Where it stops

A pass is not a move

Put a single pass token on a Nim board and one clause decides everything. If it may be taken at any time — including as the move that ends the game — the value of the whole is the nim-sum with a one added, in all 120 positions swept: the pass is a heap of one. Forbid it as the final move and the value stops being a function of the nim-sum at all, and 3 and 1 + 2 come apart.

Assumes: Nim, and the nim-sum · Equal in every company

A pass is the move that does nothing. It is not part of Nim, and putting one on the board is the smallest possible change to the rules — a single token, available to whichever player wants it, spendable once.

The interesting thing is that “the smallest possible change” is not one change. It is two, and the difference between them is five words.

A pass that may not end the game is not a component at all. The same grouping with the pass forbidden as the final move. Each group now holds several values, and a group with several values is a proof that the parts do not determine the whole.
Fig. 1 Nim with one pass that may not be the move that ends the game, so it is unavailable when the heaps are empty. Every heap list in the sweep is grouped by the nim-sum of its heaps, and the cells in each row are the values that occur with that nim-sum. Every row holds several, and a row holding several is a proof that the parts do not determine the whole.

The pass that may end the game

Take the permissive rule first: the pass may be spent at any moment, by either player, including when there is nothing else on the board.

A pass that may end the game is a heap of one. Every heap list in the sweep, grouped by the nim-sum of its heaps, with the values the position takes once a freely available pass is added. Each group holds one value, and it is the nim-sum with a one added.
Fig. 2 The same grouping under the permissive rule. Every row holds exactly one value, and it is the nim-sum with a one added — in all 120 positions swept, with no exceptions.

G(heaps+pass)  =  (h1h2)1G(\text{heaps} + \text{pass}) \;=\; (h_1 \oplus h_2 \oplus \cdots) \oplus 1

That is a clean result and it is clean because the pass has turned out to be something familiar. A component with exactly one move, available to either player, spendable once and then gone, is a Nim heap of one counter. It has Grundy value one, it adds by nim-addition like everything else, and the theory absorbs it without noticing.

So the permissive pass is not a modification of Nim at all. It is Nim with an extra heap, drawn as a token instead of as a counter, and every theorem survives.

Nim with heaps of 1, 2, 3, 1. Heaps of counters; a move takes any number from one heap. The position is a loss for the player to move exactly when the binary digits of the heap sizes cancel in every column — the nim-sum — and that is the whole of the theory of Nim.
Fig. 3 The same position with the pass drawn as what it is: a fourth heap, of one counter. The nim-sum is computed exactly as before and the answer is exactly the same. A rule that turns out to be a component is a rule that changed nothing.

The pass that may not

Now the restrictive rule, which is the one Guy actually asked about: the pass may be taken at any time except as the move that finishes the game. If the heaps are empty, a player facing the pass alone must instead be unable to move, and has lost.

The clause looks trivial. It is not.

It is also not artificial. A pass that may end the game is a pass that lets a player who has run out of moves take one more, which is to say it is not really a pass at all — it is a spare move, and spare moves are exactly what normal play is about. Forbidding it as the final move is what makes the token do what the word suggests: skip a turn, without changing who is going to run out first.

Under it the Grundy value is no longer a function of the nim-sum. Positions whose heaps nim-add to zero come out at 0, 1, 2 and 6; positions summing to three come out at 0, 2, 4, 5, 6, 8 and 11. The grouping that was a bijection under the permissive rule is a mess under the restrictive one.

Two equal positions the pass tells apart. Pairs of Nim positions with identical Grundy values — equal games, interchangeable everywhere — whose values differ once a pass that may not end the game is available. Equality is equality inside a universe, and adding the pass changed the universe.
Fig. 4 Pairs of Nim positions with the same value — equal games, interchangeable in every ordinary sum — whose values differ once a held pass is on the board. A single heap of three and the pair one-and-two are both worth 3\ast 3 and are the same game; with the pass they are worth 4\ast 4 and 00.

Why the clause has that much force

The permissive pass is a component because it is available unconditionally. Whatever else is on the board, the pass is there; it does not consult the rest of the position; so it is an independent part and adds like one.

The restrictive pass consults the rest of the position. Whether it is legal depends on whether the heaps are empty, which is a fact about the other components. That is exactly the definition of a component that is not independent, and once independence goes, the nim-sum goes with it.

