Concept

Nim — where it appears

The game of several heaps from which a move takes any number of counters from one, and the game every impartial position reduces to. Its criterion was found in 1901, decades before any theory existed to explain why a criterion of that shape should work.

Named by 61 essays across 8 fields — each of them below, with the objects they name alongside it.

The picture is the numeral. Blue-red Hackenbush strings and their values. Left may cut a blue edge, Right a red one, and everything above the cut falls. The value of each string is a number, and reading the string from the ground upward gives the binary expansion of exactly that number.

Hackenbush is a numeral

Draw a stalk of coloured edges. Read it as a string, blue for one and red for zero, and the string is the binary expansion of what the position is worth. Not approximately — exactly, and the site computes it both ways and refuses to build if they disagree.

positions · Hackenbush
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
Nim with heaps of 3, 5, 7. Heaps of counters; a move takes any number from one heap. The position is a loss for the player to move exactly when the binary digits of the heap sizes cancel in every column — the nim-sum — and that is the whole of the theory of Nim.

Nim, and the nim-sum

Three heaps of counters, take as many as you like from one of them, and the player who takes the last counter wins. The winning condition is not a search, not a table, and not a heuristic — it is the bitwise exclusive-or of the heap sizes, and it was found in 1901.

impartial · Nim
A position is the sum of its parts. Four separate Hackenbush sprigs. A move is a move in one of them, so the position is their disjunctive sum, and its value is the sum of their values. Which part to play in is the entire decision, and the values are what makes it decidable.

The sum is the object

Real positions come apart into independent regions, and a move happens in exactly one of them. That operation — the disjunctive sum — is what the whole theory is built to survive, and it is the reason values exist at all.

sums · Disjunctive sum
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
Every impartial position is a Nim heap. A heap in a subtraction game, its Grundy value, and the Nim heap it is equivalent to. The equivalence is exact: the two positions have the same options up to value, so they behave identically in any sum, which is the Sprague–Grundy theorem.

Every impartial game is a Nim heap

Sprague and Grundy proved, independently and four years apart, that any position in any impartial game is equivalent to a single heap of counters. Not similar to one — equal to one, interchangeable with it inside any larger game.

impartial · Sprague–Grundy
Bouton's invariant, checked over 512 positions. Nim positions in binary, one column per bit. Bouton's 1901 argument is that a position is a loss for the mover exactly when every column holds an even number of marks — and that from such a position every move breaks a column, while from any other position some move repairs them all. Both halves are checked here over every position in the range rather than illustrated once, and the middle row shows the repairing move being made.

The theorem that needed none of the theory

Bouton solved Nim completely in 1901, with an argument that mentions no value, no sum of games and no Grundy number, because none of the three existed. The argument is two closure properties and it is airtight — and run on any other game it fails at the step that does the work.

history · Bouton
Grundy values for subtraction of 1, 2, 3. The Grundy value of every heap size for a take-away game, computed by the mex rule. A period, if the figure marks one, was found by searching the computed sequence rather than assumed — and where no period is marked, none was found in the range drawn, which is not the same as there being none.

Grundy sequences, and where they stop being predictable

Computing one Grundy value is a mex. Computing all of them produces a sequence, and the sequences do something nobody has fully explained — most of them eventually repeat, some of them take thousands of terms to start, and for a few nobody knows whether they ever do.

impartial · Grundy sequences
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
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
Knowing who wins is not enough. Three pairs of positions, every one of which is in outcome class N on its own. Their sums are not all the same, and not all in the same outcome class — so the outcome of a sum cannot be worked out from the outcomes of its parts, and that is why the theory needs values.

Outcomes do not add

Knowing who wins each part of a position tells almost nothing about who wins the whole. Counted over every sum of two values born by day two, six of the outcome table's ten entries are settled and four are not — and every settled one is settled by the order rather than by anything about outcomes. Two first-player wins reach all four classes between them.

sums · Additivity
The mex, and the rules that cannot replace it. Six candidate rules for the value of an impartial position, each a function of its options' values, run over the same subtraction game. The top strip is the truth. Every candidate but the mex assigns zero to a position somebody wins, or a non-zero value to a position somebody loses, and the circle marks the first heap where each one does it — which is why two people reaching for the same rule four years apart is evidence about the rule rather than about them.

