The collection

Every essay — page 19

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

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.

Two readings of one sequence. The three licences with their savings and their tables, which order them oppositely.

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.

6 figures · Universes
One licence, five prices. The third licence measured by saving, by table size, by expansions avoided, and by work under two implementations.

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.

6 figures · Universes
Neither quotient identifies anything. The number of misère-equivalence classes on each side of the matched pair, against the number of distinct positions.

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.

6 figures · Dead-ending
The genus of Kayles ·77, heap by heap. One row per heap: the genus symbol, the misère outcome it implies, and whether the symbol is one a Nim heap has. A game all of whose positions are tame is played in a misère sum exactly as Nim is; a single wild heap ends that, and the normal-play Grundy value gives no warning of which heaps those will be.

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.

5 figures · Genus
on: which positions play can return to. A position graph with the moves of both players drawn, and beside it the shortest sequence of moves that gets back to each position. A position play can return to is a position whose value is defined in terms of itself, so the recursion every value in this subject is built from has no base case there. A position with no way back is one the ordinary recursion terminates on.

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.

5 figures · Loopy
Two ways to be certain and ignorant at once. Ten positions from two games that both terminate for reasons no bound comes out of. Sylver Coinage's proof counts something that goes down and can be counted; the hydra's counts an ordinal, which cannot, and the last column shows what that difference is worth.

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.

5 figures · Termination
Two clauses, and what each is about. Four rulesets against the two clauses of the condition. A ruleset passes both or the one-number-per-component recipe fails on it, and the two clauses fail for different reasons: locality is about the state proposed, isolation is about the rule.

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.

6 figures · Memory
The money played out, and it never mattered. The bidding rule played move by move with a countable pool of chips, at every way of splitting it. The verdict is constant across the splits and opposite under the two ways of resolving equal bids, so what settles these positions is the tie-break rather than the money.

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.

6 figures · Bidding
The same number, from a rule that needs no tie-break. The number computed twice: once as the critical share of a pot under the auction, and once as the probability that Left wins when a fair coin decides who moves at each turn. They agree on every position, and only the second derivation survives being played out.

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.

6 figures · Bidding
A position Left always wins, and not always. Values grouped by the outcome class alternating play assigns them, with the range of probabilities the coin gives Left inside each class. A class that alternating play calls a win for Left every time holds no position the coin makes certain.

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.

6 figures · Bidding
Every chance the coin gives, by day 2. The probabilities the coin produces over all the values born by a given day, drawn on the unit interval. They fall on a grid of dyadic fractions, every interior point of it is reached, and the two ends never are — so no position is ever a certainty under random turns.

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.

6 figures · Bidding
What the flip is worth, and what is at stake. Left's chances if Left moves and if Right moves, with the gap between them beside the position's temperature. The two are answers to the same question computed by different routes, and they do not order the positions the same way.

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.

6 figures · Bidding
The coin's move is often a blunder. Positions where Left has a choice and at least one option wins under alternating play, with how often the option maximising Left's chance under random turns is an option that loses the alternating game outright.

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.

6 figures · Bidding
Two heaps and a held pass. Every pair of heaps up to 16 with one pass available that may not be the last move. Filled cells are the pairs the player to move loses: the empty board and the pairs one and two, three and four, five and six, and so on. Outlined cells are the equal pairs Nim calls lost, all of which are wins once the pass is there.

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.

7 figures · Pass
What a held pass can tell apart. Nim heaps, Kayles rows and heaps of Dawson's chess of sizes one to 8, grouped by whether any company of up to two of them gives a different outcome with a held pass on the board. The groups outnumber both the Grundy values and the pairs of Grundy value and held-pass value.

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.

8 figures · Pass

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