Concept

Periodicity — where it appears

The eventual repetition of a Grundy sequence, which lets a finite computation settle a claim about every heap size. A window of computation settles nothing unless a theorem says how far the window has to reach, which for some games nobody has.

Named by 37 essays across 6 fields — each of them below, with the objects they name alongside it.

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
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
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
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
6 octal games, and which of them settle. Each row is an octal game: its code, the moves it allows, the first two dozen Grundy values, and whether a period was found in the values computed here. Guy and Smith surveyed these by hand in 1956 and conjectured that every finite octal game is eventually periodic. Seventy years and a great deal more arithmetic later, the rows in magenta are the state of that conjecture — not counterexamples, but sequences in which nothing periodic has yet appeared.

The sequence nobody has settled

Guy and Smith surveyed the octal games by hand in 1956 and conjectured that every finite one is eventually periodic. Seventy years and a great deal more arithmetic later, some of them have settled and some have not — and the evidence for the conjecture is entirely that nobody has found a counterexample they were looking for.

history · Periodicity
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
The same position, and two rulers to measure it with. Nim positions with the length of their input under two encodings — the heap sizes in binary, and the counters themselves — beside the work the nim-sum does. The work never changes. Which of the two lengths it is compared against decides whether the same algorithm reads as linear or as exponentially fast, and hardness claims are always made against one particular encoding.

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
Grundy values for subtraction of 1, 3, 4. 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.

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
One Sprouts game from 3 spots, counted. One randomly played Sprouts game, with the map counted after every move. A move spends two lives and the new spot brings one, so the lives fall by exactly one every time — and unlike the arms of a Brussels cross they are not replaced. Every move either cuts a face in two or joins two separate pieces of the drawing, and how many of each a game contains is up to the players, which is why the length is not fixed.

A conjecture from hand play

Sprouts was invented over tea and its outcome pattern was guessed from games played with a pencil. Computers have checked it far past where a person could go, and this site's own solver gives out at three spots — so the honest figure states the frontier it reaches rather than the number somebody else published.

history · Sprouts
Subtraction of 1, 3, 4 — and the window that proves the period. The Grundy values of a subtraction game, with the window that certifies the period marked. Everything after the window follows from it by induction, because a value is a mex over values at most one move back — so a finite check settles the whole infinite sequence, and the thousands of further values computed here agree with a claim that was already proved.

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
Grundy values for subtraction of 2, 5, 7. 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.

The period is small and the proof does not say so

Every subtraction game repeats eventually — that is a theorem, and its proof gives a bound of sixteen thousand for a three-move set. Over 112 sets the longest period measured is twenty-two. The proof and the fact are four orders of magnitude apart, and the rule of thumb that closes the gap is broken by one set in the sweep.

impartial · Subtraction
Small Domineering boards and what they are worth. Every value here was computed from the moves rather than looked up. Even on boards this small the values are switches and infinitesimals rather than numbers, which is the ordinary situation for a partizan game and the reason the theory needs more than arithmetic.

The values of every small board

Thirty Domineering rectangles, every value computed from the moves rather than looked up. The 1×n row obeys a formula and the 2×n row does not: its outcomes run L N N R three times over and then 2×13 comes out worth exactly 0, and its temperatures climb to 19/16 and fall back without settling.

positions · Domineering
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
Three take-and-break games, three kinds of answer. The Grundy sequences of Nim, Lasker's Nim and Kayles over the first heaps. Adding a move that removes nothing takes Nim's sequence from the identity to a four-line formula; bounding how much may be taken instead takes it somewhere with no formula at all.

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
What each heap is worth. The value of a single heap of each size. Nothing here repeats: the forms grow deeper as the heap grows, which is what stops the impartial theory's periodic table from having an analogue.

Two players, two lists

Give each player their own list of how many counters they may take and the impartial theory stops applying. What survives is the outcome: it settles into a repeat, for every pair of lists, and that is a theorem. What does not survive is the value — on four of six pairs swept it has no repeat inside sixty heaps, and the birthdays are still climbing at the edge of the window.

positions · Partizan subtraction
Twenty-two codes, swept to 600 heaps. Octal codes and hexadecimal ones under the same search, which looks for a period and for a period with a constant added. The second kind occurs only in the wider family here, and a search that looks only for plain repetition reports those sequences as unsettled.

