Concept

Misère quotient — where it appears

The monoid of positions a misère game distinguishes, which replaces the single value normal play would have given. It is exact where the genus is not, and it is computed per game rather than per position, which is why it is expensive.

Named by 24 essays across 4 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
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
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
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
Kayles ·77: what each heap may be replaced by. Each heap with its genus, the Nim position carrying that genus, and the Nim heap a reader would substitute from the normal-play value alone. The two columns agree except where the genus belongs to no single heap — and there the second one is wrong, in sums, by exactly the amount the census counts.

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
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
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
The genus of a sum. Every pair of heaps up to 9 counters, from nine impartial games, filed by the genus symbols of its two parts. The claim under test is that the file determines the answer; it does, and neither half of the symbol determines it alone.

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 wider pool rescues. The misère outcome table built four times over, on pools of 10, 22, 100, 113 positions. A cell holds the set of outcomes that sums of its row class and column class actually took. Fifteen of the sixteen cells are short of all four outcomes on the smallest pool and none is on the largest, so every near-miss in the original table was a statement about the pool rather than about misère play.

What a wider pool rescues

The misère outcome table has sixteen cells, and over a pool of ten positions fifteen of them hold fewer than four outcomes — which looks like structure and might be a shortage of positions. Thirteen values further on there is nothing left: every pair of outcome classes takes every outcome, so the near-misses were the pool, and the prediction the rung below made was right.

limits · Misère play
Moore’s rule, reversed. Moore’s Nim under the misère convention at three values of k, with the normal-play rule and the same rule plus a clause about heaps of one. The patch is the one Nim takes, with the modulus the normal-play rule already carries, and it is right on every position swept.

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
How two genus symbols make a third. The composition rule for genus symbols, stated with its cases and checked on every pair of heaps of nine games. The base exclusive-ors, the sum is fickle only when every component is, and the symbol follows from those two.

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
A function on the wild side too. Every pair of heaps filed by the pair of genus symbols it is made from. No file holds two different sums, including the sixteen with a wild symbol in them.

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
Not closed, and not nearly. Where the table's answers live. None is a symbol a wild heap carries; some are symbols tame heaps carry; the rest are symbols nothing in the sweep carries.

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
Who gains, and how much. How much each test improves when dead-endedness is turned on, with the class-specific test beside the others.

The clause that turns the class off

Three rungs failed to find the dead-ending class doing measurable work, and each time the population was blamed. Toads and Frogs with and without the jump is the matched pair the anchor wanted — the same board with the class switched on and off — and on it the test the class licenses gains less from the class than a control that has never heard of it.

limits · Dead-ending
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
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.

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
The same rules under the convention they were posed in. Dawson's chess under misère play, which is how Dawson posed it. Under normal play every position of the game collapses onto one of a handful of nimbers however large the heaps are allowed to get. Under misère play the positions that behave alike form classes whose number grows with the heap limit, and a heap carries a genus rather than a value. The first wild heap is where the two accounts stop resembling each other, and the classification doubles at exactly the limit that admits it.

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
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
One misère outcome, searched. The number of positions a misère search visits to decide the outcome of a sum of k heaps of Dawson's chess, each heap at most 9, on a logarithmic scale: the average over the sums and the worst single sum, for k from one to eight. Normal play decides the same sums from 20 stored values.

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
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
A staircase, not a slope. The number of misère classes of Dawson's chess positions as the largest heap allowed rises from three to 16, computed with positions of at most three heaps and tests of at most two. The count stays flat for several heaps at a time and then jumps.

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.

Misère playGrundy valueExhaustive searchNimOctal gameDisjunctive sumGenusOutcome classImpartialDawsonNormal playBounded universe

All concepts