The same shape appears in an entailing move — a move that compels the opponent’s reply to be in a named component — and the damage is the same in kind. What is different here is where the dependence sits. An entailing move is a move inside a component that reaches out; the restrictive pass is a whole component whose legality is decided elsewhere.

Top Entails, one heap at a time. Each heap with the outcome of playing it alone, the Grundy value an ordinary solver would give it, and the moves that win from it. Taking the top coin of a heap forces the opponent to answer in that heap, which is a kind of move no other game on this site has.
Fig. 5 Top Entails, the other game on this site where a move reaches across components: take the top coin of a heap and the opponent must answer in that heap. The Grundy values of single heaps are computable and the nim-sum of them misreads the two-heap positions, because a value that assumes independence is measuring the wrong thing.

Equality, and the universe it was proved in

The witnesses above are the part worth carrying away, and they are a statement about equality rather than about passing.

33 and 1+21 + 2 are equal games. Not similar, not equivalent for practical purposes — equal, in the sense the whole theory uses: their difference is a second-player win, so either may be substituted for the other inside any sum whatsoever and nothing changes. That is what equal in every company means, and it is the property that makes a value worth computing.

Put a held pass on the board and the substitution fails. One position is worth 4\ast 4 and the other zero, so a player handed the first has a win and a player handed the second does not.

Nothing has gone wrong with the equality theorem. What has happened is that “every company” was quantified over a universe — the finite impartial games under the ordinary disjunctive sum — and the held pass is not in it. Adding the pass did not add a company; it changed what a position is, by making legality depend on the whole board.

The same game, the opposite ending. Nim under normal play, where the player who cannot move loses, and under misère play, where they win. The positions are identical and only one class of them changes hands — which makes misère Nim look easy and is deeply misleading about misère play in general.
Fig. 6 The same lesson from the other direction. Under misère play the last player to move loses, and Nim positions that are equal under normal play come apart completely: the outcomes move, the values stop composing, and the reason is again that a rule change is not a component. Two universes, two notions of equality, one set of positions — and what survives the change is a good deal less than a reader expects.

Reading the table

The rows of the restrictive table repay a closer look, because the values in them are not scattered at random.

The row for nim-sum zero holds 0, 1, 2 and 6. Zero is the empty board, where the pass is illegal and the mover has lost. One is a pair of heaps of one, where the pass is legal and behaves like a third heap of one. Six is further out, and is the kind of value that appears when the pass interacts with the parity of what remains.

What is absent is any pattern that would let a reader predict the value from the nim-sum and one more number. Seven distinct values occur with nim-sum three; five with nim-sum two; and the sets overlap heavily. The map from positions to values has genuinely stopped factoring through the nim-sum.

The sharper version of that is the question asked backwards. A reader who has been handed the value of a position with a held pass on it wants to know what the heaps were, and the honest answer is almost nothing — with one exception, which is the sort of thing a table has to be read for rather than argued about.

What a value says about the heaps. Each Grundy value a Nim position takes with a held pass, against the nim-sums of the heaps that produce it. A value spreads over 4.0 of the 8 nim-sums on average, so the value does not recover the nim-sum any more than the nim-sum predicts the value — with 1 exception of the 12.
Fig. 7 The held table read from a value back to the heaps. Twelve values occur across the eight nim-sums, and a value leaves four of the eight open on average and six at worst — so measuring the value recovers no more about the heaps than the nim-sum predicted about the value. The exception is 10\ast 10, which occurs under nim-sum one and nowhere else, so a position worth 10\ast 10 has heaps that nim-add to one and nothing else in the sweep does. The figure refuses to draw if every value pins its nim-sum down, since that would make the held value a relabelling of the nim-sum, and equally if none does.

Which of the two rules is the real question

The permissive version is a curiosity and the restrictive one is a research problem, and the reason is the asymmetry above.

For Nim itself the restrictive pass is settled on one heap and on two and open from three heaps up — three heaps and a pass computes the losing positions and finds no formula for them — so the sweep above is a small corner of an unsolved problem rather than of a solved one. For games in general it is open too, and it has been open since Guy raised it, which is a long time for a question that can be stated in one sentence about the oldest solved game there is. Adding a single pass to an arbitrary impartial game changes the values in a way nobody has described, and the reason is precisely that the pass’s legality depends on the rest of the board: any general theory would have to track “is anything else left”, which is a global fact and exactly what a Grundy value is designed not to carry. The same shortage is what makes the impartial theory stop at every other rule of this shape.

