Scoring game — where it appears
Named by 14 essays across 2 fields — each of them below, with the objects they name alongside it.
The game in every exercise book
Dots and Boxes is played by more people than every game in this collection put together, and everybody is taught the same rule — take every box available. The rule is wrong. Establishing that takes a solver rather than an opinion, and the solver says how wrong, on which boards, and by how many boxes.
The chains decide it before the boxes do
Under every game of Dots and Boxes there is an impartial game with no score in it, and it settles the question the scoring game keeps asking — who ends up having to open. The rule players learn as folklore falls out of it, and so do the exceptions nobody mentions.
Counting at the end changes everything
Go is scored. So are Dots and Boxes, chess and almost everything anybody plays for money — and none of them is the kind of game this site's whole apparatus is built for. The simplest scoring game there is shows what that costs — the normal-play theory gives every position of it the same answer, and the answer is useless.
What can be struck out
From G + X = H + X it follows that G = H, in one line, by adding −X to both sides. It is the shortest theorem here and the most used: it is what makes comparing two boards region by region legitimate. Over 10,648 triples the hypothesis fires 484 times and the conclusion holds 484 times — and the licence expires in three separate directions, each of which loses the same axiom in a different way.
Two ways to count a finished board
Territory scoring and area scoring are both in daily use and they are not variants of one rule. Over seventy-nine small endgames they agree exactly on the thirty-nine with an even number of neutral points and on none of the forty with an odd number — sixteen name a different winner, and twelve are played differently, which is not something a convention is supposed to do.
What a pass is worth to a theory
The rung below finds fifteen of twenty-seven coin rows where having the move is a disadvantage, and those are exactly the rows Milnor's mean-value theory has to assume away. Allow a pass and the hypothesis stops being a hypothesis — nought violations, on every row in range. What it costs is the convention the rest of this site is built on.
A hypothesis has to hold all the way down
Milnor's bound is proved by induction over the play, so the condition it needs has to hold at every position the play can reach. Checked on the row instead, ninety-two pairs pass the test and twenty-four of them break the bound. Checked at every subposition, twenty-eight pairs pass and none breaks it.
Nothing to subtract with
Comparison is defined by contexts and computed by subtraction, and the equivalence between the two is a theorem about groups. A scoring game is not one — sixty-six of eighty-one coin rows do not cancel against their own negatives — and the difference test then fails on a row compared with itself, which every context accepts and nothing certifies.
The restriction that buys the most
Four candidate classes of scoring game, scored on the same two families and the same three questions. The class everyone expects to be tiny — the rows that cancel against their own negatives — is empty on rows of three and the widest restriction on rows of four, where it holds fifteen rows against the hereditary class's twelve and gets all 225 of its comparisons right against 108 of 144. The trade everyone expected does not exist.
Four boxes for every chain after the first
Nimstring answers who is forced to open and says nothing about the score. The margin has a formula: the controller nets the total less four boxes for every long chain after the first — two surrendered and two not taken, each time control is kept. Checked against the solver on 175 endgames it is exact on 172, never too generous, and exact wherever it promises the controller anything at all. The three it misses are the three where it promises nothing.
Two and four are not conventions
Declining costs two boxes on a chain and four on a loop, and those numbers are read off the geometry rather than chosen: one cut completes the last two boxes of a chain and two cuts complete the last four of a loop. Solved again with the fee changed, 418 endgames give a different winner on up to a third of themselves — so the endgame's law is a law about the fee as much as about the shapes, and the fee is not a free parameter.
Cancelling is not pairing
The coin rows that cancel against their own negatives looked like the rows whose coins pair off as nested equal pairs, and on rows of four they are exactly those. From six coins the description fails in both directions — twenty rows pair off perfectly and do not cancel, and one coin set has a hundred and thirty-six that cancel with no pairing at all — and a row of five coins cancels, though an odd row can never pair off. What does hold, on every row swept, is that the first player in a row plus its negative never finishes behind.
A cancelling pair is a zero
Two cancelling coin rows side by side cancel against their two negatives — all 190 pairs from rows of two, four and five coins, the odd row that cancels without pairing off included. And a cancelling row beside its negative is invisible next to any other row: in 741 tests against every row of one to three coins, neither score of the context moves. A non-cancelling pair moves a score in 452 of 780. Scoring games have no inverses in general; this class has them, and they behave as inverses must.
Even rows always reward the move
Milnor's mean-value theory needs an incentive to move — the player to move must do at least as well as if the opponent moved first. On a coin row with an even number of coins that is not a hypothesis but a theorem: the first player can collect one whole parity class of coins, and one of the two classes holds at least half the total. So the condition excludes no even row whatever the coins, the class the earlier table called 'incentive at the top' was every row of four, and the hereditary condition is a condition on odd intervals alone.
Named alongside it
The objects these essays reach for when they reach for this one.
Exhaustive searchNormal playComparisonComponentCounterexampleDecompositionDots and BoxesGroupIncentiveMean valueTemperatureAdditivity