Two people, four years apart, one theorem

Roland Sprague proved it in 1935 and Patrick Michael Grundy proved it in 1939, neither knowing of the other. That looks like coincidence until the alternatives are examined — and the rule they both reached turns out to be the only one that can work at all.

history · Sprague–Grundy
A golden ratio in a table that never mentions it. Grundy values for Wythoff's game, computed by the mex rule alone — a queen moving left, down or diagonally toward the corner, and whoever cannot move loses. The circles are Wythoff's 1907 description of the losing positions, which came thirty years before any of this machinery: the pairs formed from the golden ratio. They land on the zeros exactly. Nothing in the computation knows about φ and nothing in Wythoff's argument knows about Grundy values.

A golden ratio thirty years early

Wythoff described the losing positions of his game in 1907 with an argument about partitions of the integers, and no Grundy value anywhere in it. The theory that arrived thirty years later computes the same positions — and has never produced a closed form for the values, which the older argument had for the zeros from the start.

history · Wythoff's game
The octal game ·137, read out. An octal code is a rule table. The kth digit says what a player may do after taking k tokens from one heap: end that heap, leave one heap, or split the rest into two. Three bits, one digit, and the whole family of take-away games becomes something that can be listed and swept.

Naming a game with a number

An octal code is a rule table compressed into an integer. It turns "which game" into something that can be counted through, which is how the family was swept — and how the games nobody can solve were found.

impartial · Grundy sequences
One of these is a game. Every length that came out of 40 random games from each starting position. Brussels Sprouts always ends after exactly five crosses less two moves, so whoever is to move at that point was decided before the first curve was drawn. Sprouts ends at different lengths depending on how it is played, which is what makes it worth playing.

Sprouts, and the game that is not one

Two games played with dots and curves, invented in the same room, all but indistinguishable on paper. One is unsolved past forty spots. The other has no decisions in it at all — the winner is fixed before the first curve is drawn.

positions · 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.

A position reached eleven ways is one position

A 4×4 Domineering board has 5,700 positions in it and 6,257,129 routes through them. Three heaps of 7, 11 and 13 have 480 positions and 7.6 × 10¹⁶ routes. The gap between those two numbers is not an optimisation — it is the difference between a search that finishes and one that does not.

complexity · Search
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
The Grundy values of ·137, and the exceptions to its period. An octal game's Grundy sequence, with the periodic part in gold and the exceptions in magenta. The exceptions are the point: a sequence described as eventually periodic contains values that disagree with the value one period later and always will, so the period is a statement about a tail and not about the sequence. The rule used to identify an exception is printed, because published lists of them differ by which convention was used.

A chess problem that turned out to be an octal game

Dawson posed it in 1934 as a puzzle about pawns. It is the octal game ·137, its Grundy sequence is eventually periodic with period 34 from heap 52 — and the word doing the work in that sentence is eventually, because five values below the start disagree with their repeats and always will.

history · Dawson
Wythoff's game, and the line the losing squares lie on. A queen moves left, down, or diagonally down-left any distance, and whoever cannot move loses. Every square carries the Grundy value the mex rule gives it. The squares worth nothing — the ones a player wants to hand over — lie along two lines whose slopes are the golden ratio and its reciprocal, in a game with no geometry and no continuous quantity in its rules.

Wythoff's game, and the ratio nobody put there

Two heaps, three kinds of move, and losing positions that lie along a line of irrational slope. Nothing in the rules mentions a ratio, a length or a continuous quantity — and the golden ratio comes out anyway.

impartial · Wythoff's game
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 move that gives counters back

Poker Nim adds one rule to Nim — a player may put counters back onto a heap from a private reserve. It looks as though a losing player could stall for ever. The winner is decided by exactly the same nim-sum, and the reason is the single most useful idea in the whole reduction apparatus.

impartial · Nim
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
Folding a 4×4 board by its symmetries. The size of a Domineering solver's table when positions related by a board symmetry are stored once. The saving rises toward the size of the symmetry group and stops there — it is a constant factor by construction, and no board is large enough to make it anything else.

What counts as the same position, and what that is worth

Folding a 4×4 Domineering board by its symmetries takes the table from 5,700 entries to 1,522 — a saving of 3.75, against a ceiling of exactly 4. An orbit cannot be larger than the group acting on it, so this is the one saving in the subject that can never change an exponent.

complexity · Identification
Turning Turtles: a row of 12 coins. A row of coins, some heads and some tails. A move turns some of them over, and the rightmost coin turned must go from heads to tails — which is what makes the game end. The number under each place is what a lone head there is worth, and the row is worth the exclusive or of the places showing heads.