That is a good illustration of what a theory of sums is for. Sprague–Grundy compresses a position into a number, and the compression is lossless with respect to every question the disjunctive sum can ask. Whether the board is empty is not such a question, and a rule that asks it is a rule outside the theory’s reach.

The smallest witness, worked through

33 against 1+21 + 2 is the pair to do by hand, and it takes four lines.

Without the pass, both are 3\ast 3. A single heap of three has Grundy value three; heaps of one and two nim-add to three; and either may be substituted for the other anywhere.

With a held pass available, the heap of three comes out at 4\ast 4 and the pair comes out at zero. Spending the pass is the same move on both sides and is worth the same on both: it leaves the same heaps with the token gone, which is an ordinary Nim position of value 3\ast 3. So both option sets contain a three, and everything that separates the two positions is in the ordinary moves underneath.

One option apart. The two positions a held pass separates, with every option of each and what it is worth. 3 can move to the empty board and 1 + 2 cannot, so one option set contains a nought and the other does not — and the mex over them is ∗4 against 0.
Fig. 8 Every option of each position, with the value it leads to and the mex taken over them. The heap of three can be emptied in one move, and the empty board with a held pass on it is worth nought — because the pass is precisely the move that is illegal there, so the mover has nothing at all. No single move from 1+21 + 2 empties the board, so no option of it is worth nought, and its options run 1, 1, 2 and 3 against the other’s 0, 1, 2 and 3. The figure refuses to draw unless the two nim-sums agree, the option-value sets differ, and the two mexes differ.

The mex does the rest, and the two answers part company. What a reader should take from the arithmetic is that nothing exotic happened: the pass added one option to each position, and one option was enough, because the two positions’ option sets were never the same — only their values were. What makes the separation inevitable rather than lucky is which entry the two sets differ by. It is a nought, and a nought is the one entry a mex cannot look past.

What the solver computed, and how

Positions are heap lists with a flag saying whether the pass is still available, and the Grundy value is the mex of the options’ values. The options are the ordinary Nim moves in each heap, plus — when the pass is unspent, and when the rule permits — the same heaps with the flag cleared.

The two rules are two memo tables and one line of difference: whether the pass move is offered when the heap list is empty. Everything else is shared, which is what makes the comparison a comparison.

The grouping by nim-sum is the whole finding and is computed rather than illustrated. For each rule, every position is filed under the nim-sum of its heaps and the set of values in each group is recorded; a group with one member says the parts determine the whole, and a group with several is a counterexample. The permissive rule’s groups are checked to be singletons and the check throws if they are not, since a permissive pass that failed to behave like a heap of one would mean the recursion was wrong rather than that something had been found.

The witnesses are chosen smallest-first, by total counters and then by number of heaps, so the pair a reader is handed is one they can check by hand rather than the first the enumeration happened to build. That is a presentation choice and it is worth naming: the first pair the enumeration produces is the empty board against two heaps of one, which is a witness and is a bad one, since a reader would suspect the empty case of being special.

Normal play has no room for a free pass

The essay opens by saying that the smallest possible change is not one change but two. There is a reason it cannot be one, and it is a fact about the winning condition rather than about either rule.

Under normal play the loser is the player who runs out of moves. That is the entire content of the convention: everything this site computes is a statement about who is left with nothing to do. A token that lets a player take a turn without doing anything is therefore not a neutral object — it is one more turn, which is precisely the currency the game is played in.

So the permissive pass being worth \ast is not a curiosity about Nim. It is forced. A component offering exactly one move to either player, once, is a spare move, and a spare move under normal play is a Nim heap of one whatever it is drawn as. The permissive rule is honest about what it has added and the theory absorbs it without noticing, because the thing added is already in the theory’s vocabulary.

The restrictive rule is an attempt to have the other thing: a token that lets a player skip a turn without giving them an extra one at the end. And the only way to arrange that is to make the token illegal exactly when it would matter — when the board is otherwise empty — which is a condition about the rest of the board.

