How it was found

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.

Assumes: Four values, and the sequence is settled for ever · Naming a game with a number

Richard Guy and Cedric Smith wrote down the octal notation in 1956, computed Grundy sequences by hand for dozens of codes, and conjectured that every finite octal game is eventually periodic.

Some of them settle. This one does not.

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.
Fig. 1 Six octal games: the code, the moves it permits, the first two dozen Grundy values, and whether a period was found in the values computed here. The magenta rows are not counterexamples. They are sequences in which nothing periodic has appeared yet, which is a different and much weaker thing.

What the conjecture is claiming

For a subtraction game — a move takes a stated number of counters and never splits the heap — eventual periodicity is a theorem, and the proof is a counting argument in three lines. The value of a heap depends on the last mm values, where mm is the largest move; those values are bounded; so the computation has finitely many states, must revisit one, and repeats from there.

An octal game breaks that argument at the first step. A move may split a heap into two, and the value of the split is the nim-sum of the two parts — so the value of heap nn depends not on the last few values but on exclusive-ors of pairs drawn from everywhere below it. The computation’s state is the entire history, the state space is not finite, and the counting argument has nothing to count.

The octal game ·007, read out. An octal code is a rule table. The kth digit says what a player may do after taking k tokens from one heap: end that heap, leave one heap, or split the rest into two. Three bits, one digit, and the whole family of take-away games becomes something that can be listed and swept.
Fig. 2 The code that has not settled, unpacked. Taking exactly three counters, leaving one heap or two — a rule that fits in a sentence, with a Grundy sequence nobody can describe.

So the conjecture is a guess that the conclusion survives even though the proof does not. That is a perfectly reasonable thing to guess, and it has been open since it was made.

Why splitting is the whole difficulty

It is worth being concrete about what the splitting move does to the dependency structure, because “the state space is not finite” is a sentence that hides the mechanism.

In a subtraction game the value of heap nn is the mex of g(nt)g(n-t) for each allowed tt. Every term is a single earlier value, and the largest tt bounds how far back the computation looks.

In an octal game the value of heap nn includes, for each splitting move, terms of the form g(a)g(nka)g(a) \oplus g(n - k - a) for every way of splitting the remainder. So heap 100 depends on the exclusive-or of roughly fifty pairs of values drawn from the whole range below it, and heap 101 depends on a different fifty pairs.

4 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.
Fig. 3 Two codes that cannot split a heap, and two that can. Neither ·3 nor ·33 has a digit with the split bit set, so both are subtraction games and both are eventually periodic by theorem — and both settle at heap nought with periods of 2 and 3, before there is anything to look at. The two below them split, and the counting argument is unavailable to both: one of them settles at heap 53 and the other has not settled in 1,200 values. The difference between the halves of the table is the whole of the conjecture.

That is why no finite summary is known. A summary would have to determine all those exclusive-ors, and the values feeding them are spread across the entire history rather than concentrated at the end of it.

Which ones settled, and how late

The survey above computes each sequence to heap 1,200 and asks for a period. The answers spread out in a way that is worth reading carefully.

·137 — Dawson’s chess. Period 34, from heap 52, with five exceptions. Its own essay is about what “eventually” is doing in that sentence.

·07 — Dawson’s Kayles. Period 34 from heap 53, six exceptions. One bit away from ·137 and settling almost identically.

·77 — Kayles. Period 12, but not until heap 71, with sixteen exceptions. Later, shorter period, more exceptions: nothing about the code predicts any of the three.

·6, ·007 and ·106. No period in 1,200 values.

The spread is the point. If lateness of settling correlated with anything visible — the number of digits, the number of set bits, the size of the largest move — the conjecture would have a route to a proof. It does not.

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.
Fig. 4 The same six codes, computed to heap 120 instead of 1,200. Kayles is magenta here. It settles at heap 71 with period 12, and a search over 120 values has not enough of the sequence past that point to find the repeat — so at this budget it is indistinguishable from ·6, ·007 and ·106, which have never settled at any budget anybody has tried. Anybody reading this table as a verdict about Kayles would have been wrong, which is precisely the difficulty with the other three rows.

Two heaps of evidence that point different ways

The conjecture has been tested in two quite different ways, and it is worth separating them because they are usually run together.

Depth. Individual codes computed enormously far. This is the kind of evidence that accumulates without changing shape: ·007 computed to a million values is the same sort of fact as ·007 computed to a thousand, only more so.

Breadth. Many codes computed moderately far, which is what Guy and Smith did by hand and what the survey above does in miniature. Breadth is the evidence that produced the conjecture in the first place — dozens of codes, and every one that settled at all settled with a small period.

10 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.
Fig. 5 Breadth rather than depth: ten codes rather than six, each computed to heap 1,200. Six settle and four do not, and the six that settle have periods of 1, 2, 2, 12, 34 and 34 — every one of them small. That is the evidence Guy and Smith had and it is the encouraging half: nothing here looks like a game with a period of a million. It is also the half that cannot rule anything out, because a code with a period of a million would sit in the magenta rows looking exactly like the four that are there.