A row of coins is already a sum

Everywhere else on this site a sum is several positions side by side. In a coin-turning game it is one row — each coin showing heads is a game in its own right, and the row is worth the exclusive or of them. The decomposition is inside a single picture.

impartial · Sprague–Grundy
a triangle on a stalk, worth ∗2. A Hackenbush position in which every edge is green, so either player may cut any of them and the position is impartial. Its value is a single Nim heap. Two principles find which one: fusion, which collapses every cycle to a point and leaves that many loops behind, and the colon principle, which replaces a branch by a stalk as long as the branch's own value.

Squash every loop to a point

Colour every Hackenbush edge green and the game becomes impartial, so the whole picture is worth a single Nim heap. Two principles find which one without playing anything — fuse the cycles, then run one pass up the tree — and a nine-vertex lattice that costs 1,283 positions to solve costs twelve steps to read.

positions · Hackenbush

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

Take one, three or four

A heap and a list of legal takes. It is the smallest interesting impartial game there is, and the only family in the subject where eventual periodicity is not observed, not conjectured, but guaranteed — with a bound on when it must appear.

impartial · Subtraction

"Left wins" has no short proof

A complete solution of Nim on heaps of 7, 11 and 13 is 480 table entries. A winning strategy for the same position — one move of the winner's at each of their turns, and an answer to every reply — has 56,167,022 nodes in it. The answer is smaller than the proof by a factor of a hundred thousand.

complexity · Complexity

"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

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

The nimbers multiply

Nim-addition is exclusive-or and everybody meets it first. There is also a multiplication, defined by the same take-the-least-value-not-forced manoeuvre as the mex — and it makes the nimbers below sixteen a field, with every axiom checked here and an inverse for every non-zero value.

impartial · Nim

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

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

Three different claims are all called solved

Hex is solved in the sense that the first player provably wins, by an argument that names no move whatever. Nim is solved in the sense that a formula gives the right move from any position at any size. Between them sit strategies for one opening, and databases of a few billion positions. The word covers all four.

complexity · Complexity

Four values, and the sequence is settled for ever

The Grundy values of a subtraction game repeat with period 7, and proving it needs a window of exactly four of them — one for each size of move the game allows. Everything past the window follows by induction. A finite computation has settled a claim about every heap there will ever be.

complexity · Periodicity

What a value leaves out

A value settles who wins, by how much, and what happens in every sum the position appears in. It says nothing about when. Seven positions here are worth exactly zero and interchangeable everywhere, and they run from two moves long to eighteen.

values · Tempo

Taking from several heaps at once

Moore's Nim lets a move take from as many as k heaps at a time, and the losing positions are still read off the binary columns — divisible by k + 1 rather than by two. The rule agrees with exhaustive search over 54,264 positions and never disagrees, and it decides every outcome while supplying no value at all: reading the same columns as a base-3 number gets the Grundy value right on 42 of 330 positions.

impartial · Moores-nim

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

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

A token on a graph

Geography is an impartial game whose position is a vertex and a history, so a ten-vertex graph has ten thousand states rather than ten. Take the arrows off and the same game is decided by a maximum matching — first player wins exactly when every maximum matching covers the start, verified on 41 vertices across eight graphs. One word in the rules separates a polynomial criterion from a PSPACE-complete problem.

impartial · Geography

Three players and no answer

Every theorem here is about two players, and the reason is not convenience. With two players the game is zero-sum, so 'play well' needs no further explanation. Add a third and the winner of a Nim position becomes a fact about the convention: two reasonable ones disagree on 56 of the 71 positions swept. The one question no convention touches — can a player force a win against the other two together — is answered 'nobody' in 65 of the 71.

limits · Multiplayer

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

When the nested sum only sees the value

The ordinal sum reads the form and not the value: three positions all worth zero, placed under a star, give three different answers. On impartial games it reads the value after all — 72 substitutions of an equal-valued heap from a different game, and every ordinal sum comes back unchanged. That difference is the whole reason a green Hackenbush tree can be collapsed one branch at a time.

sums · Ordinal sum

Taking from the ends

End-Nim is Nim's board with a player at each end, and it takes one sentence to state. Not one of its 5,460 small positions is worth a non-zero number — the game is all-small, so zero is the only number any of them can reach — and there are 2,693 distinct values between them. The outcome says a great deal more: 4,738 of those positions are won by the same player whoever moves, and on two heaps the rule is that the larger end wins.

