Unsolved game — where it appears
Named by 13 essays across 4 fields — each of them below, with the objects they name alongside it.
A game older than the theory
Kōnane was played on carved lava boards in Hawai‘i long before anybody wrote a brace notation, and its rule for losing is the normal-play convention arrived at some centuries early. Evaluate a row of it and the answers are halves, quarters, stars and infinitesimals — the theory's whole vocabulary, out of a game that was not built to display any of it.
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.
The game that is a number system
In Sylver Coinage two players name integers and nobody may name a sum of what has already been named. Its positions are not boards — they are numerical semigroups, its termination is a theorem of Sylvester's from 1884, and the question of who wins after the opening move 16 has been worth a thousand dollars since 2017.
A move that must be answered
Every argument on this site about sums assumes the parts are independent: a move in one leaves the others alone, and the reply may go anywhere. Top Entails denies it — take the top coin of a heap and the opponent must answer in that heap. The nim-sum then misreads 9 of 36 two-heap positions, and two heaps of two coins are a first-player win, which no impartial game the theory covers can be.
The strip nobody has a formula for
Some toads, a gap, some frogs. Two counts and a spacing is the whole description, and the values that come out of it are integers, stars, switches with eighth-point options and a down — four classes inside one two-parameter family, which is why nobody has written the formula.
Three players and no answer
Every theorem here is about two players, and the reason is not convenience. With two players the game is zero-sum, so 'play well' needs no further explanation. Add a third and the winner of a Nim position becomes a fact about the convention: two reasonable ones disagree on 56 of the 71 positions swept. The one question no convention touches — can a player force a win against the other two together — is answered 'nobody' in 65 of the 71.
Taking from the ends
End-Nim is Nim's board with a player at each end, and it takes one sentence to state. Not one of its 5,460 small positions is worth a non-zero number — the game is all-small, so zero is the only number any of them can reach — and there are 2,693 distinct values between them. The outcome says a great deal more: 4,738 of those positions are won by the same player whoever moves, and on two heaps the rule is that the larger end wins.
It ends, and nothing says when
The recursion this site runs needs every line of play to reach a position with no moves, and the condition is usually met by an obvious decreasing quantity. The hydra meets it with no such quantity anywhere: the tree grows at nearly every step and the fight ends regardless, because the only thing that decreases is an ordinal. A four-node hydra dies in twenty chops; one level deeper and 279 chops reach forty thousand nodes with no end in sight.
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.
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.
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.
A parity with a first exception
Sort every Sylver Coinage position by how many numbers are still unnameable and the game very nearly falls to parity: odd rows are between a fifth and a half positions the mover loses, and the first three even rows hold none at all. The rule has a first counterexample at genus eight, where it is a single position out of sixty-seven, and eleven more at genus ten. It is a tendency wearing away from both ends rather than a law with exceptions.
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.
Exhaustive searchImpartialNormal playOutcome classEventual periodicityGrundy valueNim-sumEnumerationMexNimOctal gamePeriodicity