The collection

Every essay — page 9

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

How it was found

The theory looks inevitable in retrospect and the record says otherwise. The older arguments are run here rather than recounted — and one of them still answers a question nothing since has answered.

A golden ratio in a table that never mentions it. Grundy values for Wythoff's game, computed by the mex rule alone — a queen moving left, down or diagonally toward the corner, and whoever cannot move loses. The circles are Wythoff's 1907 description of the losing positions, which came thirty years before any of this machinery: the pairs formed from the golden ratio. They land on the zeros exactly. Nothing in the computation knows about φ and nothing in Wythoff's argument knows about Grundy values.

A golden ratio thirty years early

Wythoff described the losing positions of his game in 1907 with an argument about partitions of the integers, and no Grundy value anywhere in it. The theory that arrived thirty years later computes the same positions — and has never produced a closed form for the values, which the older argument had for the zeros from the start.

8 figures · Wythoff's game
The Grundy values of ·137, and the exceptions to its period. An octal game's Grundy sequence, with the periodic part in gold and the exceptions in magenta. The exceptions are the point: a sequence described as eventually periodic contains values that disagree with the value one period later and always will, so the period is a statement about a tail and not about the sequence. The rule used to identify an exception is printed, because published lists of them differ by which convention was used.

A chess problem that turned out to be an octal game

Dawson posed it in 1934 as a puzzle about pawns. It is the octal game ·137, its Grundy sequence is eventually periodic with period 34 from heap 52 — and the word doing the work in that sentence is eventually, because five values below the start disagree with their repeats and always will.

7 figures · Dawson
6 octal games, and which of them settle. Each row is an octal game: its code, the moves it allows, the first two dozen Grundy values, and whether a period was found in the values computed here. Guy and Smith surveyed these by hand in 1956 and conjectured that every finite octal game is eventually periodic. Seventy years and a great deal more arithmetic later, the rows in magenta are the state of that conjecture — not counterexamples, but sequences in which nothing periodic has yet appeared.

The sequence nobody has settled

Guy and Smith surveyed the octal games by hand in 1956 and conjectured that every finite one is eventually periodic. Seventy years and a great deal more arithmetic later, some of them have settled and some have not — and the evidence for the conjecture is entirely that nobody has found a counterexample they were looking for.

7 figures · Periodicity
The days this site can compute, and the ones it cannot. Zero on the first day, ±1 on the second, and thereafter the simplest number in every remaining gap — the construction run by the game recursion, which produces only fractions with a power of two underneath however long it goes on. Below it, three objects the same recursion reaches when the stopping rule is removed, each written with its option set and the exact reason this site's machinery cannot hold it. They are named rather than drawn, which is the honest half of a figure-first collection.

The numbers came out of the game

The construction is always taught numbers first and games second, and the discovery ran the other way. Conway arrived at the number system from positions, which is why the definition quantifies over sets of previously built objects rather than over cuts — and why it produces a genuinely different collection at every finite stage.

6 figures · Numbers
One position, three ways of writing it, and only one of them adds. The same positions as a sentence about who wins, as a description of the position itself, and in the notation Winning Ways introduced. The first two columns carry identical information and support no operation whatever. The third column can be added — and the sums below it are values that no manipulation of the first two columns could reach, because two of these pairs start from the same two outcomes and finish differently.

The notation was the argument

Up, star and the brace form are not abbreviations for case analyses. They are the claim that these objects add — and the arithmetic they support is arithmetic that no table of outcomes could ever produce, because two positions with identical outcomes can have different sums.

7 figures · Notation
Classes needed, as the heaps get bigger — Dawson's chess ·137. How many kinds of position there are, against how large a heap the universe allows. Under normal play the answer stops growing as soon as the Grundy values stop growing. Under misère play it does not stop, and every new class is a pair of positions that behave identically under normal play and differently under misère.

"Hopeless" was a claim about a method

Misère analysis was declared intractable in the 1970s, and the verdict was correct about what was being attempted. Quotients did not refute it thirty years later — they changed the question from a value per position to a monoid per universe, and the computed sizes show why the first question has no good answer.

8 figures · Misère play
One Sprouts game from 3 spots, counted. One randomly played Sprouts game, with the map counted after every move. A move spends two lives and the new spot brings one, so the lives fall by exactly one every time — and unlike the arms of a Brussels cross they are not replaced. Every move either cuts a face in two or joins two separate pieces of the drawing, and how many of each a game contains is up to the players, which is why the length is not fixed.

A conjecture from hand play

Sprouts was invented over tea and its outcome pattern was guessed from games played with a pencil. Computers have checked it far past where a person could go, and this site's own solver gives out at three spots — so the honest figure states the frontier it reaches rather than the number somebody else published.

8 figures · Sprouts
The endgame, accounted for. Several independent regions, each a fight with a settled value and a size. The account plays them hottest first: add up what each is worth on average, then add the largest amount at stake, subtract the next, and so on down. The exact value of the whole position is computed beside it, and the figure prints both.