So the two rules are the two horns of a dilemma, and there is no third option. Either the pass is a move, in which case it is a component worth \ast and nothing has changed; or it is not a move, in which case its legality has to consult the whole position and it is not a component at all. A pass that was both free and local would be a move that does not affect who runs out of moves, and under normal play there is no such thing.

That is why the sentence “put a pass on the board” does not name a game. It names a choice, and the choice is between changing nothing and leaving the theory.

Which convention a pass belongs to

The dilemma is specific to normal play, and seeing where it dissolves says what it was really about.

In a scoring game a pass is free and unremarkable. Go ends with two consecutive passes — passing is a legal move, it costs nothing, and it is the ordinary way a player says the board is finished. Nothing breaks, because the winner is decided by counting rather than by who moved last, so a turn spent doing nothing is a turn that changes nothing. The token this essay’s restrictive rule is trying to build already exists there, and it needed no clause.

That is the sharpest available statement of what the last-move convention costs. It buys the group structure, the canonical forms and the whole arithmetic; what it charges is that doing nothing becomes impossible to express. A scoring game can afford a pass because its winning condition does not consult the move count, and a normal-play game cannot because its winning condition is the move count.

And it explains why the open problem is the shape it is. A general theory of held passes would have to carry, alongside each component’s value, whether that component still has anything in it — which is a fact the value was designed to compress away, because under the disjunctive sum nothing can ever ask it. The restrictive pass asks it. So the missing object is not a cleverer nimber; it is a summary that answers a question the sum was built to make unanswerable, and that is a considerably better reason for fifty years of no progress than “nobody has found the right generalisation”.

What would have to be true for the theory to survive

It is worth asking what a general theory of held passes would need, because the requirement is stark.

A Grundy value summarises a position so completely that two positions with the same value are interchangeable. For that summary to survive a held pass, the value would have to determine whether the position is empty — and it does: the empty position is the only one worth zero. So far so good.

The trouble is one level up. In a sum, the pass is illegal when the whole board is empty, which happens exactly when every component is. A component’s value settles whether that component is empty; it settles nothing about the others; and legality depends on all of them at once. So the summary would have to be extended to carry, alongside the value, whether the component is empty — which is one extra bit — and then the sum’s legality is the conjunction of those bits.

That much looks workable, and on two Nim heaps it is: the losses there have a one-line rule. It is not enough on three heaps, where the losses have no known description, and what a component would have to carry shows that a Grundy value with an empty bit does not decide the held pass even on single components. What is not workable is the next step: once the pass has been spent, the position is an ordinary game again, and before it has been spent it is a game with an extra option whose availability shifts as components empty. Tracking that through a general sum needs more than a bit, and nobody has found the right object.

Where the model stops

Nim, and heap lists of at most three heaps with no heap above seven — 120 positions. The permissive result is an identity and would be surprising to see fail anywhere; the restrictive result is a demonstration of failure and needs only the witnesses it has.

Neither says anything about a pass in a game other than Nim, and that is where the open problem lives. It also says nothing about two passes, or a pass for each player, which is a different game again — with a pass per player the position stops being impartial, since the two players no longer have the same moves available, and the whole apparatus of Grundy values goes with it.

And the restrictive rule is one of several. “May not end the game” is not the only way to forbid a degenerate pass; “may not be taken twice in succession by the two players” is another, and would give a third table.

Where the ladder goes next

This rung establishes that whether a rule is a component or a change to the game is decided by whether its legality consults the rest of the board, and exhibits both answers on one game. The rung above is the general case: what a held pass does to an arbitrary impartial game, which is open.

Two neighbours are worth the trip. A move that must be answered is the other way a rule reaches across components, and its damage is measurable in the same way. And equal in every company is the theorem the witnesses here qualify — not by contradicting it, but by making its quantifier visible.

Part 1 of 3

One argument about Pass. The parts either side of it:

What links here

Essays that reach for this one mid-argument — the half of a link its own author cannot write down, the 8 sharing most with it of 14.

What this makes readable

Essays that declare this one a prerequisite.

The objects named here

The third axis, after the field and the series: the games, values and theorems themselves, and every essay that touches each one.

Bounded universeComponentDisjunctive sumEntailing moveEqualityEquivalenceExhaustive searchGrundy valueImpartialIndistinguishabilityMexNimNim-sumNormal playSubstitution