Concept

Move selection — where it appears

Choosing which component of a sum to play in, which is the decision the whole temperature theory exists to settle. Temperature answers it for a sum of independent fights, and the answer stops being right the moment the parts interact.

Named by 23 essays across 8 fields — each of them below, with the objects they name alongside it.

Which part to move in. A sum, and every move one player has in it. Each row is a component, the option taken in it, and what the whole position becomes. The values of the parts say who wins; they do not say where to play, and the winning move here is in the component worth the least.

Which part to move in

The value of a sum is the sum of the values. The move in a sum is not the move in any part, and there is no rule that reads it off the values — in the smallest interesting example, the only winning move is in the component worth nothing.

sums · Disjunctive sum
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
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
{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
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
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
Mock Turtles on 8 coins: finding the move is decoding. Every row of the game, sorted by what it takes to win from it. The lost rows are the codewords; a won row is a codeword with errors, and the winning move is the error pattern that turns them off. The distance column is a fact about the code and the coins column is a fact about the rules, and the two do not quite agree.

The code names the move

If the lost rows of a coin-turning game are a linear code, then a won row is a codeword with errors in it and the winning move is whatever turns the errors off. Over all 256 rows of Mock Turtles on eight coins: 16 codewords, 240 won rows, none more than two coins from a lost one — and 64 of them whose cheapest winning move has to turn three coins anyway.

impartial · Codes
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
Four rules over 220 sums. Each rule plays every sum against an opponent evaluating exactly. Two of the rules come with a bound and two do not; the coldest rule is the control, and it violates the bound often enough to show that being inside it is a real constraint rather than a description of the pool.

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
Push and Shove over every strip up to 6 squares. The same strips under both rules. A cliff lets coins fall off and a wall does not, and the census says what that one clause is worth: both games are entirely made of numbers, they never agree on a value, and the obvious board-reading is right far more often under the wall than under the cliff.

The other way to move a row

Shove has a cliff and Push has a wall, and that is the whole of the difference. Both games make every one of the 728 strips up to six squares a number, so neither ever has anything worth fighting over — and the two rules do not agree on the value of a single position. The obvious board-reading is exact on 446 strips under the wall and on 140 under the cliff, and 486 strips contain a coin its owner cannot move at all.

positions · Push
The move that stops the other one. Six local fights, each placed beside an environment of known temperature. The last two columns are the band over which taking the local move beats spending the move outside, and the band over which the opponent's move in the same fight has to be answered. They are not the same band.

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
Five rules over 120 sums built to punish greed. Each rule plays every sum against an opponent evaluating exactly, on a pool whose components are traps: a large immediate gain that hands the opponent a larger follow-up. The pool was built to punish the greedy rule and does not — that rule scores a move by the stop it leaves, and a stop already contains the follow-up. What the traps catch is the rule below it, which scores a move by the territory it takes and loses up to 16.

A pool built to punish greed

The rung below found a rule with no theorem behind it beating the rule with one, and predicted that a pool of deliberate traps would reverse the result. It does not. The traps miss, because the rule called greedy scores a move by the stop it leaves and a stop already contains the follow-up — and the rule the traps do catch, losing sixteen points where the guaranteed rule loses five, had to be written to make the point.

temperature · Strategy
Where sente stops, by what the answer costs. The largest ambient temperature at which a local move is still answered, sorted by how deep the fight below the answer runs. When the answer ends the fight the crossover is the follow-up's temperature; when the answer starts another fight it is exactly half of it, and a third level does not halve it again.

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
Two failures, not one. The decisions a Domineering strategy has to store, split by what the two content rules do: answer them, name a worse placement, or leave two candidates standing.

Seventy-two of them were not silence

The rung below said its 181 unanswered decisions were all the rules falling silent and asked whether the position's value picks the placement once the geometry cannot. Seventy-two of the 181 are the rules speaking and being wrong, which is a different failure. On the 109 that really are silence, a rule chosen per value answers more than half — and the star class the rung below singled out is settled outright by leaving the younger position.

values · Tempo
A plateau, not a point. The rule's score as the coefficient is varied on a fine grid. It is constant across the open unit interval and drops at exactly one.

The worst value in its own interval

The rung below scored a component by its temperature less its hottest answer's and asked what rate the answer should really be charged at. Every weight strictly between nought and one scores the same and beats the rung below's choice of one at every board size — because a ranking rule's score is a step function of its own coefficient, and one is exactly where two components tie.

temperature · Coupons
Which catalogue is safe. Catalogues built from one style of play and used against another. A catalogue measured on random play over-serves a strong player and not the reverse.

The catalogue a strong player needs

A Domineering catalogue built from random play faces an objection that could overturn it: random play is not play. A player that reads the board produces the same head — eight of the ten commonest shapes — and concentrates far harder: 114 entries answer nine tenths of what it meets, against 2,018. And a catalogue measured on random play over-serves it, while the reverse fails.

complexity · Value cost
Where the two conventions come apart, counted. Every small Go endgame solved under both scoring conventions. The scores agree exactly when the number of neutral points is even and never when it is odd, which is the parity of the stones each side ends up placing. A counted fraction name different winners. And a smaller fraction are played differently, which is the half of the finding a rules argument does not predict: a neutral point is a one-point play under one convention and worth nothing under the other, so the two rule sets disagree about the order of the endgame and not only about its total.

