The Shannon switching game — where it appears
Named by 4 essays across one field — each of them below, with the objects they name alongside it.
A winning strategy that is a spanning tree
The Shannon switching game was sold in a box in 1960 and solved in 1964, and the solution is not an assertion that somebody wins. It is a property of the graph anybody can check, and the strategy falls straight out of it — whichever link the opponent cuts, take its partner in the other tree.
The first move is a link that is not there
Lehman's criterion answers one question about a switching game — who wins when Short moves second. The other question has the same answer asked of a different graph: add one link from A to B, and Cut is forced to spend its first move deleting it. The trees of that larger graph then name Short's opening, and on every subgraph of seven graphs they name a winner.
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.
A point with three neighbours
The switching game on links is settled by counting — enough links, arranged as two trees. Played on points instead, it is the game Hex belongs to, and the count is gone. The link game turns out to be the point game in which every contested point has exactly two neighbours; give one a third, and two graphs with the same points, the same links and the same number of separate routes can have opposite winners.
Named alongside it
The objects these essays reach for when they reach for this one.
CertificateExhaustive searchCriterionStrategyOutcome classPartitionBridg-ItComplexityCounterexampleDecompositionDeterminacyEuler formula