Concept

Nimber — where it appears

An impartial value, equivalent to a Nim heap of that size, added by exclusive or and multiplied by a rule of its own. Nimbers form a field under those two operations, which is the point at which the family stops being about games at all.

Named by 40 essays across 6 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
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
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
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
Smaller than every positive number, and not zero. Values that sit between zero and every positive number, each compared with zero and with 1/1024. Every relation drawn was computed by playing the difference, and one of them is confusion — neither greater, smaller nor equal. None of these is a number, and in a close game they are the entire margin.

Infinitesimals

Some positions are positive — Left wins them whoever moves first — and smaller than every positive number, including a millionth and a millionth of that. They are the values that decide close games, and the smallest of them is a single move's worth of nothing.

values · Infinitesimals
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
Three ways to add the same games. One list of components, added three different ways. Under the disjunctive rule a move is a move in exactly one part; under the conjunctive rule it is a move in every part at once, and play stops as soon as any part runs out; under the selective rule it is a move in any non-empty set of parts. The outcomes are computed by search from each rule's own definition.

Three ways to add the same games

A move in exactly one component is a choice, not a law. Move in every component at once and the game is different; move in any set of them and it is different again. The same two positions, added three ways, give three different answers — and only one of the three has values that add.

sums · Disjunctive sum
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
One position, three ways of writing it, and only one of them adds. The same positions as a sentence about who wins, as a description of the position itself, and in the notation Winning Ways introduced. The first two columns carry identical information and support no operation whatever. The third column can be added — and the sums below it are values that no manipulation of the first two columns could reach, because two of these pairs start from the same two outcomes and finish differently.

The notation was the argument

Up, star and the brace form are not abbreviations for case analyses. They are the claim that these objects add — and the arithmetic they support is arithmetic that no table of outcomes could ever produce, because two positions with identical outcomes can have different sums.

history · Notation
Nim-multiplication below 16, and every field axiom checked. The nim-product, defined by taking the least value the product is not forced to be — the same manoeuvre as the mex rule, applied to a product rather than to a move. The result is that these values are not merely a group under nim-addition but a field: every axiom is checked over the whole table here, including an inverse for every non-zero value, and the sizes at which the axioms fail are reported rather than avoided.

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
Three partizan positions against every nimber, and not one match. Sprague and Grundy give every impartial position a single number that is complete: two positions with the same value are interchangeable everywhere. The three positions here are partizan — the two players have different moves — and each is compared against every nimber up to eight. Nothing is equal to anything. The magenta cells are worse than inequality: a position confused with a nimber is not above it or below it either, so no ordering could rescue the substitution.

Where the impartial theory stops

Sprague–Grundy gives every impartial position one number, and the number is complete. The moment the two players have different moves no number works at all — not a harder one to compute, none — and three positions here are compared against every nimber to show it.

sums · Sprague–Grundy
A green edge is not a number. Green edges may be cut by either player, which makes the position impartial in that part. A single green edge is worth ∗ — a value that is neither positive, negative nor zero, and which no number can equal.

A green edge on a blue one

Blue over green and green over blue are the same two edges in the other order. One is worth 1∗ and the other ↑∗ — a number with a star on it against something smaller than every positive number — so a stalk with all three colours in it stops being a numeral and starts being a position whose value depends on what is underneath.

positions · Hackenbush
A grid of coins, and a multiplication table. The Grundy values of a two-dimensional coin-turning game, computed from its own move rules by a mex at every cell. Down the left and across the top are the one-coin values of the two one-dimensional games it is built from. Every cell is the nimber product of its two edge values — the multiplication defined for the nimber field on algebraic grounds — and beside the grid are the three combining rules a reader would try first, each killed on a named cell.

The tartan theorem

The nimbers are a field, with a multiplication defined by a mex-style rule that looks like an algebraist's amusement. Lay two coin-turning games on a grid and the Grundy value of each square is the nimber product of its two coordinates — which is the point at which the multiplication stops being a curiosity and starts computing answers.

impartial · Nim
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.

The other sum, the one that nests

A move in one part wipes the other out entirely. That is the ordinal sum, it is what a Hackenbush stalk actually is — 1 : (−1) is a half, and 1 : (−1) : 1 is three quarters — and it is not an operation on values at all: three positions all worth zero give three different answers under it.

sums · Ordinal sum
Moore's Nim with k = 2: the columns, divided by 3. The heap sizes in binary, with each column added as an ordinary sum rather than exclusive-or. In Moore's Nim a move may take from as many as k heaps at once, and the position is lost for the player to move exactly when every column sum is divisible by k + 1. Ordinary Nim is k = 1, where divisible by two means an even number of ones — the same picture with a different divisor.

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
Cram on 4 by 4: the pairing strategy. Cram is Domineering with the orientations shared: either player may place a domino either way up, so both players have exactly the same moves and the game is impartial. Every position therefore has a Grundy value, and this board's was computed by the mex rule over its own placements.

