The collection

Every essay — page 4

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.

Orders, weights and pairs. For five Hex boards Down wins moving second: whether any fixed order of cells holds the board, whether the Erdős–Selfridge potential holds it, and how many sets of pairs meet every one of Across's chains in a whole pair. A fixed order holds only 2 × 4; the potential holds every board but 4 × 5; 4 × 5 has exactly three pairings.

Three pairings and no order

The potential lost four-by-five Hex for Down, and fifty-five re-weightings lost it too, which left the question whether anything that orders the cells can hold the board. The plainest ordering — one fixed list, whatever the position — holds none of the boards the pairing is known for, and on four by five the best it can do is the left column. At the other end, every table of replies that wins a small board is a pairing, and four by five has exactly three pairings, each using all twenty cells.

7 figures · Strategy stealing
The order decides the exceptions. The pruned search that finishes and the told proof, both under five move orders, over the 1766 irreducible Sylver Coinage positions to twenty gaps: the number where the proof is cheaper and the median ratio of their costs. Smallest first gives seven, largest first 55, and a free winning-move-first order none.

The seven were the order

A Sylver Coinage proof told its depth beat the search that finishes on seven positions of 1,766, and on all seven the winning move came fifth when moves were tried smallest first. Run both searches under five orders and the seven vanish under every other one; try the largest move first and there are fifty-five new ones instead. Give both searches the winning move first, free, and the proof is cheaper on none. The exceptions were never positions where proving is easy. They were positions where one order made the finishing search stumble — and what is left when the order is perfect is the price of asking a proof's question.

6 figures · Sylver
Two even rows, and the incentive to move. Every sum of two coin rows of two or four coins under four coin sets, 4,095 sums each. The first player is never behind; the margin is never below the difference of the two rows' own margins, equals it on 3,147 sums, and exceeds it on the other 948.

Two rows still reward the move

A single coin row with an even number of coins always rewards the player to move, because the first player can take a whole parity class. Two such rows side by side break that argument, and the conclusion survives anyway: on every one of 16,380 sums of two rows the first player is never behind, and there is a proof — open the row worth more, then answer in whichever row the opponent moves in — that guarantees the difference of the two rows' margins, which is what two switches would give. The sum meets that floor on three pairs in four and beats it on the rest, once by both margins together. At three rows the switch arithmetic stops being a floor. The incentive does not.

6 figures · Scoring
Two moves fewer at every node. Total closures of the Sylver Coinage finishing search over 1766 irreducible positions under eight move orders: a winning move first, for free 444,803, smallest first, from four 1,198,585, a fixed order learned on smaller positions 1,235,721, most often winning first 1,236,529, odd gaps first, the sorting free 1,330,926, most often winning, then odd gaps left 1,418,022, smallest first 1,536,301, a fixed random order 2,529,255, leaving an odd number of gaps first 2,559,245.

Start at four

Every order a program could compute had made the Sylver Coinage search that finishes dearer than trying the smallest move first, and the free oracle that puts a winning move first costs under a third of it. Two orders a game program would actually use do better: a history table of numbers that have won before wins back 27 per cent of that gap, and a fixed order learned on small positions the same on larger ones. Both are learning one thing. Trying the smallest move first, but from four, wins back 31 per cent and beats smallest first on 1,695 of 1,766 positions — because naming 2 leaves a two-generator semigroup, which is symmetric and never lost for the opponent, unless 3 is already reachable.

8 figures · Sylver
A star with one empty place. The Mū tōrere board at the start: eight points on a circle joined to their neighbours and to an empty centre, Black's four counters on neighbouring points and White's on the other four. Black's two end counters, each beside a White counter, may move into the centre; the two middle counters may not. The start is a draw with best play.

The same rule on a star

Kōnane turned out to hold the theory's whole vocabulary, and one old game is an anecdote. Mū tōrere, a Māori game on an eight-pointed star, has the same rule for losing — a player who cannot move loses — and is small enough to solve whole. Of its 630 arrangements, not one is a win for whoever moves first or a loss for whoever must move, sixteen go to each side whoever starts, and most are drawn. A random player still loses it every time. The vocabulary was never in the rule for losing; it was in the captures.

7 figures · Kōnane
A win with no pairing. A graph of ten points, each with three neighbours, in which Short claiming points and Cut deleting them, Short wins moving second. No pairing of the eight contested points puts a whole pair inside all 10 minimal separating sets; the closest misses {e, f, h}, the three neighbours of A.

