The collection

Every essay — page 6

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

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.

Two depths that agree. A 4 × 5 Domineering position with Right to move, which Right wins, beside what a search to each depth from 0 to 6 says under the guess that any mover wins. The verdicts alternate until depths 2 and 3 agree, which certifies the answer 3 moves before the longest line.

Where a search may stop

A search deepened until two consecutive depths agree carries a proof of its verdict, and on 4 × 5 Domineering it stops before the longest line on 17,589 of 48,670 positions. It also costs three times what the search that simply finishes costs. The rule that pays is the other one. Search on wherever the two players' counts of placements are within one, and at depth 2 the wrong verdicts fall from 2,140 to 86 for about a quarter more work per search.

7 figures · Search
One family of confused positions. Two 4 × 5 Domineering positions with Left to move that share every bit of an 18-bit Zobrist key, differing only on 4 marked squares whose words cancel. Under that key 100 of 136 confused pairs differ on exactly those squares; its other families hold 25 and 11.

A check bit halves the average and not the key

Real transposition tables keep a few of a key's bits beside each verdict and trust an entry only when they match. On 4 × 5 Domineering each such check bit halves the average number of wrong verdicts, exactly as the birthday count says. It does not halve any one key's. A Zobrist key confuses positions in families — every pair that differs on one set of squares whose words cancel — and a bit removes a family whole or not at all, so from eighteen bits to nineteen thirty of fifty-eight keys lose every confusion and fourteen keep every one.

6 figures · Identification
Using up edges instead of vertices. An undirected graph of 4 vertices and 4 edges, with the winner at every start of two games on it: vertex geography, where a move uses up the vertex it leaves, and edge geography, where it uses up the edge it crosses. The matching criterion decides the vertex game everywhere and is right about the edge game at 0 of 4 starts.

Using up the edges instead

Undirected geography is decided by a maximum matching when a move uses up the vertex it leaves. Use up the edge it crosses instead and the matching is exact on every tree — on a tree the two games are one game — and on nothing else. Over every connected graph on up to six vertices it names the winner at 480 of 745 starts once there is a cycle, it gets a four-cycle wrong from every start, and the more cycles a graph has, the more of its misses are wins that are really losses.

7 figures · Geography
One cycle, and how much of it the criterion misses. The matching criterion for undirected geography put to the game where a move uses up the edge it crosses, on every connected graph up to 6 vertices with exactly one cycle. It is right at 77 of 114 starts, and at none of the six on the graph whose cycle has six vertices.

Two graphs a rule cannot tell apart

The repair proposed for the matching criterion was to read the cycle as well. Over every connected graph with exactly one cycle up to six vertices — 21 graphs, 114 starts — eleven such rules reach at most 91, and the winner is not a function of the matching, the cycle's length, the start's distance from it, its degree and the edge count together: six cells of that table hold both verdicts, the smallest a pair of five-edge graphs.

7 figures · Geography
The bound, and the cost, on four pools. Hottest-first play against optimal play on boards of two, three and four components drawn from four pools, 4,240 lines in all. The bound on the cost is the largest temperature on the board, which reaches 3; the worst cost measured anywhere is 1, and 100 lines meet the bound exactly.

The bound names the hottest part and the cost does not

Moving in the hottest component costs at most the largest temperature on the board, and that bound is attained: 100 lines of 4,240 pay exactly it. It is still the wrong quantity. Across four pools and boards of two, three and four parts the cost is nothing on 90.8% of lines and otherwise takes one of two values — half a point or one — on boards whose largest temperature runs to three, and it exceeds the coolest component on 13 lines and twice it on none.

7 figures · Approximation
The more cheap fights there are, the cheaper the rule is. Hottest-first play against optimal play over 10,410 lines, grouped by how many components share the lowest temperature on the board. Lines costing more than that temperature occur only where one or two components share it; over the 3,230 lines with three or more, none does.

The cheap fights make the rule cheaper

A conjecture stands that playing the hottest part costs at most the coolest temperature times the number of parts sharing it — proposed on a range where that number never exceeds two. Swept to five-part boards over 10,410 lines it is false, and false the other way round: every line costing more than the coolest part has one or two parts at that temperature, and over the 3,230 lines with three or more, not one does.

7 figures · Approximation
Two squares a key never needs. A 4 × 5 Domineering board shaded like a chessboard, with two squares of the same shade in rows 1 and 2 marked. Because a domino covers one square of each shade, a vertical domino covers one square in an odd row and one in an even row, and turns alternate, the other eighteen squares determine both marked squares: a key that leaves them out confuses none of the 48,670 reachable positions.

A key is a code, and two squares come free

The families of positions a Zobrist key confuses are the words of a binary linear code — the sets of squares whose words cancel — so choosing a key is choosing a code. On 4 × 5 Domineering the textbook choice, a code with the largest minimum distance, confuses more stored positions than a random key at fourteen, sixteen and nineteen bits. The choice that reads the board confuses none at eighteen: two squares of one shade, in rows of different parity, are decided by the other eighteen, and no seventeen-bit key is exact.

7 figures · Identification
Two ways to search on, one position. A 4 × 5 Domineering position with Right to move, which Right wins, beside what deepening says at each depth when it declines to guess where the counts of placements are close. Searching on one move at a time, depths 0 and 1 agree on the wrong verdict; searching on two moves at a time, the search stops at depth 3 with the right one.