positions · End-Nim

No two heaps alike

Welter's game is Nim with one extra clause — no two heaps may be the same size — and the clause is fatal to the nim-sum, which gives the right answer in none of the 120 three-coin positions. What replaces it is a function of pairs: ⟨a | b⟩ = (a ⊕ b) − 1, exact on all 55 two-coin positions, and nim-added over every pair it is exact on the whole board provided the number of coins is even.

impartial · Welter

Splitting is a move

Add to Nim a move that removes nothing — break a heap in two — and the Grundy sequence gets simpler, not harder. Lasker's Nim has a closed form with one clause per residue modulo four, exact on all 2,001 heaps checked: the identity with every fourth pair transposed. Kayles is the same kind of game with the taking bounded instead of the splitting, and it has no closed form at all, settling into a period of twelve only from heap 71 with fourteen values outside it for ever.

impartial · Lasker

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

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

The count of odd heaps

The rung below refused a family of two-part rules for bounded Moore's Nim and asked what the 364 losing positions have in common as a set. They have an invariant, and it is a statistic of the whole position rather than of a heap: how many heaps hold an odd number. Every all-even position is lost, at every width of move, by a restoring strategy — and the count settles every position at one heap a move and at four, and a little over half at two.

impartial · Moores-nim

The parities, in size order

The rung below settled four of six parity classes in bounded Moore's Nim and asked whether the sizes pick out the losing positions in the two it could not. They do — but only through the order they put the parities in. Sort the heaps largest first, read off their parities, and that five-bit word settles the whole game at every width of move, with the losing words forming a subspace.

impartial · Moores-nim

The parameter was the difference

The losing words of bounded Moore's Nim form a linear subspace and no map was known whose kernel they are. The equations exist, four conditions cover all thirteen cases at three to six heaps, and they are indexed not by the heap count but by the heaps less the width of a move — which turns the failure at six heaps into a prediction about seven.

impartial · Moores-nim

The family with two witnesses

Six predictions about seven heaps were written down and deliberately not run. Five of them held. The one that broke is the condition that had been checked against two cases when it was proposed — the fewest of the four — and at seven heaps it does not merely give the wrong answer, it asks a question the parity word has stopped being able to answer.

impartial · Moores-nim

The pairing the formula hides

Welter's closed form sums a function over every pair of coins and needs an extra term when the count is odd, which the rung below called a surprise. Read as a matching it is not: an odd number of coins cannot be paired, the left-over coin contributes its own square, and some matching gives the value on every position measured.

impartial · Welter

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

Which games end at which level

Between a game that ends within a computable bound and one that ends with no bound at all there are levels, each corresponding to a strength of induction. This site's games sit at three of them, and which level a game is at is decided by exhibiting its termination measure and checking that every move lowers it.

limits · Termination

Where the needle has a sentence

Strategy stealing proves the first player wins every Chomp bar and names no square to take. On two families the square can be said in a sentence — a square bar and a bar two rows deep — and in both the sentence is a pairing that names every later move too. Three rows deep the needle wanders, and the observation that every bar has exactly one needle survives ninety-four rectangles and fails on the ninety-fifth.

applied · Strategy stealing

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 step nobody took for thirty-four years

Bouton's criterion is that the heap sizes exclusive-or to nothing. The 1935 theorem is that the heap Grundy values do. The exclusive-or is the same operation in both and it is his, so the whole of the intervening thirty-four years is one substitution — and run over eight games and 672 positions, the substituted criterion is exact on every one while the original is exact on Nim and nowhere else.

history · Bouton

The picture Bouton's proof leaves behind

His argument is two closure properties of one set, and the Sprague–Grundy theorem is the same two sentences with nought replaced by a variable — checked here on five games and every value in range, with no move staying inside a class and no class failing to be reachable from above. What the argument also leaves behind is a picture in which the values descend, and that is false: 99 of 444 moves here raise a value, and none of them is in Nim.

history · Bouton

Three heaps and a pass

Nim with a single pass that may not end the game is easy on one heap and on two: a heap swaps each odd size with the even one above it, and two heaps lose exactly at (2k − 1, 2k). On three heaps the losses are known only as a list. Fix the smallest heap and each slice of the list settles into a pattern after an irregular start — period 4, 8, 10, then 160 at a smallest heap of ten, and nothing visible from eleven.

limits · Pass

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

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

Named alongside it

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

Exhaustive searchGrundy valueImpartialNim-sumNormal playMexDisjunctive sumOutcome classXORSubtraction gameComplexitySprague–Grundy

All concepts