Out in the world

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.

Assumes: Every move closes the largest gap · A parity with a first exception

Every move closes the largest gap proves that a Sylver Coinage position whose gaps pair off around the largest of them is a win for whoever is to move, and ends by admitting what the proof does not deliver. The winning move is unaccounted for. Naming F, the largest gap, wins on 123 of the 583 paired positions in range; F less the smallest named number wins on 112 more; on the remaining 348 the winning move is something the pairing says nothing about.

The obvious next question is whether some other reading of the same pairing names the move. The answer measured below is no, and it is a firm no — nine arithmetic rules, none reaching a quarter of the positions. What the pairing turns out to do instead is the opposite operation, and it is worth more: it does not say which move to make, it says which moves not to.

A result about positions, read as a result about moves

The proved statement is about a position. Restated with the mover’s opponent in view it becomes a statement about a move.

Suppose a player names some gap x and the position this leaves has its own gaps paired around its own largest gap, which is above 1. Then the proved statement applies to that position, and the player it applies to is the opponent, who is now to move. So naming x hands the opponent a position the opponent wins, and naming x loses.

That is a test on a move, and it costs what the position test costs: one pass along a strip of numbers, comparing each gap x with Fx. It needs no search, it needs no recursion, and it is available at every position in the game rather than only at the paired ones — the position being played from can be any shape at all, because the test is applied to what the move reaches.

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.
Fig. 1 The position after 5, 7, 9 and 11 are named: seven numbers are still unnameable, and 13 is the largest of them. Six of them are legal moves — 1 is the move nobody chooses — and four of those six reach positions whose own gaps pair off around their own largest gap. Those four hand the opponent a win and can be struck off. What remains is 8 and 13, and 8 is the winning move.

The position drawn above is the one generated by 5, 7, 9 and 11. Its gaps are 1, 2, 3, 4, 6, 8 and 13; there are seven of them, which is exactly (13 + 1)/2, so they pair off around 13 and the position is a win. Six of the gaps are legal moves. Naming 2, 3, 4 or 6 reaches a paired position, so all four lose without anything being searched. Two moves survive the test, and one of them wins.

Six candidates to two is the whole of what the test does here, and it is already a real reduction on a position where the proof itself was silent. The question is what it does everywhere.

One move in six

One move in six, removed without a search. Every move from every Sylver Coinage position with at most sixteen unnameable numbers, counted by genus, against the moves the pairing test removes. A move is removed when the position it reaches pairs its gaps around its own largest gap, which makes that position a win for the opponent. 27,215 of 159,728 moves are removed and none of the 21,234 winning moves is.
Fig. 2 Every move from every Sylver Coinage position with at most sixteen numbers still unnameable, counted by how many those are. A move goes when the position it reaches has its own gaps paired around its own largest gap and that gap is above 1. The share removed falls as the positions grow — from three moves in five at the smallest sizes to one in seven at the largest — and the last column is the one the test stands or falls on.

Over the whole census the test removes 27,215 of 159,728 moves, which is 17.0 per cent of every move anybody could make from any position in range. Not one of the 21,234 winning moves is among them.

That last count is the point, and it is a count rather than a reassurance. The soundness of the test is an argument — a struck move reaches a position already proved to be a win for whoever moves next — and an argument that had a hole in it would show up here as a winning move with a line through it. There is none, at any of the sixteen sizes.

The share falls steadily as the positions grow: five moves of eight at three unnameable numbers, two in five at eight, a third at ten, a seventh at sixteen. Paired positions get rarer as the genus rises, so the moves that land on one get rarer too. That decline is the honest limit on the whole idea, and it is visible in the column rather than left to be worried about.

The argument’s own move, struck off by the argument’s own test

The position every move closes the largest gap opens with is the one generated by 3 and 7, and it shows the test doing something the proof would not lead anybody to expect.

The gaps of ⟨3, 7⟩, 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.
Fig. 3 The position after 3 and 7 are named, with the same test on every move. Naming 11 — the largest gap, the move the stealing proof is built around — reaches a position whose gaps pair off around its own largest gap, so 11 is struck off. So are 4 and 5. Two moves survive and the winning one, 2, is among them.

