The collection

Every essay — page 3

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

Out in the world

Games people played before there was a theory, and questions outside game theory that a game answers. Every one of them solved here rather than cited — including the one every child is taught to play wrong.

Two replies to the first stone. The 4 by 5 Hex board after Across's first stone in row 1, column 1, with every empty cell labelled by the weight of Across's unblocked chains through it. The potential answers in the heaviest cell, row 2, column 4; the pairing, which wins this board for Down, answers in row 1, column 2.

A potential that names every move

Strategy stealing names no move, and the pairings that do name moves need a board with the right symmetry. The Erdős–Selfridge potential needs neither: Down, moving second in Hex, takes the empty cell through which Across's unfinished chains weigh most. Its guarantee reaches only boards two rows deep. It wins far past the guarantee — on every board of three rows that Down can win — and then, on a four-by-five board that a table of pairs wins for Down with certainty, it answers Across's first stone in a different cell and loses along the bottom edge.

6 figures · Strategy stealing
The gaps of ⟨5, 7, 9, 11⟩, and which of them the pairing removes. A Sylver Coinage position drawn as the numerical semigroup it is, with every legal move marked by what a single pass says about it. Gold squares are the numbers already named; plain squares are sums of them; magenta squares are the gaps, which are the legal moves. Under each gap is "struck" when the position that move reaches has its own gaps paired around its own largest gap — a position the opponent wins, so the move loses — and "wins" when the search says the move wins.

The pairing removes moves it cannot name

Symmetric positions were settled by an argument that names a winner and no move. Turned on the moves instead, the same one-pass test strikes off 27,215 of the 159,728 moves in the census and not one of the 21,234 winning ones — a quarter of a full search — and still names nothing. On 583 paired positions nine arithmetic descriptions of the winning gap reach at most 123, and 367 of those positions have exactly one winning move.

8 figures · Sylver
An edge bonus, on every board it could help. The Erdős–Selfridge potential for Hex with the chains along the outer rows weighted more heavily, on six boards. No bonus wins the four-by-five board the plain potential loses, and the bonus costs Down 4 boards it was already holding.

The winning reply is the fourth choice

The repair proposed for the potential was to weigh an edge chain more heavily. Fifty-five weightings later, none holds the four-by-five board, and an edge bonus costs Down four boards it was already holding. The reason is not the numbers: over 393,660 turns of the pairing that does hold that board, the potential would take the same cell 26.1% of the time, and the winning cell is its 3.7th choice on average and as low as its seventeenth.

7 figures · Strategy stealing
Seven orders, and none of them better than chance. Seven quantities a one-pass scan could compute about each move surviving the pairing test — the number itself, how many gaps it closes, what it leaves behind — each read as an order over the survivors and scored against the winning moves of 583 positions. The best puts a winner first on 24.9% of positions against 22.3% at random, and every one of the seven places the winner deeper in its order than chance would.

A shortlist with nothing at the top

The one-pass test leaves 9.58 moves of 12.27 and names none of them. Seven quantities a scan could compute about the survivors were turned into orders and scored on 583 positions: the best puts a winning move first on 24.9% against 22.3% by chance, and every one of the seven places the winner deeper in its order than chance does. Read as sieves instead, the gentlest keeps half the list and throws the only winner away on 264 positions.

6 figures · Sylver
Four restrictions, and what each one buys. Four candidate classes of scoring game — every row, the incentive condition at the top, the same condition at every subposition, and the rows that cancel against their own negatives — scored on two families of coin rows for the mean-value bound, for comparison by subtraction, and for cancellation.

The restriction that buys the most

Four candidate classes of scoring game, scored on the same two families and the same three questions. The class everyone expects to be tiny — the rows that cancel against their own negatives — is empty on rows of three and the widest restriction on rows of four, where it holds fifteen rows against the hereditary class's twelve and gets all 225 of its comparisons right against 108 of 144. The trade everyone expected does not exist.

7 figures · Scoring
A move that leaves no surviving reply. A Sylver Coinage position whose gaps are 1, 2, 3, 4, 6, 7, 8, 9, 12, 13, 14, 17, 18, 23, 28, with the number of the opponent's surviving replies under each move that survives the pairing test. Naming 4 leaves no surviving reply, which proves it wins; the other winner leaves as many replies as the losing moves.

A move whose every reply is struck

Read two moves at a time, the Sylver Coinage shortlist is no better ordered than read one at a time: preferring the survivor that leaves the opponent the fewest surviving replies puts a winner first on 24.7% of 583 positions against 22.3% by chance, and places it deeper than chance does. Read as a proof, the same count does what no order could. On 57 positions a survivor leaves no surviving reply at all, and wins by a certificate a few lines long; searched deeper, the survivors prove every position by thirteen moves — at a price that is never below the search that simply finishes.