A period with a constant added

An octal code says what a player may do when removing k counters, in three bits; a hexadecimal code adds a fourth — leave three heaps — and the digits run to fifteen. Over twenty-two codes swept to six hundred heaps, five hexadecimal ones repeat with a fixed amount added each time round and no octal one does. Their values climb for ever and never repeat, so a search that looks only for repetition reports them unsettled.

impartial · Hexadecimal
What is left when the copies pair off. For each position, the difference between n copies and n times the mean, reduced to canonical form. The first two are drawn and the last column says what the sequence does after them: half of these settle into a short cycle and the rest produce a new leftover every time, all of them the same bounded size.

What is left when the copies pair off

A pile of n copies stays within a bounded distance of n times the mean, and the distance never grows. The difference is a game rather than a number, and what it actually is has a much better answer: for a plain switch it alternates between one fight and nothing at all, and for a fight with a follow-up it is different every time — bounded in size and unbounded in complexity.

temperature · Temperature
A sequence with a rule and no period. The values of the subtraction game with Left taking 1 or 2 and Right taking 1 or 3, from heap 5 up. Each is the game whose only Left option is nought and whose only Right option is the value three heaps below — checked at every heap rather than asserted, and the two heaps where it fails are the two below the seeds.

A sequence with a rule and no period

The values of the subtraction game where Left takes one or two and Right takes one or three never repeat — thirty-one heaps, thirty-one different values. They are nonetheless completely described: three seeds and the rule v(k + 3) = {0 | v(k)} generate every one of them, which is what a pattern without a period looks like.

positions · Partizan subtraction
The Fibonacci numbers are one row of a table. The losing heaps of Fibonacci Nim with the factor two replaced by one, three, four and up to eight. Each factor gives a different integer sequence: the powers of two, the Fibonacci numbers, and four more with no common name.

The family the Fibonacci numbers belong to

Fibonacci Nim lets a player take at most twice what the last one took, and the heaps the opener loses are the Fibonacci numbers. Two is an arbitrary number. At one the losing heaps are the powers of two, at three and four and five they are four more sequences, each with a linear recurrence whose lag is twice one less than the factor — until the factor is six, where the pattern stops.

impartial · Fibonacci nim
The gap is the factor. The separation condition of each factor's greedy numeral system: the smallest gap between the indices of two terms. It is one at factor one, two at factor two — Zeckendorf's non-adjacency — and the factor itself at every factor swept.

What the numerals knew

Every factor in the Fibonacci Nim family gives a numeral system, and the rung below predicted its separation condition would be the lag of the recurrence the losing heaps satisfy. It is not. The gap is the factor — one at c = 1, Zeckendorf's two at c = 2, and c at every factor to eight — while the lag goes 1, 2, 4, 6, 8, 11, 14, 17 and leaves its own pattern at six. The numerals then solve every one of 194,480 states, cap and all.

impartial · Fibonacci nim
Every saltus in the two-digit family. The constant added each time round, over all 255 two-digit hexadecimal codes. Forty-eight codes add one, thirteen add two, six add four and three add sixteen — and one code adds three.

A code that climbs by three

Five hexadecimal codes were known to repeat with a constant added, and every one of the five constants was a power of two — either a fact about exclusive-or or a coincidence over five cases. Sweeping all 255 two-digit codes settles it: seventy-one climb, seventy of them by 1, 2, 4 or 16, and one by three. The exception is ·3f, whose values are 3⌊n/6⌋ + (n mod 3) on every heap to twelve hundred.

impartial · Hexadecimal
Two conditions, one of which survives. Two candidate conditions on a pair of subtraction lists, scored over all 961 pairs drawn from one to five. Translation holds on 83 pairs and every one of them repeats; all-odd holds on 49 and four of them do not.

The condition that survived the wider sweep

Which pairs of subtraction lists have a value sequence that repeats? Over the 49 pairs drawn from one, two and three, two conditions answer it identically — a translation and all-odd — and both are exactly right. Over the 961 pairs drawn from one to five, all 83 translations still repeat with no exception and four all-odd pairs do not, at heap ninety with a period as long as forty-two. Neither condition is necessary: 104 pairs repeat that satisfy neither.

positions · Partizan subtraction
Climbing is the ordinary case. The two-digit and three-digit hexadecimal families, each swept for exact and arithmetic periodicity. Seven in ten of the settled three-digit codes repeat with a constant added.

