The collection

Every essay — page 12

One idea per essay, ordered so that the earlier ones set up the later ones — but nothing here depends on being read in sequence.

How it was found

The theory looks inevitable in retrospect and the record says otherwise. The older arguments are run here rather than recounted — and one of them still answers a question nothing since has answered.

Every game on three positions. All sixteen directed graphs on three vertices up to relabelling, each with one of its stable sets filled and the count written beneath. Nine have one, six have several and the 3-cycle has none.

The solution that was a losing set

In 1944 von Neumann and Morgenstern defined the solution of a game by two conditions on a set of outcomes: none overrules another, and each outcome outside is overruled by one inside. They were writing about coalitions. The same two conditions, read with a move in place of an overruling, describe exactly the lost positions of a game that must end. Where play can loop, the same definition gives several answers or none, and three positions are enough to show both.

6 figures · Stable set
Parity on a cycle. Single directed cycles of two to seven positions. Even cycles have two stable sets, the alternating halves, one of which is filled; odd cycles have none.

An odd cycle is the only way to have none

A cycle of two positions has two stable sets and a cycle of three has none. Moses Richardson proved in 1953 that this is the whole story of absence: a graph with no odd cycle always has a stable set. Run over all 9,608 games on five positions, the theorem holds without exception, sits inside a chain of five nested families, and leaves open the larger question its converse invites, since 7,452 of those games have an odd cycle and a stable set anyway.

6 figures · Stable set
A mirror where there was no solution. The sum of two cycles of 3 positions, drawn as a grid of pairs, with a diagonal filled. It is a stable set of the sum, although a cycle of 3 alone has none. Moves that wrap around are left out of the drawing.

What a stable set knows about a draw

On a graph with cycles, outcome labelling calls a position lost, won or drawn, and stops. The stable sets go further in exactly one place. On every game of up to five positions they hold every lost position, no won one, and among the drawn positions are exactly the stable sets of the drawn part taken alone. So a stable set is a certificate that the player who keeps returning to it never gets stuck. It can distinguish draws that labelling cannot, and two parts with no stable set can have one between them.

7 figures · Stable set
A stable marriage is a stable set. A three-by-three preference table with the pairs ranked by each side, shown three times. Each filled set of cells is a stable matching and also a stable set of the graph whose moves go from a pair to a pair one of its members prefers.

A stable marriage is a stable set

Draw a graph whose positions are pairs of people, with a move from a pair to any pair one of its members prefers. Its stable sets are exactly the stable marriages, on all 46,656 profiles of three men and three women. So Gale and Shapley's theorem of 1962 is an existence theorem of the kind Richardson's was, on graphs where 49 per cent have odd cycles and his hypothesis is useless. The reason it holds is that every clique in the graph is one person's list, and four roommates show what happens when it is not.

7 figures · Stable set
Peeling a square by stable sets. A three-by-three square with lists of three colours per cell, coloured one colour at a time. In each panel the uncoloured cells wanting the colour are shaded and the stable set among them is filled and takes it.

The list that cannot run out

Give each cell of an n × n square its own list of n colours, and ask for a colouring from the lists with no repeat in any row or column. Dinitz asked in 1979 whether that is always possible, and reading the cells in order fails about four times in ten. Galvin's proof of 1994 needs one page. Use an ordinary Latin square to turn each row and column into a preference, so that every cell has exactly n − 1 moves, and peel off a stable set for one colour at a time. A list of n cannot run out against n − 1 moves.

7 figures · Stable set
How the word is made. The Prouhet–Thue–Morse word built by doubling. Each row of one, two, four up to thirty-two letters is the row above followed by its swap, which is the same word obtained by replacing A with AB and B with BA.

A rule that let the game run for ever

In 1929 German chess drew a game when the same sequence of moves came three times running, and the rule was meant to make chess finite. Max Euwe, six years from the world title and trained as a mathematician, showed that it does not, using a word that had already been found twice for other reasons. Two round trips are enough. The board returns to one position thousands of times, no block of play ever comes three times running, and the rule has nothing to say.

7 figures · Repetition
How strict a repetition rule can be before it ends every game. For two, three and four available moves, the longest legal game under each repetition exponent from 7/5 to 3. Two moves stop at three letters at exponent two and never stop above it; three moves stop at 38 letters at 7/4; four moves stop at 121 letters at 7/5.

How strict a rule can be

A repetition rule can be tightened one notch at a time, and each notch either leaves unending games alive or kills them outright. With two moves a block may not come twice, and every game is over by the fourth letter; relax that by a single letter of overlap and unending games appear. Three moves stop dead at 38 letters under a rule that a whisker's relaxation frees. Four stop at 121. Past each boundary the words go on for ever, and the boundary sits at a fraction nobody would have guessed.

8 figures · Repetition
The repeater's plan on two moves. Every line of play in which the repeater forces the rule of 1929 on two moves, 4 lines of at most 7 letters, each ending in a block three times running.

The opponent makes it repeat

Euwe's unending game needs both players to keep to it. Give the letters to two players in turn, with one of them wanting the draw that a repetition brings, and the rule of 1929 fires within seven letters on a plan of one sentence: always play A. The word that defeats the rule exists and nobody can be held to it. Add a third round trip and the same player can no longer force anything in twenty-six letters. Existence and force turn out to be separate questions, with separate boundaries.

8 figures · Repetition
A draw by repetition changes no result. Over all labelled games on three and four positions and a sample on five, the result from each start with a draw on the second or third arrival at a position, compared with retrograde labelling of the graph. They agree everywhere.

What counting positions buys

A rule that counts arrivals at a position ends every game, which the rule of 1929 could not do, and it needs no proof beyond arithmetic: with L arrivals barred on n positions, no game is longer than (L − 1)n − 1 moves. What it does not do is change a single result. Over every game on three and four positions and a sample on five, drawing on the second arrival or the third gives exactly the labels retrograde analysis had before any rule was written. The rule pays for the game's ending and for nothing else.

7 figures · Repetition
Recording the turn doubles an odd cycle. On the left a cycle of three positions, which has no stable set. On the right the same game with the player to move recorded in each position, a cycle of six, with two stable sets, each consisting of all the positions with one player to move.

Taking turns removes the hard part

Whether a graph has a stable set is NP-complete, and every hard instance depends on odd cycles. A real game's position graph has none. A position records whose turn it is and every move changes that, so all cycles are even, Richardson's theorem applies, and the set of all drawn positions with one player to move is a stable set of the drawn part, always. Mū tōrere and Three Men's Morris both confirm it. The hard question never reaches a game with turns, and the sets it hands over carry no information at all.

7 figures · Stable set
The one colour-blind stable set of Mū tōrere. All 33 classes of drawn position in Mū tōrere under rotation, reflection and colour exchange, each drawn as a small board from the viewpoint of the player to move, with the 16 classes of the unique stable set shaded.

A rule that cannot see whose turn it is

The stable sets a game hands over work by telling the players apart. Forbid that, and read every board as mine and theirs, and the odd cycles come straight back. On Mū tōrere, with rotations and reflections identified too, the 892 drawn positions fall into 33 kinds, and among those there is exactly one stable set. It names sixteen shapes. A player who always hands the opponent one of them holds the draw against labelled play without knowing a colour, an orientation or an outcome, and the opening itself is one of the sixteen.

6 figures · Stable set

Impartial games

Both players have the same moves. Every such position is a Nim heap, and the theorem that says so is the field's first.

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