Concept

Pairing strategy — where it appears

A winning strategy consisting of a symmetry: whatever the opponent does, restore it. It needs the symmetry to carry one player's moves to the other's and to fix nothing a single move can cover, and it computes nothing at all.

Named by 24 essays across 3 fields — each of them below, with the objects they name alongside it.

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
7 symmetries, and the one that is a strategy. 4 games and 7 candidate symmetries, each tested by playing the strategy out against every opponent line rather than by argument. A pairing strategy needs a map that fixes the start, is an involution, and carries one player's moves to the other's — and the last condition is where most of these fail.

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.

impartial · Pairing
A thousand shapes, and twelve pairings. Cram on every connected shape of at most eight squares, with the search for a symmetry that answers each of the opponent’s moves. Every pairing found is a second-player win, most shapes have no involution at all, and the strategy accounts for a sixth of the second-player wins there are.

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.

impartial · Pairing
Thirty-two words, four of them lost. Every position of five heaps grouped by the parities of its heaps in decreasing order of size. Each word is uniform, and four of the thirty-two are losing.

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
Two symmetries, the same two clauses. The half-turn pairing and the reflection pairing written side by side, with the fixed squares and self-paired dominoes each has to exclude.

A pairing, and the pairing

The rung below repaired the half-turn check and asked whether a reflection would fire where it does not. It does — forty positions of 58,830 on the largest board — and it is sound, and it is worth one node in a thousand to a solver. It can never fire on an empty rectangle at all, which is why the ladder's whole subject is the half turn.

impartial · Pairing
A pairing no motion of the square gives. The smallest Cram shape carrying a pairing that is not a rigid motion, with its three pairs drawn as lines between the squares they join.

A pairing that is not a symmetry

Every pairing strategy found so far for these boards is a rigid motion of the square, and the requirement mentions no geometry at all. Searching all 8.8 million fixed-point-free involutions instead of the eight maps more than doubles what a pairing explains — and the smallest new one turns out to be a reflection with its two fixed squares swapped.

impartial · Pairing
The Bridg-It board of size 3, both players at once. A Bridg-It board of size 3: blue dots in 4 rows of 3, red dots in 3 rows of 4, interleaved. Every bridge blue can usefully build is drawn in blue and every bridge red can usefully build in red, and each blue bridge crosses exactly one red one. Blue's switching graph and its planar dual have the same numbers of points and links, because the dual is red's board turned a quarter.

Cut is Short on another graph

Everything proved about the switching game is proved from Short's side, and Cut appears only as the player whose moves get enumerated. On a graph drawn without crossings Cut does not need a theory of its own: deleting a link is securing the link that crosses it in the dual, so Cut's game is Short's game on a different graph. Bridg-It is the board that is its own dual — one link short of two trees at every size, which is why its first player wins.

applied · Switching
Chomp to 12 × 8: one needle on every bar but one. Every Chomp rectangle up to 12 columns by 8 rows, with the number of winning opening moves in each cell, found by search. All but one have exactly one; the 10 × 8 bar has 2. Cells in blue belong to the families whose winning move can be stated in a sentence — a single row, two rows, or a square; cells in gold are found only by searching.

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
Hex on 3 × 4: the nearer edges win whoever starts. Two copies of a Hex board of 3 rows and 4 columns. On the left each cell is coloured by whether Down, joining top to bottom, wins by taking it first: all 12 do. On the right each cell is coloured by whether Across, joining left to right, wins by taking it first: none do. Down's edges are one row nearer together than Across's, and Down wins whoever moves first.

A board one column wider

Strategy stealing proves the first player wins Hex, and it needs three things: no draws, an extra stone never hurting, and rules that treat the two players alike. Add one column to the board and the third goes. The player whose edges are now nearer together wins whoever moves first — and does it with a table of pairs that names every reply, checked against every line to a board of twenty cells.

applied · Strategy stealing
Two replies to the first stone. The 4 by 5 Hex board after Across's first stone in row 1, column 1, with every empty cell labelled by the weight of Across's unblocked chains through it. The potential answers in the heaviest cell, row 2, column 4; the pairing, which wins this board for Down, answers in row 1, column 2.

A potential that names every move

Strategy stealing names no move, and the pairings that do name moves need a board with the right symmetry. The Erdős–Selfridge potential needs neither: Down, moving second in Hex, takes the empty cell through which Across's unfinished chains weigh most. Its guarantee reaches only boards two rows deep. It wins far past the guarantee — on every board of three rows that Down can win — and then, on a four-by-five board that a table of pairs wins for Down with certainty, it answers Across's first stone in a different cell and loses along the bottom edge.

applied · Strategy stealing
An edge bonus, on every board it could help. The Erdős–Selfridge potential for Hex with the chains along the outer rows weighted more heavily, on six boards. No bonus wins the four-by-five board the plain potential loses, and the bonus costs Down 4 boards it was already holding.