The third digit

The rung below found 71 of the 255 two-digit hexadecimal codes repeating with a constant added rather than exactly, and asked whether the same share holds one digit wider. It rises. Of the 4,095 three-digit codes, 1,433 climb and 617 repeat exactly — seven in ten of the settled ones — so a saltus is the ordinary way a hexadecimal game settles and the exact repetition the octal survey was built to find is the special case.

impartial · Hexadecimal

The only way to split into three

Nineteen three-digit hexadecimal codes climb by three, and the rung below asked whether they share a form and what digits they have in common. The digits are exact: on eighteen of them the only way to split a heap into three is by taking exactly three counters, and taking three counters can do nothing else. The form is not shared — the eighteen carry four distinct sequences, and exactly one of the four counts in base three.

impartial · Hexadecimal

Two counters, and one displaced term

The rung below found four Grundy sequences in the odd-saltus class and asked which term each displaces and whether the digits predict it. They do — but there are two base-three counters and not one, chosen by whether a heap of one can be taken away. And there are three sequences rather than four: the fourth is the third with three isolated values, and was counted separately because its period had not settled.

impartial · Hexadecimal

A pattern that has not started yet

A pre-period was supposed to be rarer in this family than a defect. Two hexadecimal codes in five have one, 321 have a pre-period longer than their own period, and the code the rung below found slow takes fifty-four heaps to settle rather than two blocks — which is also the account of three defects the rung below recorded and could not explain.

impartial · Hexadecimal

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 quantity that carried nothing

The rung below proposed predicting a pre-period's length from the saltus and the period. The saltus correlates with it at −0.03, which is nothing; the period correlates at 0.77 with a coefficient of one, so a pre-period is about one period long. The digit that predicts whether there is one predicts nothing at all about how long.

impartial · Hexadecimal

One proof, and one wrong lemma

Two measured identities were left for a proof: the move rule by induction, the gap condition from the reply bound. The induction is exact on 31,731 heaps at eight factors. The reply bound holds at c = 2 and on one index pair in twenty-seven at c = 3 — and the inequality that does the work is a third one nobody proposed.

impartial · Fibonacci nim

A set with three descriptions, and a function with none

Wythoff's cold positions can be written three ways that share no arithmetic — an irrational constant, a greedy rule, a condition on Fibonacci digits — and all three are exact. The same game's Grundy values have no closed form at all. Both facts are about one table, and the gap between them is the subject.

applied · Wythoff's game

The residues as a sequence

Four of the eight residue sequences never repeat, and a recurrence is not a description. There is a closed form and it is not for the game: the stops and the temperature of the n-th residue are periodic with period one, two or four on every sequence in the pool, while three of them produce a different game at every n.

temperature · Temperature

What computing further has bought

Sprouts has been searched harder and longer than almost any game, and the period-six pattern has survived every extension. This site's own exhaustive search settles three spots; the published results reach forty-seven, and the gap is not a gap in hardware — the gentler of the two measured growth factors puts forty-seven spots at ten to the hundred and twenty-fifth positions. Beside it sits Brussels Sprouts, which has five million positions holding a choice and not one choice that changes who wins.

history · Sprouts

Three bits of rule

An octal code is three bits a digit. The Grundy sequence it determines costs anywhere from one bit to a hundred and thirty-six — a factor of two hundred and seventy-two across rules that differ by a single digit — or it cannot be written down at all. Of four properties of the rule table tested against that, exactly one holds on every code that never settles: whether a move may leave two non-empty heaps. It is necessary, it is not sufficient, and nine codes carry it and produce answers smaller than their own rules.

history · Periodicity

What the arithmetic cost in 1956

The rung below ends by respecting a hand computation without pricing it. Priced in the operations a person actually performs, ·137's certificate is 7,919 of them — and the same sweep says ·47's is sixty-three times that, that a splitting move is what makes the cost quadratic, and that seventeen of sixty-four codes have no certificate at any price.

history · Dawson

A set with a short description

Bouton's argument is a closure argument about a set, and every impartial game has such a set — its own losing positions. So the method is complete and proves nothing. What made 1901 a theorem is that his set had a description shorter than the game, and swept over fifty-six subtraction games, exactly seven have one of his kind.

history · Bouton

The formula is a limit

Cap the take in Lasker's Nim at k counters and the game is a finite rule table, 4.33…3, whose Grundy sequence repeats with period k + 1 rounded up to even and follows Lasker's formula until the cap bites. The formula is what those periods converge to. And the same column of codes, with a free split in front, holds Kayles itself: the rule 4.4 on a heap of n + 1 is Kayles on a row of n.

impartial · Lasker

Named alongside it

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

Grundy valueExhaustive searchImpartialOctal gameClosed formEnumerationMexSubtraction gameEventual periodicityGrundy sequencesNimCounterexample

All concepts