Cram

Domineering with one word of the rule changed: both players may place a domino either way up. That makes the game impartial, and the entire partizan apparatus collapses into a single Grundy value — on the 4 × 4 board, Domineering's canonical form runs to 114 characters of nested braces and Cram's answer is the one character 0.

impartial · Cram
The bracket of a sum, against the sum of the brackets. Two all-small positions, the interval of multiples of ↑ each lies between, those two intervals added coordinatewise, and the interval the sum actually lies between. The added one always contains the computed one — greater-than survives addition — so the bracket never widens under a sum. Where it narrows, the parts were each too vague to pin down and the sum is not.

When the ups add

Atomic weight brackets do not add over a sum — they bound it. Over all 120 pairs from a fifteen-game family the sum's bracket came out exactly the sum of the parts' brackets 56 times, strictly narrower 64 times, and wider never; and the rule separating the two is one line long, because every one of the 54 pairs with a pinned part is exact and only 2 of the other 66 are.

sums · Infinitesimals
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
The values born by day three that are their own negatives. Every game satisfies G + (−G) = 0, so a game equal to its own negative satisfies G + G = 0 — it has order two. The nimbers do, and they are not the only ones: a switch symmetric about zero is unchanged by negation, and so is anything whose Left options are the negatives of its Right options. Each row carries the value, whether it is a nimber, and its outcome.

The values that are their own negatives

Every game satisfies G + (−G) = 0, so a game equal to its own negative satisfies G + G = 0 — it has order two in a group whose elements otherwise have infinite order. The nimbers do. So does ±1, on sight. Over the 1,474 values born by day three there are 30 of them and only four are nimbers, every one of the 900 sums of two is another, and the equality test and a symmetry of the written form agree 1,474 times out of 1,474.

sums · Negation
End-Nim: a player at each end of the row. Rows of heaps in which Left may take from the leftmost heap and Right from the rightmost. The value beside each row was computed by the game recursion and reduced to canonical form; the outcome beside it says who wins. A single heap is a Nim heap, because both players may take from it — and that is the last thing about this game that looks like Nim.

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
How many different values a Grundy sequence has used. One curve per octal code: the number of distinct Grundy values among the first n heaps. A periodic game runs out of values and its curve levels off. The codes nobody has settled are still climbing at six thousand heaps.

The values that keep arriving

A Grundy sequence that repeats uses finitely many values and stops needing new ones. Six thousand heaps into ·007 the count of distinct values is 187 and still climbing, and the share of heaps carrying something outside the twenty-two commonest rises from 32% in the first thousand to 85% in the sixth. The rare values a periodicity argument needs to thin out are getting commoner.

impartial · Sparse space
How old a sum is. Every unordered pair of the twenty-two values born by day two, with nought dropped because adding it settles nothing — 231 sums. The birthday of each sum was read off its own canonical form and compared with the sum of the two parts' birthdays, which is the bound. The bound holds everywhere and is attained 163 times.

The birthday of a sum

Two values born by days m and n have a sum born by day m + n at the latest, which is the bound that stops a board made of many small parts from being unboundedly complicated. Over 231 pairs of day-two values the bound holds every time and is exact 163 times — and every pair it misses by three days or more has a sum that is a number or a nimber, so the slack is not noise but a measure of how much cancelled.

values · Numbers
How much of End-Nim is a Nim heap. Rows of End-Nim by length, with the share worth a nimber beside the share that are palindromes and the number of distinct values. The impartial share falls from all of the one-heap rows to a fifteenth of the six-heap rows, while the values multiply.

Where the nimbers run out

A single End-Nim heap is a Nim heap and every palindromic row is worth a nimber, so the impartial theory looks as though it might get a long way into a partizan game. It gets one row in thirteen. Five nimbers occur in five and a half thousand rows, the palindromes account for two fifths of them, and the rows worth something else run to 2,693 distinct values.

positions · End-Nim
Where the thirty sit on the scale. How many of the values equal to their own negatives carry each temperature. Fifteen sit at nought, fourteen are hot, and one is a number — so the subgroup runs the whole length of the scale rather than living at the cold end of it.

The thirty that cancel themselves

Thirty values born by day three are equal to their own negatives, and every one of them has a mean of exactly nought and two stops that are exact opposites. Neither property comes close to picking them out — 496 values of the day have a mean of nought — and half of the thirty are hot, one of them the hottest value the day produces.

sums · Negation

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

The rows that are their own mirror

Four hundred and ten End-Nim rows are worth nimbers and 168 of them are palindromes, so a condition covering the other 242 was outstanding. It is that the row is equal to its own negative — and on this game that condition is not merely sufficient but exact, which is more than the group law promises and is a fact about End-Nim rather than about games.

positions · End-Nim

The company that is closed

Restricted equality licenses substitution only inside a company closed under addition, and none of the five companies this site computes in is closed — day two keeps a quarter of its own sums. Searching for companies that are closed finds seven, at one, two, four and eight members, and every member of every one of them is its own negative.

