The collection

Every essay — page 16

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

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.

One split is enough, and some are not. Lasker's Nim beside five versions of it that allow only some splits, over the first twenty-four heaps, with every cell that leaves the formula outlined. Allowing only the split that takes one counter off reproduces the whole sequence; allowing only equal halves turns it back into Nim.

One split is enough

A heap of n in Lasker's Nim offers ⌊n/2⌋ ways to split, and the values use at most one of them. Allow only the split that takes a single counter off and every heap to six hundred keeps its value; of all sixty-three sets of split sizes up to six, a set keeps the formula exactly when it contains 1 or 2. Equal halves alone give back plain Nim, because a split into equal parts is a move to nought.

7 figures · Lasker
The formula as the limit of periodic games. Lasker's Nim above eight versions of it with the number of counters that may be taken bounded at one to eight. Each bounded game is periodic and agrees with Lasker's formula on its first few heaps; the region of agreement grows with the bound.

The formula is a limit

Cap the take in Lasker's Nim at k counters and the game is a finite rule table, 4.33…3, whose Grundy sequence repeats with period k + 1 rounded up to even and follows Lasker's formula until the cap bites. The formula is what those periods converge to. And the same column of codes, with a free split in front, holds Kayles itself: the rule 4.4 on a heap of n + 1 is Kayles on a row of n.

6 figures · Lasker
Misère Cram, board by board. The normal-play value and misère genus of every Cram rectangle with at least two rows and at most twenty squares. 12 are fickle, 4 × 4 is firm, and 3 × 6 and 4 × 5 are wild.

Cram with the last move losing

Under misère play every Cram rectangle to twenty squares is tame at the start except 3 × 6 and 4 × 5, and twelve of the fifteen boards two rows deep behave like one counter or none. The pairing that settles even boards under normal play hands the misère game to the first player, who wins by any vertical domino. And the tame boards are not tame inside: wild positions appear on boards as small as 3 × 4, always at ten empty squares, the length at which the strip goes wild.

7 figures · Cram
A rare class that thins. The number of heaps of ·354 with an odd Grundy value in each block of two thousand, through twenty thousand heaps: 288, 22, 3, 1, 0, 0, 0, 4, 1, 2. The odd values fall away after the first block and keep turning up rarely to the end.

A rare class exclusive-or respects

The rare values of ·007 were measured by rank — everything outside the twenty-two commonest — and found getting commoner. A sparse-space argument needs a different split: a rare class closed under nothing and a common class closed under exclusive-or, which is to say a parity of bits. Over every parity of every bit, ·007 and ·6 have no class that thins. Across the 79 growing octal codes of up to three digits, one does: ·354, whose odd values fall from 288 in its first two thousand heaps to seven in its last ten thousand.

6 figures · Sparse space
The trie a matching is read from. The squares 1, 2, 4, 7, 9 and 11 drawn as paths down a binary trie that reads bit 0 first, with the low-bit matching drawn as arcs: 1 with 9, 7 with 11, 2 with 4. Nodes where both sides hold an odd number of coins are filled, and each carries exactly one of the matching's pairs.

The pairs are read from the bottom bits

Some matching of Welter's coins reads the position's value, and usually only one does — but which? The rule is short: pair the two coins whose squares agree in the most low-order bits, and repeat. It reads the value on every one of 3,696 positions of two to eight coins, where no other natural rule manages half. And it has a proof two lines long, because x − 1 flips a number's trailing bits, so a pair's animating value depends on where its squares part on the binary trie read from the bottom. What it is not is a strategy: a move from a lost position can be answered inside its pair only two times in five.

7 figures · Welter
The odd values do not stop. The odd Grundy values of the octal game ·354 counted in blocks of ten thousand heaps to 100,000. The first block holds 314; every later block holds between three and eleven, and the last odd value in range is at heap 99,600.

The odd values keep coming

·354 is the one growing octal code of up to three digits whose values have a class that thins: 288 odd values in the first two thousand heaps, seven between ten and twenty thousand, the last of those at 18,908. A sparse-space argument needs that class to stop. Taken to a hundred thousand heaps it does not: 48 more odd values arrive after twenty thousand, every block of ten thousand holds some, and the last in range is at 99,600. They keep no schedule a remainder can see, their gaps are spread like arrivals, and most of them are one number, 37 — each one a heap where every split that could have reached 37 misses it.

6 figures · Sparse space
Each coin has one square that wins. For the Welter position {3, 5, 6}, of value 3, one row per coin giving the value of the position when that coin alone is moved to each square from 0 to 11. Every row takes each value at most once and reaches nought exactly once, at square 0 for the coin on 3, square 2 for the coin on 5, square 1 for the coin on 6.

One square for every coin

Nim's strategy has two halves: every heap has exactly one target, the nim-sum of the others, and the heaps carrying the top bit of the nim-sum are the ones that can reach it. Welter's game keeps the first half on every one of 18,470 coins tried — one square per coin makes the value nought, and the winning moves are the coins above theirs — and the square is found by walking up the binary trie from the value of the other coins. It loses the second half. And at four coins it loses nothing: the losses and the winning moves are Nim's exactly, by a two-line proof, while at six coins no Welter loss is ever a Nim loss, because the last bit of a losing position is a count of pairs.