The winning reply is the fourth choice

The repair proposed for the potential was to weigh an edge chain more heavily. Fifty-five weightings later, none holds the four-by-five board, and an edge bonus costs Down four boards it was already holding. The reason is not the numbers: over 393,660 turns of the pairing that does hold that board, the potential would take the same cell 26.1% of the time, and the winning cell is its 3.7th choice on average and as low as its seventeenth.

applied · Strategy stealing
Misère Cram, board by board. The normal-play value and misère genus of every Cram rectangle with at least two rows and at most twenty squares. 12 are fickle, 4 × 4 is firm, and 3 × 6 and 4 × 5 are wild.

Cram with the last move losing

Under misère play every Cram rectangle to twenty squares is tame at the start except 3 × 6 and 4 × 5, and twelve of the fifteen boards two rows deep behave like one counter or none. The pairing that settles even boards under normal play hands the misère game to the first player, who wins by any vertical domino. And the tame boards are not tame inside: wild positions appear on boards as small as 3 × 4, always at ten empty squares, the length at which the strip goes wild.

impartial · Cram
Orders, weights and pairs. For five Hex boards Down wins moving second: whether any fixed order of cells holds the board, whether the Erdős–Selfridge potential holds it, and how many sets of pairs meet every one of Across's chains in a whole pair. A fixed order holds only 2 × 4; the potential holds every board but 4 × 5; 4 × 5 has exactly three pairings.

Three pairings and no order

The potential lost four-by-five Hex for Down, and fifty-five re-weightings lost it too, which left the question whether anything that orders the cells can hold the board. The plainest ordering — one fixed list, whatever the position — holds none of the boards the pairing is known for, and on four by five the best it can do is the left column. At the other end, every table of replies that wins a small board is a pairing, and four by five has exactly three pairings, each using all twenty cells.

applied · Strategy stealing
A Hex board read as a circuit. A three-by-four Hex board with Down to move, one Down stone and two Across stones. Each empty cell carries a disc whose area is the current through it when both players' edges are held at a unit voltage; the busiest cell is the current rule's move. The three cells that actually win for Down are shaded, and the busiest cell is not among them.

A current through the board

In the early 1950s Shannon and Moore built a machine that played Hex by wiring the board as a network of resistors and reading its move off the electrical potential. There is no theorem behind that rule, and on every Hex board small enough to solve it can be scored against perfect play. On boards to twelve cells it takes a winning cell on more than 98 per cent of the positions where one exists, far above chance. And it loses: every board of three rows or more it has to defend, and four by four moving first, because an opponent needs only one of the two per cent and can steer the game to it.

history · Machines
Twelve openings, four answers. A three-by-four Hex board. Each cell is labelled with the cell the current rule of Shannon and Moore's Hex machine takes for Down when Across has a single stone on it. The twelve answers are only four cells, shaded, each answering three openings.

A circuit asked once

The Hex machine's circuit rule loses every board past two rows that it has to defend, and the strategy that holds those boards is a pairing — a partner for every cell, fixed before the game begins. So make the circuit commit: consult it once per cell on an empty board and never again. Its table answers twelve openings with four cells, and loses every board the running circuit lost. Forced to choose a whole pairing, it picks a losing one under seven of eight ways of reading its scores; the eighth finds the winning pairing of three by four by a margin of rescaling and gives up two by four for it.

history · Machines
One chain given up. Two pairings of the three-by-four Hex board. Left, the pairing the chain-sharing scores choose, with the one chain it misses shaded. Right, the diagonal pairing, which meets all 25 chains.

A pairing is checked, not measured

The Hex machine's circuit chose pairings near the winning ones and never at them, which left a finite question: does any score of a pair of cells, computed from the board alone, have a winning pairing as its best? The obvious scores count the chains a pair shares. All four hold two by three; on three by four the plain count cannot choose between a winning pairing and a losing one, and the corrected counts choose the loser; on four by five every one loses. The reason is arithmetic — a sum will give up one chain to cover two others twice. Told which chains it missed, the count finds the diagonal pairing at one rate in three, and by then it is checking, not measuring.

history · Machines
A win with no pairing. A graph of ten points, each with three neighbours, in which Short claiming points and Cut deleting them, Short wins moving second. No pairing of the eight contested points puts a whole pair inside all 10 minimal separating sets; the closest misses {e, f, h}, the three neighbours of A.

Two neighbours keep a pairing, three lose it

In the switching game on points, Short wins moving second by a pairing when every smallest set of points that cuts A from B holds both points of some pair. On every graph of seven points — 971,104 of them — every Short win has one, at every degree. In random link games, where each contested point has two neighbours, every win has one too, although the winning strategy follows trees that change as the game goes. The first wins with no pairing appear at nine points with four neighbours and at ten points with three: a cubic graph Short wins whoever moves, which no fixed set of answers explains.

applied · Switching
One rate in twelve. The chain count reweighted by the chains it misses, at 12 rates from 1.1 to 3, on the Hex boards 2 × 3, 3 × 4 and 4 × 5. The small boards are held at every rate by the diagonal pairing; 4 × 5 is held only at × 1.5, round 46, and every other rate stalls with chains still missed.