The first time it told somebody something

A theory earns its keep when it produces an answer nobody had. Temperature did that for Go endgames — the orthodox account gives a move order that is provably right and is not the one experience offers, and the position it is right about is small enough to check here completely.

8 figures · Temperature
How far a plain search gets. An exhaustive search of Sprouts and Brussels Sprouts, run on this site, with the number of positions each size costs. Sprouts settles at three spots and Brussels Sprouts at two crosses; the published results on Sprouts go to forty-seven.

What computing further has bought

Sprouts has been searched harder and longer than almost any game, and the period-six pattern has survived every extension. This site's own exhaustive search settles three spots; the published results reach forty-seven, and the gap is not a gap in hardware — the gentler of the two measured growth factors puts forty-seven spots at ten to the hundred and twenty-fifth positions. Beside it sits Brussels Sprouts, which has five million positions holding a choice and not one choice that changes who wins.

6 figures · Sprouts
What the notation costs to write. Every game born by each day, written in the brace notation and measured. The expressions are all distinct, which is what the notation is for, and by day three the typical one is twenty-two characters and the longest is fifty.

Where the braces stop

The brace notation names every game exactly — 1,474 games born by day three, 1,474 different expressions, no two alike. It also gets long: the middle one is twenty-two characters and the abbreviations everybody actually writes cover one game in twenty-three. And it has two hard edges. A game with a cycle in it has no finite expression at all, and the equation the minus sign encodes — that a game and its negative cancel — is false under misère play on every one of those 1,474.

7 figures · Notation
Which bit of the rule decides. Four properties of an octal rule table set against whether the game it describes settles into a period. Only one holds on every code that does not: whether a move may leave two non-empty heaps. It is necessary and not sufficient.

Three bits of rule

An octal code is three bits a digit. The Grundy sequence it determines costs anywhere from one bit to a hundred and thirty-six — a factor of two hundred and seventy-two across rules that differ by a single digit — or it cannot be written down at all. Of four properties of the rule table tested against that, exactly one holds on every code that never settles: whether a move may leave two non-empty heaps. It is necessary, it is not sufficient, and nine codes carry it and produce answers smaller than their own rules.

7 figures · Periodicity
How long a win takes, against how long the argument allows. Ordinary impartial games with the size of their position graphs, the number of rounds the backward labelling takes, and the number of moves the longest win actually lasts. The round a position settles in is the length of the play from it, which is computed here a second way so the two must agree. The rounds are a handful and the positions are many, which is the gap Zermelo's 1913 paper is about — his question was how many moves a forced win needs, and the answer he could prove was the size of the whole graph.

The paper was about how long

Zermelo's 1913 paper is remembered for a theorem it proves in passing. The question it actually asks is how many moves a forced win takes, the answer it can prove is the size of the whole position graph, and the round counter in the procedure is the real answer — a quantity nobody named for another forty years.

6 figures · Determinacy
Two solutions to one set of equations. The winning condition written as a single predicate and solved twice: once as the least solution of its own equations and once as the greatest. The least says Left can force a win; the greatest says Left cannot be forced to lose, which admits the positions where Left can keep the game going for ever. On a graph with no cycle in it the two coincide and the equations determine an answer. Where they differ, the difference is exactly the set the backward propagation never reaches — so a draw is not a leftover of the algorithm, it is the equations failing to have one answer.

The gap between two answers

A draw is usually described as what the backward labelling never reached, which makes it sound like a shortfall of the algorithm. Written as one predicate the winning condition is an equation, the equation is monotone, and it has a least solution and a greatest one — and the set the two disagree about is exactly the drawn set, on every game checked.

6 figures · Determinacy
A game every play of which ends, and no round settles. A game whose first move chooses how long the game will be, cut off at several sizes. Every play of it is finite and no position is drawn, so the fourth outcome class has nothing to do with what goes wrong. What goes wrong is the round counter: the opening is a loss, a loss settles only when the last of its options is known, and there is no last option. Cut the game off larger and the round grows, so no number in the column is the answer for the untruncated game — and the induction that labels it has to run past every finite stage.

Every play ends and no round settles

Take the finiteness hypothesis away carefully — not by adding a cycle, which has already been priced twice, but by adding infinitely many positions to a game every play of which still ends. Nothing is drawn, every line finishes, and the round the opening settles in grows with every cut: two, four, six, eight, twelve, sixteen, and no number in the column is the answer.

6 figures · Determinacy
What a certificate costs, in units of the one Guy and Smith wrote. Octal codes with the period of their Grundy sequence, the window a proof of that period needs, and the arithmetic each costs — counted as mex operations and exclusive-ors, which are the two things a person computing by hand actually performs. Everything is priced in units of the certificate for Dawson's chess, so the column reads as multiples of one hand computation rather than as a number of operations. Some codes cost tens of times as much, and some have no certificate at all.

What the arithmetic cost in 1956

The rung below ends by respecting a hand computation without pricing it. Priced in the operations a person actually performs, ·137's certificate is 7,919 of them — and the same sweep says ·47's is sixty-three times that, that a splitting move is what makes the cost quadratic, and that seventeen of sixty-four codes have no certificate at any price.

6 figures · Dawson

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