P-position — where it appears
Named by 15 essays across 3 fields — each of them below, with the objects they name alongside it.
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.
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.
"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.
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.
The losing positions are a code
Turn over one, two or three coins, and the rows a player has already lost turn out to be closed under adding two of them together. That makes them a linear code — and on eight coins it is the extended Hamming code exactly, sixteen words with a weight enumerator of 1 + 14x⁴ + x⁸, produced by a move rule that knows nothing about codes.
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.
The one outcome that adds
Finite outcomes do not add: two first-player wins can sum to anything. Loopy play has seven outcome classes instead of four and adds even less — of the 28 cells in the table, eleven hold several answers. Two do not, and they are the two worth having: a second-player win added to anything leaves the outcome alone, and a draw added to a draw is a draw. A draw added to anything else is not.
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.
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.
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.
The strategy that is a symmetry
A pairing strategy is a symmetry of the board that turns one player's moves into the other's, and it wins without computing anything. Tested by playing it out rather than argued, it wins one of seven candidate symmetries across four games — exactly the Cram boards with both sides even, which is exactly where no domino is its own image.
Looking for the symmetry
Answering every move with its mirror image wins Cram on a board with both sides even, which is the argument everybody meets. Asked of every connected shape of at most eight squares instead of of thirteen rectangles, it wins twelve — and accounts for a sixth of the second-player wins there are, because 852 of the 1,042 shapes have no symmetry to answer with in the first place.
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.
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.
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.
Named alongside it
The objects these essays reach for when they reach for this one.
ImpartialExhaustive searchGrundy valueNimNormal playNim-sumXORInvariantStrategyDisjunctive sumEnumerationMex