The weights were not the argument

A chain count corrected by its own misses held the four-by-five Hex board with the diagonal pairing, the one pairing there with a sentence behind it, and the hope was that its weights were the sentence in numbers. They are not. One rate in twelve holds the board and one start in twenty; the weights it ends on survive five per cent of noise and not twenty; and weighting exactly the chains the argument relies on finds no winning pairing at all. Told which pairing to prefer, a measurement reaches any of the three in a dozen corrections. What chain weights can do is rule a pairing out, and on three by four they rule out one that wins.

history · Machines
A pairing that changes once. The ten-point cubic graph that no pairing certifies, drawn four times, once for each plan of a one-change certificate: after Cut's first deletion Short claims one point and then answers by a fixed pairing. Deleting c: claim d, pair e–f, g–i, h–j. Deleting d, e, g, i, j: claim c, pair f–h. Deleting e, f, g, i, j: claim h, pair c–d. Deleting h: claim f, pair c–g, d–i, e–j.

A pairing that changes once

The cubic ten-point graph is a win for Short that no fixed pairing explains, and the full strategy that does explain it is a tree of 68 decisions. One change is enough: after Cut's first deletion Short claims a stated point, and from then on a fixed pairing of what is left holds every cutting set. Four such plans, eight pairs between them, answer every opening. Of the 23 pairless wins in the samples, 21 need one change and two need a second, and in both the second is a forced claim. Unless the hard problems collapse, no fixed number of changes can be enough for every graph.

applied · Switching
Three, again. Every set of disjoint pairs meeting each of Across's minimal chains in a whole pair, on Hex boards 2 × 3 to 5 × 6: 2, 3, 3 and 3 pairings on 5, 25, 148 and 1,225 chains. Every one uses every cell, is unchanged by a half-turn, and is written by one of three rules.

Two reflections and a corner

Hex boards of n rows and n + 1 columns are won by the player with the nearer edges, by a pairing, and the count of pairings that do it ran two, three, three. It is three again on five by six, against 1,225 chains, and three on six by seven, against 16,097. They are the same three every time, and they are not three strategies: one is the classical reflection, and the other two are a reflection across the board's other diagonal, which joins its two far corners, in two versions that disagree about six cells. Each is a rule a sentence long, and each holds on every board out to ten by eleven.

applied · Strategy stealing
Every winner but one. A perceptron over chain weights taught to make each winning Hex pairing the heaviest, on boards 3 × 4 to 6 × 7. Every winner is reached in at most sixteen corrections except the cross pairing of 3 × 4, which another winning pairing covers on every chain.

The teacher's game

A machine that weighs Across's chains could be taught every winning Hex pairing on four by five, and on three by four it could never be taught the one pairing another winner covers chain by chain. Whether anything else could hide from it — a winner covered not by one rival but by a mixture of several — is a question about a game between a teacher choosing weights and a rival choosing pairings, and Jean Ville's 1938 theorem of the alternative, written for von Neumann's games, answers it in general. On five by six and six by seven every winner is taught in sixteen corrections or fewer, and nothing hides at all.

history · Machines
Three winners, none of them teachable. A graph of ten points on which Short, claiming points to join A to B while Cut deletes them, wins moving second. Three pairings of the contested points win, each holding one whole pair in every one of the six minimal separating sets; one, ce df gh ij, is drawn. No weighting of the separating sets makes any winning pairing outscore every losing one.

Two losers that average to a winner

On Hex boards to 6 × 7, a machine that weighs the opponent's winning sets could be taught every winning pairing except one, which another single winner covered. Ville's alternative allowed a second way to be out of reach — covered only by a mixture — and the switching game on points, where winners are many, is where it turns up. None in all graphs of seven points or in 4,000 of eight; 35 covers at nine and ten points. Every one is the even average of two losing pairings, and on six graphs Short wins and no weighting can teach the machine any winning pairing at all.

history · Machines
What a corner adds. The replies to a centre opening at noughts and crosses. As played, corners draw and edges lose. In the game where the second player can only block, every reply loses.

Blocking is not enough

Everybody knows noughts and crosses is a draw, and the usual explanation is that the second player can always block. That explanation is false. Against an opponent who can only block, the first player wins, from the centre or any corner. The game is a draw only because the second player's blocks build threats of their own. On fifteen boards solved outright, it is the only one where those two things come apart: everywhere else a draw is a draw because blocking is enough.

applied · Maker–Breaker
Three certificates and the truth. The drawn m,n,k boards up to twenty cells, with whether a pairing exists, the Erdős–Selfridge potential, the exhaustive Maker–Breaker result, and whether a greedy rule based on the potential holds against every line of play.

Three ways to know a draw

A draw on a board too large to search has to be certified, and there are two standard certificates: a pairing of cells and the Erdős–Selfridge sum over lines. Set against exhaustive search, both miss 4 × 4, and a rule taken from the sum holds there anyway. The sum looks far stronger until pairs are allowed to serve several lines at once. Then across 440 boards up to 12 × 12, the sum certifies no draw that a pairing does not, and a pairing certifies 36 that the sum cannot.

applied · Maker–Breaker

Named alongside it

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

Exhaustive searchStrategyCertificateCounterexampleSymmetryHeuristicHexStrategy stealingCramImpartialMove selectionEnumeration

All concepts