it.

limits · Termination
on + off: what the backward analysis settles. A position graph in which the moves can lead back to where they started. The labels are the order in which a backward analysis settles each position, starting from the ones where a player has already run out of moves. Positions the analysis never reaches are drawn — and there is no test for that; being unreachable is what a draw is.

One part that never ends

The game called `on` has one move and it is back to itself. Add anything to it — a star, a point, its own mirror image — and the whole board is drawn. So `off` is exactly the negative of `on` and their sum is not zero, which is the group law failing for a reason that has nothing to do with who is winning.

limits · Loopy
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
a loop with a way out under three rules for never ending. One graph, one labelling, and three ways of reading the residue the labelling never reaches. A draw is not a computed outcome here — it is what is left over — so declaring infinite play a win for one side is a legal alternative that costs no extra search and changes who wins.

When never ending is a win

Retrograde analysis labels a position a win when somebody can force the opponent to be stuck, and leaves everything else blank. Calling the blanks draws is a rule from outside the game — and two other rules are available. The labelling does not change under any of them; only the residue does, and on a three-cycle that residue is every position on the board.

limits · Loopy
What the outcome of a loopy sum can be. One row and one column per loopy outcome class, and each cell lists every outcome a sum of two such positions was found to have. Most cells hold several. The cell where both parts are drawn holds one.

The one outcome that adds

Finite outcomes do not add: two first-player wins can sum to anything. Loopy play has seven outcome classes instead of four and adds even less — of the 28 cells in the table, eleven hold several answers. Two do not, and they are the two worth having: a second-player win added to anything leaves the outcome alone, and a draw added to a draw is a draw. A draw added to anything else is not.

limits · Loopy
Amazons on one line. A one-dimensional Amazons board: an amazon slides along the row and shoots along the row, and the square the arrow lands on is burnt for the rest of the game. The whole board fits in a sentence, and the values it produces are already of several different kinds.

Amazons on one line

A board one square high is small enough to evaluate completely: every strip from two to ten squares with one amazon a side is 37,886 positions taking 81 distinct values, and every one of them is an integer, a switch, a number plus a star, or a bare star. Not one is a fraction — and forcing the arrow onto the square just vacated, which takes a freedom away rather than adding one, produces 1,196 that are.

positions · Amazons
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 on this site 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
on: which positions play can return to. A position graph with the moves of both players drawn, and beside it the shortest sequence of moves that gets back to each position. A position play can return to is a position whose value is defined in terms of itself, so the recursion every value in this subject is built from has no base case there. A position with no way back is one the ordinary recursion terminates on.

A stopper and how to find one

The class a value theory for loopy games would need is the ones with no infinite alternating run, and the qualifier does the work: seventy-nine of the two hundred and fifty-six two-node loopy games qualify and seventy-two of them have a cycle. Every one has a decided outcome, and under eight tests the seventy-nine collapse to six.

limits · Loopy
A fortress, and the counter that gives it a label. A pawn ending where the defender's king shuffles for ever and the attacker needs time. Down the rows, how many moves of preparation the breakthrough needs; across the columns, how many moves the rule allows before declaring a draw. With no breakthrough the position is drawn whatever the rule says, and drawn as a residue the backward induction never reaches. With a breakthrough and no rule the attacker wins despite the cycle. Where the march is longer than the counter allows, the rule turns a won position into a drawn one.

A position with no value, and the rule that gives it one

A fortress is a cycle in the position graph, so the recursion defining a value has nowhere to bottom out and the propagation never reaches it. Chess has a rule for that — count fifty moves and call it drawn — and the rule does not merely tidy the theory up. On eleven cells of the sweep it takes away a win.

applied · Chess
A ko fight decided somewhere else on the board. A ko fight against the number of ko threats each side holds. A threat is a play elsewhere that the opponent must answer, and it lifts the prohibition on recapturing, so a player short of threats runs out of ways to come back. Every cell is a full retrograde labelling and the pattern in them is read off afterwards: the fight goes to whoever is ahead on a quantity that is not on this part of the board at all. Where the labelling never settles, the fight is a no-result whatever anybody holds.

A ko is won somewhere else

The rung below shows the ko rule buying finiteness by deleting one edge. What it buys with the same edge is a fight nobody can settle by looking at it — the prohibition forces a player to spend a threat, threats are counted on the rest of the board, and every decided cell of the sweep goes to whoever is ahead on a quantity that is not in the picture.

applied · Go
Two solutions to one set of equations. The winning condition written as a single predicate and solved twice: once as the least solution of its own equations and once as the greatest. The least says Left can force a win; the greatest says Left cannot be forced to lose, which admits the positions where Left can keep the game going for ever. On a graph with no cycle in it the two coincide and the equations determine an answer. Where they differ, the difference is exactly the set the backward propagation never reaches — so a draw is not a leftover of the algorithm, it is the equations failing to have one answer.