The gaps are 1, 2, 4, 5, 8 and 11, and the proof about this position is conducted entirely through the move 11. If naming 11 loses, the reply that beats it was available first — that is the whole argument, and it wins the position.

The test strikes 11 off. Naming 11 leaves gaps 1, 2, 4, 5 and 8, five of them, with largest gap 8; and 5 = (8 + 2)/2, so those gaps pair off around 8 with 4 as the odd one out. The position is pseudo-symmetric, the opponent wins it, and so naming 11 loses.

Both statements are true and they are about different things. The proof uses 11 as a thought experiment and never claims it is good; the test evaluates 11 as a move and says it is bad. The proof and the test are two readings of one property, pointing in opposite directions, and a reader who took the proof to be advice about play would be taking the losing move on this position every time.

That is the general shape of a stealing argument, seen from a new side. The theorem that names no move and a board one column wider both end at the same place — a winner named, a move not — and neither asks what the argument’s own move is worth when actually played. Here it is worth a loss, on 460 of the 583 positions.

What the descriptions are worth

If the pairing will not name the move, perhaps something else read off the semigroup will. Nine rules were scored, each naming a gap, or a handful of gaps, from the semigroup alone and with no search allowed.

Nine descriptions of a winning move, and what each is worth. Nine arithmetic rules, each naming one or a few gaps of a Sylver Coinage position from the semigroup alone, scored against the winning moves of the 583 positions whose gaps pair off around the largest one. The best rule naming a single gap finds a winning move on 123 of them, and the best naming several finds one on 279.
Fig. 4 Nine rules that name a gap of a paired position from the semigroup alone, scored against the winning moves of the 583 such positions with a gap above 1. The best of those naming a single gap is the largest gap itself, at 123. The two that reach further name several gaps each, which is a weaker kind of description: the best of them names on average four gaps and catches a winner on 279.

The largest gap wins on 123. The largest gap less the smallest named number wins on 112. The second-largest gap, which sounds like a different idea and is often the same number, wins on 114. Half of F rounded down wins on 67 of the 394 positions where it is a legal move at all. The smallest gap above 1 wins on 35, and the flat rule name 2 wins on 20.

Two rules do better and both do it by naming several gaps rather than one. A gap that becomes nameable when any named number is added to it — a pseudo-Frobenius number, the quantity whose count is a semigroup’s type — catches a winner on 154. F less a minimal generator of the semigroup catches one on 279, which is 48 per cent, out of a list averaging four candidates. A rule that offers four guesses and is right about half the time is not a description of a move; it is a shortlist, and a shortlist is what the test already produces more cheaply.

No rule naming one gap reaches a quarter of the positions. That is a measured negative over the whole range, not an admission that nobody thought hard enough, and the figure under it says what is standing in the way.

How many of the gaps win, and how often the argument's move is forced. The number of winning moves held by each of the 583 Sylver Coinage positions whose gaps pair off around the largest one, up to genus sixteen. 367 have exactly one. Naming the largest gap wins on 123 positions and is the only winning move on every one of them.
Fig. 5 How many of its gaps win, for each of the 583 paired positions with a gap above 1. On 367 of them — nearly two in three — exactly one move wins, so a rule has one number to hit out of a dozen. And on every one of the 123 positions where naming the largest gap wins, it is the only winning move there is.

On 367 of 583 positions there is exactly one winning move. A position in this class offers 12.3 legal moves on average, so a rule guessing at random would be right about one time in twelve, and the best rule naming a single gap is right about one time in five. The difficulty is not that the winning move is hard to describe among several equally good ones. There is usually nothing else to choose.

And one line of that figure is sharper than the rest. Where naming the largest gap wins, it is the only move that wins — all 123 of 123. The move the stealing proof is built around is never one winner among several. It is either forced or useless, and the proof cannot tell a reader which, because telling them apart is exactly the search the proof was standing in for.

What is predictable is the size, not the name

One thing about a winning move can be predicted without any search, and it is not which gap it is.