Search on in pairs of moves

Deepening until two depths agree gives a proved verdict, and searching on where the counts are close gives a better one; put together the obvious way, they stop on a wrong verdict at 3,231 positions of 4 × 5 Domineering. A guess one move past the cut has the other player to move and flatters the wrong side. Searching on two moves at a time keeps the proof, and the window that suits it is one-sided — but however it is widened, the certificate gets cheaper only by turning into the search that finishes, and on four boards it never gets below it.

6 figures · Search
6 turns in strict alternation, priced. One quantifier prefix taken apart into its blocks, with the size of a winning strategy computed a term at a time. A choice made after k of the opponent's turns has to be written down once for each of the 2^k lines the opponent can produce, so the total depends on where the opponent's turns sit and not merely on how many there are.

Twelve turns, and three different prices

The earlier essay prices a universal quantifier at a doubling and leaves it there. Twelve turns with six of them the opponent's cost 6, 63 or 384 decisions to write down, depending on nothing but the order the turns come in — and the cheap arrangements are cheap for only one of the two players. What a claim costs is the number of times the choosing changes hands.

7 figures · Alternation
How many turns are choices. Every position of each game with both sides to move, classified by whether the turn is a choice at all: no move, exactly one move, several moves that all lead to the same verdict, and several that do not. Only the last is a turn at which the alternation is doing any work.

Eleven moves and one decision

A prefix has one quantifier a turn, so a game of eleven moves is eleven alternations. Counted on the boards themselves, a Toads and Frogs strip of eleven moves has twenty-six turns with exactly one move available and one turn anywhere at which the choice changes the answer; a Clobber board has a hundred and fourteen turns and none. Nim, the game everybody calls solved, decides at four turns in five.

7 figures · Alternation
A win is proved by one move and a loss by all of them. The smallest proof of each position's verdict, averaged by verdict. At a node the mover wins the proof takes the cheapest single option; at a node the mover loses it has to answer every option, which is the existential and universal quantifiers of the prefix showing up as two different objects.

Proving a loss means answering everything

A win is established by one move and a loss by every move, so the two verdicts are certified by objects of different shapes. Measured over every position of four games, a loss costs between 1.07 and 2.31 times a win — a small constant, never an exponential. The obvious explanation is the branching and it is wrong: Nim answers six options at a losing turn and pays 2.18, not six.

6 figures · Alternation
What the opponent's choosing is worth. Every position answered twice: against an opponent who searches, and against one following a fixed rule with no search in it. Only a loss can change, so the share is taken over the losses. The spread between games is the measurement — in one of them nearly every loss is recovered and in another none is.

The opponent stops choosing

Replace one player by a rule with no search in it and the question has one chooser left, which is a puzzle rather than a game. Nim recovers five of its six lost positions that way, and six of seven on three heaps of five. Domineering recovers six of a hundred and twenty-two while the fixed rule throws away a winning move eighty-eight times, and one Clobber board recovers none at all — because on that board no rule can misplay.

6 figures · Alternation
A turn is not a bit. The number of turns a game lasts, beside the number of quantified bits those turns amount to. Each ply is measured over the positions actually reachable at it rather than along one line, and the bits are the logarithm of the branching, which is what a quantifier prefix would need one of.

A turn is not a bit

The prefix a game is read as gives each player one quantifier a turn, and a turn on a board is a choice among however many moves there are. Nim on heaps of 3, 4 and 5 lasts twelve moves and carries 23.6 bits of choice; a Toads and Frogs strip lasts eleven and carries two. Corrected for that, the model predicts a strategy 539 times too large on one board and 67 times too small on another, and the two failures have different causes.

6 figures · Alternation
One misère outcome, searched. The number of positions a misère search visits to decide the outcome of a sum of k heaps of Dawson's chess, each heap at most 9, on a logarithmic scale: the average over the sums and the worst single sum, for k from one to eight. Normal play decides the same sums from 20 stored values.

A misère sum is searched, not added

Under normal play the outcome of a sum of heaps is a nim-sum of numbers already known: twenty stored values decide every sum of Dawson's chess with heaps up to nine, however many heaps it has. Under misère play each sum is a new position to search. One outcome costs six positions for a single heap, two hundred for four heaps and over five thousand for eight, and a table of every eight-heap outcome costs a hundred thousand. The misère quotient is the only thing that brings the price back down.

6 figures · Misere cost
The closure that is enough. A grid for Dawson's chess with heaps up to 9: rows are the largest positions classified, from one heap to four; columns the largest tests, from none to five heaps. Each cell is the number of classes found. The counts stop growing at two-heap tests and three-heap positions.

Two heaps of testing are enough

A misère quotient is computed by testing positions against positions, and the universe used to find twelve classes of Dawson's chess was every position of up to four heaps tested against every other — 511,225 outcomes. Varied one size at a time, the count stops growing at tests of two heaps and positions of three: 12,100 outcomes find the same twelve classes. The narrower universe the earlier essay drew did not merge anything; it held fewer positions. And the corner that is enough moves: for Kayles at heap twelve, two-heap tests miss a class.

6 figures · Misere cost

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