The two disagree about how encouraging the situation is. Breadth is encouraging: the settled codes have periods in the tens, not the millions, so the phenomenon looks tame. Depth is discouraging: if the tame ones settle by heap 71, a code that has not settled by heap a million is behaving unlike every settled example rather than like a slow one.

Nobody knows which reading is right, and that is the honest summary. A code could settle at heap 101210^{12} with period 10910^{9} and be perfectly consistent with the conjecture and with everything observed.

What an absent counterexample is worth

This is the part that deserves care, because the temptation to overstate is strong in both directions.

A sequence with no period found in 1,200 values is not evidence of aperiodicity. Kayles has no period in its first 70 values either, and Kayles has a period. Every settled game in the survey looked exactly like an unsettled one until it did not.

But it is also not nothing. ·007 has been computed vastly further than 1,200 by people with better machines and more patience — into the hundreds of millions of values — with no period found. That is a considerably stronger absence than the one drawn here, and it is still an absence.

And the conjecture cannot be confirmed by any amount of computation. It is universally quantified over all octal codes and all heaps; a computation settles one code up to one bound. The most a computation can ever do for the conjecture is fail to refute it, and the most it can ever do against it would be to find a code that provably never repeats — which would need a proof, not a search.

So the evidential situation is: a claim that has resisted refutation for seventy years by methods that could only ever refute it. That is a genuine reason to believe it and it is not a small caveat.

The surprise: the hard part is not computing far

A reader might expect the difficulty to be arithmetic — that ·007 is open because nobody can compute enough of it. The reverse is closer to true.

Computing the sequence is easy and fast. What is missing is any way to say something about the sequence that is not a value in it. There is no known invariant of an octal code that predicts its period, no bound on where the period must start, and no partial result of the form “codes with property X are eventually periodic”.

That inversion is unusual in this subject. The complexity field here is mostly about problems whose answers exist and are out of computational reach; this is a problem whose computations are within reach and whose answer is not known to exist.

What “sparse” games did to the picture

One family did move, and it moved in the unhelpful direction.

Some octal codes have long runs of zero digits — moves of most sizes are simply not allowed — and these are called sparse. They were expected to be easier, on the reasonable ground that fewer moves is less structure to account for.

What was found instead is that several of them have enormous periods: sequences that settle only after millions of values, with periods of comparable size. The conjecture survives those cases; the intuition that periods are small does not.

At the depth this page can compute, that shows up as silence rather than as a large number, and the silence is the honest form of the finding.

4 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.
Fig. 6 The sparse family, where the digits are mostly nought and a move must take an exact number of counters. Dawson’s Kayles is the dense one at the top and it settles at heap 53; the three below it take exactly three, four and five counters, and not one of them has settled in 1,200 values. Fewer moves was supposed to mean less structure to account for, and this is what it produced instead. Twelve hundred values is nowhere near far enough to see a period of the size these are reported to have, so the three magenta rows are not evidence that they never settle — they are what a code with an enormous period looks like from close up.

This is the pattern that makes the problem awkward. Every time somebody has looked for a bound on where a period must begin, the examples have moved the bound. A conjecture whose supporting examples keep getting stranger is not being confirmed, exactly.

The rule that would settle it, and does not exist

It is worth stating exactly what a proof would need, because the shape of the gap explains why nobody has one.

For subtraction games the state is the last mm values, and the proof is that states recur. For octal games one would want a finite summary of the sequence so far, from which the next value is computable — anything finite would do, and the counting argument would then run unchanged.

No such summary is known. The splitting move makes the next value depend on nim-sums of arbitrary pairs from the whole history, and no bounded quantity has been found that determines them. That is the entire difficulty, and it has not moved in seventy years.

Grundy values for octal game ·007. The Grundy value of every heap size for a take-away game, computed by the mex rule. A period, if the figure marks one, was found by searching the computed sequence rather than assumed — and where no period is marked, none was found in the range drawn, which is not the same as there being none.
Fig. 7 The first forty values of the open case. They are not random, they are not obviously structured, and the search that would find a period is looking for something nobody can rule in or out.

Why it matters beyond the family

An open problem about heap games with funny codes is easy to file as a curiosity. It is load-bearing for a reason that has nothing to do with octal games specifically.

Periodicity is the only general route from a computation to an infinite claim that this subject has. Everywhere a site like this one states something about every heap, every board size, every nn, the statement rests either on an argument specific to that game or on a period with a certificate. There is no third mechanism.

So the octal conjecture is a question about how far the one general mechanism reaches, and the answer being unknown means the reach is unknown. That shows up directly in what can and cannot be claimed elsewhere: the Grundy table of Wythoff’s game has no period found either, and the honest statement about it is the same shape as the honest statement here.