Two ways to count a finished board

Territory scoring and area scoring are both in daily use and they are not variants of one rule. Over seventy-nine small endgames they agree exactly on the thirty-nine with an even number of neutral points and on none of the forty with an odd number — sixteen name a different winner, and twelve are played differently, which is not something a convention is supposed to do.

applied · Go
The only two moves in Kōnane that are not captures. A filled Kōnane board with every opening Black may play marked on it, and the value of the position White's best reply leaves. The opening is the one place in the game where a player removes a stone rather than capturing with one, so it is played under a different rule from everything after it — and the choice is worth a computed amount rather than nothing.

The two moves that are not captures

Kōnane begins from a full board and the first two moves lift stones rather than take them, which is the only time in the whole game anybody does. Nothing on this site applies to them, and the choice is not free — on a 3 × 5 board two of Black's eight openings leave a position a whole move worse than the other six, and on a 3 × 3 board none of the five does.

applied · Kōnane
The gaps of ⟨5, 7, 9, 11⟩, and which of them the pairing removes. A Sylver Coinage position drawn as the numerical semigroup it is, with every legal move marked by what a single pass says about it. Gold squares are the numbers already named; plain squares are sums of them; magenta squares are the gaps, which are the legal moves. Under each gap is "struck" when the position that move reaches has its own gaps paired around its own largest gap — a position the opponent wins, so the move loses — and "wins" when the search says the move wins.

The pairing removes moves it cannot name

Symmetric positions were settled by an argument that names a winner and no move. Turned on the moves instead, the same one-pass test strikes off 27,215 of the 159,728 moves in the census and not one of the 21,234 winning ones — a quarter of a full search — and still names nothing. On 583 paired positions nine arithmetic descriptions of the winning gap reach at most 123, and 367 of those positions have exactly one winning move.

applied · Sylver
Seven orders, and none of them better than chance. Seven quantities a one-pass scan could compute about each move surviving the pairing test — the number itself, how many gaps it closes, what it leaves behind — each read as an order over the survivors and scored against the winning moves of 583 positions. The best puts a winner first on 24.9% of positions against 22.3% at random, and every one of the seven places the winner deeper in its order than chance would.

A shortlist with nothing at the top

The one-pass test leaves 9.58 moves of 12.27 and names none of them. Seven quantities a scan could compute about the survivors were turned into orders and scored on 583 positions: the best puts a winning move first on 24.9% against 22.3% by chance, and every one of the seven places the winner deeper in its order than chance does. Read as sieves instead, the gentlest keeps half the list and throws the only winner away on 264 positions.

applied · Sylver
A move that leaves no surviving reply. A Sylver Coinage position whose gaps are 1, 2, 3, 4, 6, 7, 8, 9, 12, 13, 14, 17, 18, 23, 28, with the number of the opponent's surviving replies under each move that survives the pairing test. Naming 4 leaves no surviving reply, which proves it wins; the other winner leaves as many replies as the losing moves.

A move whose every reply is struck

Read two moves at a time, the Sylver Coinage shortlist is no better ordered than read one at a time: preferring the survivor that leaves the opponent the fewest surviving replies puts a winner first on 24.7% of 583 positions against 22.3% by chance, and places it deeper than chance does. Read as a proof, the same count does what no order could. On 57 positions a survivor leaves no surviving reply at all, and wins by a certificate a few lines long; searched deeper, the survivors prove every position by thirteen moves — at a price that is never below the search that simply finishes.

applied · Sylver
What the opponent's choosing is worth. Every position answered twice: against an opponent who searches, and against one following a fixed rule with no search in it. Only a loss can change, so the share is taken over the losses. The spread between games is the measurement — in one of them nearly every loss is recovered and in another none is.

The opponent stops choosing

Replace one player by a rule with no search in it and the question has one chooser left, which is a puzzle rather than a game. Nim recovers five of its six lost positions that way, and six of seven on three heaps of five. Domineering recovers six of a hundred and twenty-two while the fixed rule throws away a winning move eighty-eight times, and one Clobber board recovers none at all — because on that board no rule can misplay.

complexity · Alternation
The coin's move is often a blunder. Positions where Left has a choice and at least one option wins under alternating play, with how often the option maximising Left's chance under random turns is an option that loses the alternating game outright.

The best chance is the wrong move

Maximising a probability and denying an opponent a reply are different objectives, and on 189 of the 904 day-three positions where Left has a choice and a winning move, the option the coin prefers is one that loses the alternating game outright. The smallest case is two options and one line of arithmetic: five eighths beats a half, and a half is the move that wins.

limits · Bidding

Named alongside it

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

Exhaustive searchTemperatureHeuristicHot gameMean valueStrategySenteThermographDisjunctive sumFollow-upSwitchAmbient temperature

All concepts