What is predictable about a winning move is its size, not its name. Every winning move of every paired Sylver Coinage position up to genus sixteen, split by whether the position's own count of unnameable numbers is odd or even, and counted by how many of them the move closes. A winning move reaches a position the opponent loses and those sit at odd counts, so the parity of the drop is nearly determined by the parity of the position.
Fig. 6 Every winning move of every paired position in range, split by whether the position’s own count of unnameable numbers is odd or even and counted by how many of them the move closes. From an odd count, 439 of 507 winning moves close an even number. From an even count, 336 of 474 close an odd number. Both leave the opponent an odd count, which is where lost positions are.

A parity with a first exception found the count of unnameable numbers very nearly deciding the game: positions with an odd count are thick with losses and positions with an even count are nearly empty of them. A winning move is a move to a lost position, so a winning move nearly always lands on an odd count — 775 of the 981 winning moves here do.

So the parity of what a winning move closes is nearly forced, and it is forced in opposite directions from the two kinds of position. From an odd count a winning move mostly closes an even number of gaps; from an even count, an odd number. That is a real constraint and it is worth exactly as much as it sounds: it halves the shortlist and says nothing about which half.

A property that predicts the size of a move without predicting the move is the recurring shape of this game. The count of unnameable numbers predicts the outcome without predicting the play; the pairing predicts the outcome without predicting the move; and the parity of the drop predicts the shape of the move without predicting the number. Three separate readings, each one bit short of useful, which is what makes where the impartial theory stops worth reading against a game that has ordinary values and no way to read one off a position.

Two positions lost with no search at all

On two positions in the whole census the test removes every legal move.

The gaps of ⟨4, 5, 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.
Fig. 7 The position after 4, 5 and 11 are named. Its four legal moves are 2, 3, 6 and 7, and every one of them reaches a position whose gaps pair off around its own largest gap. Every move hands the opponent a win, so the mover loses — and that verdict has been reached without searching anything.

If every move is struck, every move loses, so the position is lost for the player to move. The verdict follows from four one-pass tests and no recursion whatever. It happens on the position generated by 4, 5, 6 and 7, whose gaps are 1, 2 and 3, and on the one generated by 4, 5 and 11, whose gaps are 1, 2, 3, 6 and 7.

Two out of 11,769 is not a technique. It is worth recording for one reason: it is the only place in this game where the pairing certifies a loss. Everywhere else the pairing certifies wins — that is what the stealing proof does — and a stealing argument is structurally incapable of proving anybody loses, since it works by showing that whatever the opponent could do, the mover could have done first. Applied to the move list rather than the position, the same property proves the opposite kind of statement twice, and the two positions it proves it on are small enough to check by hand.

What it saves a search that still has to run

The test does not replace the search. It removes moves from it, which is a different and more ordinary kind of help — the same kind how much a list of options can lose prices for dominated options and the order a solver tries the moves in prices for ordering.

What the test saves a solver that still has to search. Two solvers over every Sylver Coinage position with at most sixteen unnameable numbers: one that recurses into every gap and one that first asks whether the position a gap reaches has its gaps paired around its largest, and skips it when it has. They agree on every position, and the second makes 24.6% fewer recursive descents.
Fig. 8 Two solvers over every position with at most sixteen unnameable numbers: one recursing into every gap, one first asking whether the position a gap reaches has its own gaps paired around its own largest, and skipping it when it does. The verdicts are compared position by position and agree on every one. The second makes 72,005 recursive descents against 95,516 — a quarter fewer — for one pass along a strip per move.

95,516 descents become 72,005, a saving of 24.6 per cent, and the two solvers agree on every position in the census. The saving is larger than the 17 per cent of moves removed, because a struck move is never descended into and so its whole subtree is never reached either.

It is worth being precise about what kind of saving that is. A struck move is a dominated move — known bad before it is examined — and removing it is sound for the full search, including for proving a position lost, because a bad move need not be tried when every move has to be shown bad. It is not a heuristic ordering and it is not a cut-off; nothing is approximated, and the two solvers return the same verdict on all 11,769 positions rather than agreeing to within something.

