Every essay — page 19
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.
The licence that weighs nothing
The third substitution licence is constant in the number of components, exactly as predicted, and it saves under two times where the first saves seventy-six million. Priced by its table instead of by its saving it is the only one of the three whose cost does not run away — which reverses the order three rungs of this anchor have put them in.
The price of asking what the parts are
The third licence lets a solver look up a region rather than a position, and the rung below priced it by the entries it stores. Priced by the work it costs, it saves between a third and two thirds of the expansions and pays for them with a flood fill at every node — six times the total. A square would have to be ten times cheaper than a table probe before it broke even.
A quotient that identifies nothing
The dead-ending class is famous for quotients rather than comparisons, so the matched pair was asked the question its own subject is about. Neither quotient identifies a single pair of positions, and both are separated by exactly five addends — because a quotient is small when its universe is poor, which is a choice of company and not a property of a class.
Closing the wild side
The twenty-two wild genus symbols are not closed under addition, and the rung below offered two answers: a monoid nobody had guessed, or no algebra at any size. Neither. Five of the six games with wild heaps close at three or four heaps, with closures of two to five symbols, and the sixth is still growing.
A stopper and how to find one
The class a value theory for loopy games would need is the ones with no infinite alternating run, and the qualifier does the work: seventy-nine of the two hundred and fifty-six two-node loopy games qualify and seventy-two of them have a cycle. Every one has a decided outcome, and under eight tests the seventy-nine collapse to six.
Which games end at which level
Between a game that ends within a computable bound and one that ends with no bound at all there are levels, each corresponding to a strength of induction. This site's games sit at three of them, and which level a game is at is decided by exhibiting its termination measure and checking that every move lowers it.
Two clauses and a third question
A component can carry its own rule when two things hold: its moves are a function of what it carries, and a move in it leaves every other component alone. Two rulesets built to fail one clause each are both caught on a named witness. The four real games sort exactly — every one the recipe gets right fails no clause, every one it gets wrong fails one — and the two clauses still miss something, because Fibonacci Nim and a held pass fail the same clause and only one of them can be repaired.
The auction never gets to the money
The critical fraction is computed and never played. Played out with a countable pool of chips — twelve positions, four pool sizes, every split of the chips, every bid answered — the verdict does not move with the money on a single one of the forty-eight sweeps, and the rule for equal bids settles all forty-eight. The reason is one line long: declining every auction wins, and bidding nothing declines.
A coin needs no tie-break
The same recursion has a second derivation: a fair coin decides who moves at each turn, a player whose turn it is with no move has lost, and both play to win. Written from those rules it comes out identical on every position — and it needs no rule for equal bids, because there are no bids. The number is a probability, it belongs to Left rather than Right, and the empty position is the one where the coin decides everything.
Left always wins, and loses more often than not
Alternating play answers with one of four classes and the coin answers with a chance, and the two do not have to agree. Over the twenty-two values born by day two they never disagree and the margin is exactly nothing — the lowest chance on a position Left wins whoever moves is a half. Over the 1,474 born by day three, seven of them sit at seven sixteenths, and seven mirror them on the other side.
Every chance but a certainty
The coin's number lands on a grid of dyadic fractions, and which points of that grid arrive is a count rather than a guess. Over the 1,474 values born by day three it reaches every one of the fifteen interior sixteenths and neither end — no position is ever certain. The groups sharing a chance run 1, 2, 4, 8 on the small pool, which looks like doubling, and 1, 2, 4, 20 on the large one, which is not.
The coldest position has the biggest swing
How much a flip is worth is the gap between the coin's two branches, and it is a rival to the temperature — both answer how much is at stake. They disagree at once: the empty position has the lowest temperature there is and a swing of one, twice the hottest thing born on day two. On the small pool the two quantities look like a perfect three-way correspondence, and 255 of day three's values break it.
The best chance is the wrong move
Maximising a probability and denying an opponent a reply are different objectives, and on 189 of the 904 day-three positions where Left has a choice and a winning move, the option the coin prefers is one that loses the alternating game outright. The smallest case is two options and one line of arithmetic: five eighths beats a half, and a half is the move that wins.
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.
What a component would have to carry
For a held pass to be decided by a summary of each component, the summary must separate every pair of components some company tells apart. The Grundy value does not — Nim 1 and Kayles 8 are equal games that a held pass separates beside a single Nim heap of two. Nor does the Grundy value with the component's own held-pass value: Kayles 3 and Kayles 6 agree on both and are split by a company of two Nim heaps. Over twenty-four components, fifteen classes against fourteen pairs, and the gap widens as the pool grows.
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