The gap between two answers

A draw is usually described as what the backward labelling never reached, which makes it sound like a shortfall of the algorithm. Written as one predicate the winning condition is an equation, the equation is monotone, and it has a least solution and a greatest one — and the set the two disagree about is exactly the drawn set, on every game checked.

history · Determinacy
A shuttle and a loop, judged by what the play returns to. A three-node loopy game drawn as a graph, with Left's moves in blue, Right's in red and position a marked. Beside it, each position-and-mover pair under the backward labelling and under the rule that a never-ending play goes to Left when it returns to a infinitely often. Four pairs are drawn by the labelling; the new rule gives two to Left and two to Right and leaves the decided pairs as they were.

What the play keeps coming back to

A draw is what the backward labelling never reaches, and handing every never-ending play to one player turns the draws into wins wholesale. Judge an infinite play instead by what it keeps returning to, and every draw gets a winner of its own: over the 262,144 three-node games, 15,432 send some of their draws to one player and some to the other, which no wholesale rule can do. Finding those winners takes a fixed point inside a fixed point.

history · Determinacy
A hub with two spokes, and the bit of memory it needs. A three-node loopy game in which Left, at a hub, chooses between two spokes and Right must return from either. Left wins a never-ending play that passes through both spokes infinitely often. With one bit of memory recording which spoke is owed, Left wins from the hub; with a strategy that depends only on the position, Left always takes the same spoke and loses. Three position-and-mover pairs change hands.

One bit of memory

Judge an infinite play by whether one position keeps recurring and every winner can play from a table of one move per position, with nothing remembered. Ask for two positions to keep recurring and that stops being true. At a hub with two spokes a player has to alternate, and a table cannot alternate: over every three-node game, 49,487 position-and-mover pairs are won with one bit of memory and lost without it.

history · Determinacy
Which conditions make a winner remember. Every condition on which set of three positions a never-ending play keeps returning to, grouped by two properties of the condition alone, against the arenas swept. 32 of 128 conditions have an arena Left wins and cannot win from a table of one move per position; 19 of those are closed under union.

The rule decides who has to remember

Whether a winner needs memory is a property of the winning condition and not of the board, and the property everybody reaches for is the wrong one. Of the 128 conditions on which of three positions a play keeps returning to, 32 demand memory and 19 of those are closed under union. What separates them is measured two independent ways and the two agree on all 128: a condition needs no memory exactly when it can be rewritten as a number on each position.

history · Determinacy
The tree of {a and b and c}, and the states it costs. The Zielonka tree of one winning condition on which positions a never-ending play recurs at. The root is the whole set of positions; the children of a node are the largest subsets the condition judges the other way. The number of memory states a winner needs is read back up the tree by adding at accepted nodes and taking the largest at rejected ones, and this condition costs 3.

Two things to hold at once, or three

Whether a condition makes a winner remember has been settled over every condition on three positions; how much it makes them remember has not. A tree built out of the condition alone, with no board in it anywhere, prices all 128: sixty-one cost nothing, fifty-eight cost two states and nine cost three. It also names the property that was nearly right — closure under union of the sets a condition rejects decides it exactly, where being writable as numbers is sufficient and reaches twenty-six.

history · Determinacy
Four positions, sampled. Three samples of three thousand loopy regions on four positions, drawn with each possible move present at a chance of one half, about a third and a quarter. For each: how many regions have both sides named by the thirty-five names two-position regions use, by those together with the thirteen invented for three positions, and how many need a new name.

Four positions, sampled

Ten names write both sides of every loopy region of two positions, and forty-eight every region of three. Four positions are over four billion graphs and cannot be counted, but they can be drawn. Three thousand regions at each of three densities: the forty-eight names cover between 95.9 and 99.5 per cent, the thirteen names invented for three positions come back at four almost all of them, and the sparsest sample meets thirty-five sides nothing earlier reproduces — a floor of eighty-three names, and a curve that grows by accretion rather than collapse.

history · Notation

Named alongside it

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

DrawExhaustive searchOutcome classPosition graphRetrograde analysisTerminationDeterminacyFixed pointOn, the game that never stopsNormal playStrategyDisjunctive sum

All concepts