Against that, one pass a move is not free. The pruned solver performs 95,516 pairing tests — one per move considered, the same number as the plain solver’s descents — so the trade is a recursion for a scan. In a game where a recursion re-derives the whole reachable set below a position and a scan walks a strip of at most thirty numbers, that trade is worth taking; in a game where the two cost the same it would not be.

What the measurement cannot say

Sixteen unnameable numbers is the limit, and the falling share matters. The soundness of the test is a proof and holds at every size. Its usefulness is a measurement, and the measurement is declining: three moves in five removed at the smallest positions, one in seven at the largest. Whether it keeps falling, and how fast, is not settled by a range that stops where this one does.

The nine rules are nine rules. A negative result about a list of descriptions is a statement about that list. It is evidence that the winning move has no simple arithmetic description and it is not a proof of one, and the two rules that name several gaps are the reminder that the boundary between a description and a shortlist is where such a result gets soft.

And the opening is untouched. Every position here has two coprime numbers already named and finitely many gaps. The game that is a number system records that the opening 16 has been worth a thousand dollars since 2017, and nothing on this page reaches it: a position with infinitely many gaps has no largest gap, so it has nothing to pair and no test to apply.

The convention the verdicts are computed under

Normal play, with the rule about 1 read the way the game is actually played: naming 1 loses at once, so nobody names it while any other number remains, and the player left with 1 as their only option is the player with no real move. Every count on this page — winning moves, struck moves, descents — excludes 1 from the move list for that reason.

The test itself depends on the convention twice. It needs the position a move reaches to be a win for whoever moves next, which is the stealing proof’s conclusion and is stated under normal play. And it needs the exception, which is why the test asks for the largest gap of the position reached to be above 1: the position whose only gap is 1 is the one paired position that is lost, and a move reaching it is a winning move rather than a struck one. Seventy moves in the census reach it, and the exception is what keeps every one of them out of the struck column.

The surprise: the same property, used backwards, is worth more

The stealing proof is the strongest result anybody has about this game’s finite positions, and it is a result of a kind that is famously unusable — a strategy is not a certificate measures the gap between knowing a winner and having a strategy, and three different claims are all called solved separates the two as a matter of definition. A verdict with no move is the weakest useful thing a theorem can produce.

Read backwards it produces something the forward reading does not. The forward reading applies at 583 positions, tells the mover they win, and leaves a dozen moves to search. The backward reading applies at every position in the game, tells the mover nothing about the outcome, and removes a sixth of the move list for a scan — including, on the two smallest cases, all of it.

That is a trade worth naming, because it is available whenever a theorem settles a class of positions. A theorem that says who wins a class of positions is also a theorem that says which moves not to play, everywhere, since a move into that class is a move whose verdict is already known. The forward form is the one that gets stated because it is the one that sounds like a result. The backward form is the one that gets used, it applies far more widely, and here it is measurably the more valuable of the two — a quarter of a search, against a proof that names no move at all.

Still open: whether the shortlist can be closed

The test leaves a shortlist and the parity of the drop halves it. On the position generated by 5, 7, 9 and 11 that shortlist has two moves on it; averaged over all 583 it has 9.6, against 12.3 legal moves. Nothing here decides whether some further one-pass property closes the list to one.

The measurement that would begin to settle it is a census of the shortlists themselves: for every paired position, the moves that survive the test, sorted by whether the survivors have anything in common beyond surviving. If the winning move is always the survivor that closes the fewest gaps, or always the largest survivor, that is a rule and it is one scan away. If the survivors look like the gaps did — a dozen numbers with one arbitrary winner among them — then the shortlist is as far as a scan reaches, and the remaining work is the search this game has never been able to avoid.

Part 4 of 6

One argument about Sylver. The parts either side of it:

What links here

Essays that reach for this one mid-argument — the half of a link its own author cannot write down.

The objects named here

The third axis, after the field and the series: the games, values and theorems themselves, and every essay that touches each one.

CertificateDominanceExhaustive searchFrobenius numberImpartialMove selectionNumerical semigroupSearch costStrategy stealingSylver CoinageSymmetry