8 figures · Welter
Blocks of three, and a two past eight. The Grundy values of the subtraction game with takes 3 and 8, for heaps 0 to 32. The sequence has period 11 from the start; within a period the values come in blocks of three alternating 0 and 1, and the even block that reaches past 8 holds 2 instead of 0.

Two takes, one line

A subtraction game with two legal takes, a and b, has a Grundy sequence that fits in one sentence: cut the heap's remainder modulo a + b into blocks of a, alternate nought and one, and turn every even block at or past b into a two. The proof is three cases long and holds for every pair. Add a third take and the sentence has no successor — but it does not vanish. The period of a three-take game is a sum of two of its takes six times in seven, which sum is decided by the third take's remainder modulo the first two's period, and the long irregular periods cluster on the one arrangement where the third take is the other two added together.

6 figures · Subtraction
A formula for the sum. The subtraction games {a, b, a + b} for every a < b ≤ 80: the period formula agrees with the exact period on all 3,160; 1,195 pairs share a factor, 1,362 coprime pairs are in the short case and 603 in the long; no pair has a preperiod; the longest period is 6,318.

The third take is the other two

A subtraction game whose third take is its first two added together was where the long irregular periods of three-take games clustered, and the question was whether that one arrangement has a formula or is where the formulas stop. It has one. Divide out any common factor and look at the heap one short of the middle take: if it would be a loss when only the smallest take is allowed, the period is the smallest take times twice the middle take plus a remainder, otherwise it is short and the whole sequence is two bands of blocks. The formula gives the exact period of every one of the 3,160 games to eighty.

6 figures · Subtraction

Where it stops

Misère play and loopy games: the two places the theory itself gives way — values that stop composing, and a recursion with no bottom.

What reversing the ending destroys. Everything that makes normal play tractable is a theorem about who moves last, and misère play contradicts every one of them. The positions are unchanged; the means of evaluating them is gone, and what replaces it is far heavier.

Misère play

Change one word — the player who cannot move wins — and the games are identical, the strategies are not, and almost every theorem of the normal-play theory stops being true. It is the cheapest possible modification and the most expensive.

6 figures · Misère play
A position that comes back. Three positions whose moves lead round in a circle. Every value in this subject is defined by recursion on the options, and that recursion assumes play ends — here it need not, so the definition has nothing to stand on and the outcome may be a draw, which normal-play theory has no name for.

Loopy games

The whole theory assumes play stops. Allow a position to recur and the induction that every value rests on has nothing to stand on — and a fifth outcome appears that normal-play theory has no name for.

7 figures · Loopy
The misère quotient of Nim, heaps up to 2. Each row and column is a class of positions that no sum in this universe can tell apart, and each entry is the class their sum falls into. The shaded classes are the ones a player wants to hand over. Under normal play the same positions need only the Nim values; the extra classes here are what misère play costs.

What survives misère play

Misère play destroys the value theory, and something much smaller grows back. Fix one game, look only at sums of its own positions, and the classes that behave alike form a monoid — computed here, and larger than the normal-play answer every time.

7 figures · Misère play
a loop with a way out: what the backward analysis settles. A position graph in which the moves can lead back to where they started. The labels are the order in which a backward analysis settles each position, starting from the ones where a player has already run out of moves. Positions the analysis never reaches are drawn — and there is no test for that; being unreachable is what a draw is.

Start at the end and work backwards

When play can return to where it started there is no bottom for the recursion to stand on. What replaces it begins at the positions where somebody has already lost and propagates outwards — and the positions it never reaches are exactly the draws. There is no test for a draw, and there does not need to be.

7 figures · Loopy
a cycle of three: what the backward analysis settles. A position graph in which the moves can lead back to where they started. The labels are the order in which a backward analysis settles each position, starting from the ones where a player has already run out of moves. Positions the analysis never reaches are drawn — and there is no test for that; being unreachable is what a draw is.

An outcome with no value behind it

Retrograde analysis labels positions in rounds, outward from the ones already lost. Whatever is still blank when nothing more can be deduced is a draw — and there is no separate test for a draw, because a draw is exactly the residue the method never reaches.

7 figures · Loopy
Poker Nim from 3, 5, 7, with reserves of 4 and 4. Nim with one extra kind of move: a player may put any number of counters back onto a heap from a private reserve. It looks as though a losing player could stall for ever. They cannot, and the winner is decided by exactly the same nim-sum as ordinary Nim — checked here over every position within a stated range rather than argued.

The condition the recursion rests on

Not that the moves run out, and not that the options are few. Poker Nim's heaps can grow without bound and it ends; the game called `on` has one option and never does. What every game value needs is that no infinite run of moves exists — and there are three separate ways to fail it.

8 figures · Termination

All ladders · Every object named here · The position index · Figures that play back · Search