7 figures · Sylver
How much of a board the endgame theory reaches. Every subset of a board's strings, counted by whether the surviving coins fall into chains and loops. The share is taken over the positions with no free box on the table, since a position with a capture available is one a player takes rather than chooses from.

The endgame theory arrives late

Every component the chain-and-loop theory names has coins of degree two, so a position it can read is one where every surviving coin holds exactly two strings. Over a six-box board that is 1,033 of the 28,028 positions with no free box on the table — 3.7 per cent — and more than half of them only after twelve of the board's seventeen strings have been cut.

6 figures · Dots and Boxes
The law, on a board rather than in a bag. The parity law applied to every position of a real board that has fallen into chains and loops, with the verdict computed independently from the board's own strings. The components are the ones the geometry produces rather than the ones a sweep constructs.

A thousand positions and no exception

The parity law was fitted to constructed bags of chains and loops inside a string budget. A board's positions are a different population — the sizes are what the geometry allows, the components come correlated, and a six-box board holds exactly one position that is a loop of six. Tested on all 1,032 of them and all 160 of the four-box board's, the law is right every time, against a verdict computed from the strings by a walk that has never heard of a component.

6 figures · Dots and Boxes
The components the theory does not name. Grundy values of strings-and-coins components with a branching coin, grouped by the value. A chain or a loop is worth nothing on its own whatever its size; a coin with three strings takes four different values depending on its arms, and a coin with four strings is back to nothing.

A coin with three strings is worth something

Every chain and every loop is worth nought on its own, whatever its size, and that is exactly what makes their nim-sum useless. A coin with three strings on it is worth nought, one, two or three depending on its arms — 31 of the 35 measured are not nought, and the four that are are the ones whose arms are all long. A coin with four strings is back to nought every time.

6 figures · Dots and Boxes
What control is worth, to a box. The margin the player who does not have to open nets, beside the formula that predicts it: the total less four boxes for every long chain after the first. Computed against the solver on every endgame of long chains in range.

Four boxes for every chain after the first

Nimstring answers who is forced to open and says nothing about the score. The margin has a formula: the controller nets the total less four boxes for every long chain after the first — two surrendered and two not taken, each time control is kept. Checked against the solver on 175 endgames it is exact on 172, never too generous, and exact wherever it promises the controller anything at all. The three it misses are the three where it promises nothing.

6 figures · Dots and Boxes
The fee the geometry charges. The same endgames solved with the cost of declining changed. Two boxes on a chain and four on a loop are what a single cut and a pair of cuts complete; altering them changes the winner of a large share of positions, which is what says the law depends on them.

Two and four are not conventions

Declining costs two boxes on a chain and four on a loop, and those numbers are read off the geometry rather than chosen: one cut completes the last two boxes of a chain and two cuts complete the last four of a loop. Solved again with the fee changed, 418 endgames give a different winner on up to a third of themselves — so the endgame's law is a law about the fee as much as about the shapes, and the fee is not a free parameter.

6 figures · Dots and Boxes
Cancelling is not pairing. For three sets of coin values and rows of two to seven coins, how many rows cancel against their own negatives, how many pair off as nested equal pairs, how many do both, and how many do one without the other.

Cancelling is not pairing

The coin rows that cancel against their own negatives looked like the rows whose coins pair off as nested equal pairs, and on rows of four they are exactly those. From six coins the description fails in both directions — twenty rows pair off perfectly and do not cancel, and one coin set has a hundred and thirty-six that cancel with no pairing at all — and a row of five coins cancels, though an odd row can never pair off. What does hold, on every row swept, is that the first player in a row plus its negative never finishes behind.

6 figures · Scoring
Cancelling rows add to cancelling rows. Every pair of cancelling coin rows of two, four and five coins from minus two, one and three, grouped by their lengths, with the number of pairs whose sum cancels against the sum of their negatives.

A cancelling pair is a zero

Two cancelling coin rows side by side cancel against their two negatives — all 190 pairs from rows of two, four and five coins, the odd row that cancels without pairing off included. And a cancelling row beside its negative is invisible next to any other row: in 741 tests against every row of one to three coins, neither score of the context moves. A non-cancelling pair moves a score in 452 of 780. Scoring games have no inverses in general; this class has them, and they behave as inverses must.

6 figures · Scoring
Even rows always reward the move. For four coin sets and rows of one to seven coins, the number of rows in which the player to move does at least as well as when the opponent moves first. Every even column is full.

Even rows always reward the move

Milnor's mean-value theory needs an incentive to move — the player to move must do at least as well as if the opponent moved first. On a coin row with an even number of coins that is not a hypothesis but a theorem: the first player can collect one whole parity class of coins, and one of the two classes holds at least half the total. So the condition excludes no even row whatever the coins, the class the earlier table called 'incentive at the top' was every row of four, and the hereditary condition is a condition on odd intervals alone.

6 figures · Scoring

What it costs

Every theorem here can be true and the answer still out of reach. What a search costs, what a proof of a win looks like, and where the shortcuts are.

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