limits · Universes

A game with nothing at stake

The rung below explained a coincidence with a claim it did not compute: that End-Nim carries no hot self-negative values. The census says something stronger. Not one of 10,919 rows across three shapes of board is hot, every one of them is worth an infinitesimal, and the 361 rows the earlier census called numbers are 361 rows worth nought. The reason is one line of the rule, and 2,693 distinct values sit underneath it.

positions · End-Nim

A self-negative value costs a day

The rung below placed the thirty values equal to their own negatives on the temperature scale and asked whether being self-negative forces anything about when a value can be born. It does, exactly: the earliest self-negative value of temperature t is born the day after t itself, which accounts for the four temperatures that carry one and the four that carry none. The guess it offered — that the first value of each temperature is a self-negative one — holds at four temperatures out of five and is not the shape of the answer.

sums · Negation

The closure that picks the nimbers

Closure under addition lets a sum be rewritten and turned out to admit companies that are not nimbers at all. Closure under forming options lets a subposition be rewritten, and it pulls the other way: every company this site computes in has it and none has the first, and among the seven finite addition-closed companies, keeping every option is exactly being a group of nimbers — four of seven, both directions, no exception. Demand both at once and nineteen of twenty-two day-two values generate nothing finite.

limits · Universes

At least five hundred and seventy-one

The rung below dated the self-negative values — the earliest of temperature t is born the day after t — and left the count to a day-four census nobody can run. The construction settles it instead: a value is its own negative exactly when its form is a mirror, so the subgroup can be built from subsets of the day below rather than sifted out of the day above. Day four supplies at least 571 against day three's 26, and the share of a day that is self-negative keeps falling.

sums · Negation

A product against a sum

A company closed under both addition and options licenses a solver to rewrite any subposition, and the rung below found that exactly the nimber groups have both closures. Priced on Cram boards, that licence is the difference between walking a product of position sets and walking their sum — four to twenty-five times on two components, twenty-four to a hundred and sixty-one on three — and it is available to impartial games because their class representative is a heap rather than a form.

limits · Universes

A mex with no impartial game in it

The rung below described the zero fibre of the mirror map and left star's fourteen undescribed. Star's fibre is 'some element is at least nought, and none is at least star' — and the two rules are one rule: the mirror value is the least nimber no element of the set reaches. That is a mex, in a construction built entirely from partizan values.

sums · Negation

The mirror was the floor

Toppling Dominoes' share of genuinely new values had fallen from one to a half over eight sizes, and the rung below could not tell a floor from a slow fall. Four more sizes settle it: the distance above a half halves every two sizes. And the half is not a shortage of values but a symmetry — a row played from the other end is the same game, and the ruleset is as injective as that allows.

values · Realisability

The case that was supposed to be hard

The mex rule for the mirror construction was to be proved by induction, and the step flagged as needing care was the one where an option is incomparable with the nimber. There is no induction: the argument is four lines, and incomparability is what makes two thirds of the cases go through — because a fuzzy sum is a first-player win and the first player is the opponent.

sums · Negation

Two measures bounded, and one not

A sum is born no later than its parts' birthdays together, and it has no more options than they have between them — a bound nobody had checked, and it is attained. What runs away is the length of the written form: 27 pairs of 231 exceed it, the worst by 29 characters, on a sum with exactly as many options as it was entitled to.

values · Numbers

Four hundred and seventy steps

The tartan theorem replaces a search with a multiplication. Measured on every grid a brute-force solve can reach, the two agree on all of them — and the ratio doubles with every square added. On the 8 × 8 grid the theorem is normally drawn at, the search would have to value eighteen quintillion arrangements; the theorem needs twenty-six different nimber products, and computing all of them by the rule that defines them looks at four hundred and seventy pairs.

impartial · Nim

Two names that add to nothing nameable

The special symbols reach one game in twenty-three at day three. Coverage is the wrong measurement. The notation exists so that positions can be added, and a sixth of the sums of two named values at day three cannot be written without opening a brace — starting with a sum of two of the six symbols anybody learns first.

history · Notation

A wall the pawns cannot cross and the rule can

Two rows of Dawson's diagram separated by a file with no pawn on it: 1,616 moves were examined and not one crosses the gap. With captures optional the rows add on every diagram checked. With captures compulsory they do not, because the compulsion is a rule about the whole board — and the game that is a sum is the one ·137 does not describe.

history · Dawson

A difference the rows cannot predict

The diagrams that are not the sum of their rows have been counted and never priced. Priced over 50 diagrams and 63,408,981 positions, the difference takes three values and is a function of nothing a reader can see: seven diagrams whose rows are worth ∗ and ∗ split five to two on it, the third value arrives only at the ninth file, and the one rule that survives is a parity — all twenty-one diagrams of three, five and seven rows add, and every failure carries an even number of rows.

history · Dawson

Named alongside it

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

Canonical formDisjunctive sumExhaustive searchImpartialStar (∗)Grundy valueEnumerationNegationPartizanMexGroupInvariant

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