Two neighbours keep a pairing, three lose it

In the switching game on points, Short wins moving second by a pairing when every smallest set of points that cuts A from B holds both points of some pair. On every graph of seven points — 971,104 of them — every Short win has one, at every degree. In random link games, where each contested point has two neighbours, every win has one too, although the winning strategy follows trees that change as the game goes. The first wins with no pairing appear at nine points with four neighbours and at ten points with three: a cubic graph Short wins whoever moves, which no fixed set of answers explains.

6 figures · Switching
A pairing that changes once. The ten-point cubic graph that no pairing certifies, drawn four times, once for each plan of a one-change certificate: after Cut's first deletion Short claims one point and then answers by a fixed pairing. Deleting c: claim d, pair e–f, g–i, h–j. Deleting d, e, g, i, j: claim c, pair f–h. Deleting e, f, g, i, j: claim h, pair c–d. Deleting h: claim f, pair c–g, d–i, e–j.

A pairing that changes once

The cubic ten-point graph is a win for Short that no fixed pairing explains, and the full strategy that does explain it is a tree of 68 decisions. One change is enough: after Cut's first deletion Short claims a stated point, and from then on a fixed pairing of what is left holds every cutting set. Four such plans, eight pairs between them, answer every opening. Of the 23 pairless wins in the samples, 21 need one change and two need a second, and in both the second is a forced claim. Unless the hard problems collapse, no fixed number of changes can be enough for every graph.

7 figures · Switching
Three, again. Every set of disjoint pairs meeting each of Across's minimal chains in a whole pair, on Hex boards 2 × 3 to 5 × 6: 2, 3, 3 and 3 pairings on 5, 25, 148 and 1,225 chains. Every one uses every cell, is unchanged by a half-turn, and is written by one of three rules.

Two reflections and a corner

Hex boards of n rows and n + 1 columns are won by the player with the nearer edges, by a pairing, and the count of pairings that do it ran two, three, three. It is three again on five by six, against 1,225 chains, and three on six by seven, against 16,097. They are the same three every time, and they are not three strategies: one is the classical reflection, and the other two are a reflection across the board's other diagonal, which joins its two far corners, in two versions that disagree about six cells. Each is a rule a sentence long, and each holds on every board out to ten by eleven.

7 figures · Strategy stealing
The same table, read two ways. Two games of king and rook against king from a position 16 moves from mate. A white who reads the distance descends one move at a time to mate. A white who reads only whether a move keeps the win wanders and is still 13 moves from mate after 80 moves.

A win is not a way of winning

Solve a lone king against a rook completely and every one of 175,168 positions with white to move is won. Now let white play any move the table says keeps the win, and black resist as long as it can: in 400 games of up to 2,000 moves, white never mates. On a graph that loops, staying won is not progress. From every won position in the queen and rook endings white can stay inside the won set for ever, and what wins is a second number, the distance, which the theory of finite games never had to ask for.

7 figures · Chess
What a corner adds. The replies to a centre opening at noughts and crosses. As played, corners draw and edges lose. In the game where the second player can only block, every reply loses.

Blocking is not enough

Everybody knows noughts and crosses is a draw, and the usual explanation is that the second player can always block. That explanation is false. Against an opponent who can only block, the first player wins, from the centre or any corner. The game is a draw only because the second player's blocks build threats of their own. On fifteen boards solved outright, it is the only one where those two things come apart: everywhere else a draw is a draw because blocking is enough.

6 figures · Maker–Breaker
Three certificates and the truth. The drawn m,n,k boards up to twenty cells, with whether a pairing exists, the Erdős–Selfridge potential, the exhaustive Maker–Breaker result, and whether a greedy rule based on the potential holds against every line of play.

Three ways to know a draw

A draw on a board too large to search has to be certified, and there are two standard certificates: a pairing of cells and the Erdős–Selfridge sum over lines. Set against exhaustive search, both miss 4 × 4, and a rule taken from the sum holds there anyway. The sum looks far stronger until pairs are allowed to serve several lines at once. Then across 440 boards up to 12 × 12, the sum certifies no draw that a pairing does not, and a pairing certifies 36 that the sum cannot.

6 figures · Maker–Breaker
A price in stones per turn. Small boards with the exact number of stones Breaker needs per turn to stop a Maker placing one, the rate the biased Erdős–Selfridge potential guarantees, and the number Maker needs per turn to beat a Breaker placing one.

A win priced in stones

Change the rate of play and a yes-or-no question becomes a number. Against a Maker placing one stone a turn, Breaker needs two stones to stop three in a row on every board up to 4 × 4 and six by three, and three on 5 × 4. Against a Breaker placing one, a Maker needs two stones on most boards drawn at one, and three to make four in a row on 4 × 3. The extra stone is enough to erase noughts and crosses altogether, and the biased sum is exact there and high everywhere else.

6 figures · Maker–Breaker

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.

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