Where the model stops

Every claim on this page about a specific code is bounded by the computation behind it. ·007 has no period in the values computed here, and the figure says 1,200 rather than saying “never” for that reason. Elsewhere on this site the same discipline is applied to bounds versus answers, and it matters more here than almost anywhere, because the whole subject of the essay is what a finite computation licenses.

And “finite octal game” is doing work in the conjecture. A code with infinitely many digits — a move may take any number of counters, with the splitting rules varying — is outside the claim, and there the answer is known to be no.

What the picture cannot show

The survey figure prints each code’s first two dozen values, and twenty-four values is nowhere near enough to see whether a sequence is settling. That is not a defect of the layout. It is the fact the essay is about: the visible part of these sequences carries no information about the answer, and a figure that appeared to show otherwise would be lying.

Kayles is the demonstration. Its first twenty-four values look exactly like ·007’s — no repetition, small numbers, no visible structure — and one of the two settles at heap 71.

The check that could have failed

The survey is drawn by a program, and a program that reports “no period found” is indistinguishable from a program with a broken period-finder.

So the figure is built to make that failure visible. It refuses to draw if every code in it settles — because then the open case would be missing and the figure would be making the wrong point — and it refuses to draw if none settles, because that is what a broken search looks like. The contrast is required, and the contrast is the check.

The same discipline is why the settled codes carry their periods and exception counts rather than a tick. A period of 34 from heap 52 is a claim with three numbers in it, each of which could be wrong and none of which could be wrong quietly: Dawson’s essay checks the same code from a different figure with different parameters, and the two agree.

Who found it, and what happened next

Richard Guy died in 2020 at 103, having worked on this and much else for seventy years. Cedric Smith was one of the four undergraduates who, under the collective name Blanche Descartes, worked on squared squares — a separate and equally stubborn combinatorial problem.

Their 1956 paper is the origin of the octal notation and of the systematic survey, and both are still how the subject is done. Guy returned to the conjecture repeatedly and offered money for a resolution of ·007 specifically.

What did not happen is any progress on the general claim. The list of settled codes has grown, the bounds have grown enormously, and the conjecture is where they left it.

What a computation of this size is evidence for

Billions of terms with no period found is a striking quantity of arithmetic, and it is worth being exact about which claim it supports, because the natural reading is stronger than the evidence.

It is strong evidence that no short period begins early. A search covering periods up to some length in a window of some size rules out exactly those combinations, and the ruling-out is a proof: a period of that length beginning in that window would have been seen. So the computation converts an open question into a much narrower one — any period this sequence has is long, or begins late, or both.

It is no evidence at all that the sequence is aperiodic. Nothing forbids a game whose values settle after 104010^{40} terms, and such a game is indistinguishable from an aperiodic one under every computation anybody will ever run. The counting argument that bounds the pre-period for subtraction games does not exist for octal ones, which is exactly the gap that makes this question open rather than merely unresolved.

And it is weak evidence about the conjecture. Every finite octal game is eventually periodic is a claim about all of them, and a single code resisting is compatible with the conjecture being true and with it being false. What would settle it is a proof or a counterexample, and a counterexample is not a computation — it would be an argument that some code’s sequence cannot repeat, which is a different kind of object from any amount of the sequence.

So the honest summary of seventy years of arithmetic is that it has narrowed one branch of a three-way disjunction and left the other two exactly where they were.

A note on what the conjecture would give

Suppose it were proved tomorrow. What would change?

Not much computationally, at first. A proof that every finite octal game is eventually periodic would not say where any period begins or how long it is, unless the proof were constructive — and the counting argument that works for subtraction games gives a bound so enormous as to be useless even there.

What it would give is a licence. Every octal game would then be known to have a closed form, so a search for one is a search for something known to be there, which is a different activity from a search that might be for nothing. That is exactly the difference the subtraction-game argument already provides in its own family, and it is worth more than it sounds: it turns an open-ended computation into a bounded one, even when the bound is not known.

The other half of Guy and Smith’s contribution

The conjecture is the famous part of the 1956 paper and it is not the useful part.

What has lasted is the notation and the practice that goes with it: name the family by a code, compute the sequence, look for a period, record the exceptions. That turned a scattering of individually-named puzzles into an enumerable family, and every result since — including every extension of the frontier — is stated in those terms.

The value of a notation is a recurring theme here, and octal codes are the cleanest instance in the impartial half of the subject. Before them, Dawson’s chess and Kayles were two unrelated puzzles from different decades; after them, they are neighbours in a family, differing in one bit, and the fact that they behave almost identically is a fact rather than a coincidence.

Where the ladder goes next

The first rung of this anchor is what a period certifies — a finite window settling an infinite claim, which is one of the cleanest arguments in the subject. This rung is the same argument’s failure to be available, and what a subject does when its best tool does not apply: it computes, it surveys, and it waits.

Part 2 of 3

One argument about Periodicity. 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 8 sharing most with it of 23.

What this makes readable

Essays that declare this one a prerequisite.

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.

CertificateClosed formComplexityDawsonExhaustive searchGrundy valueIntractableMexOctal gamePeriodicitySubtraction game