Generator

Cooling by 1, and heating back

Cooling by 1, and heating back
Cooling by 1, and heating back. Each row is a position, its temperature, what it becomes when every move is taxed, and what comes back when the tax is refunded. The refund is not an inverse: a position whose temperature was below the tax has already frozen into a number, and heating a number does nothing at all.

Each row is a position, its temperature, what it becomes when every move is taxed, and what comes back when the tax is refunded. The refund is not an inverse: a position whose temperature was below the tax has already frozen into a number, and heating a number does nothing at all.

20 essays call chill-table. The drawing above is what it returns with no arguments at all; every call below passes it something, because a placement that passes nothing draws whichever member of the family the generator happens to default to rather than the one its essay argues about.

The positions it draws

40 distinct positions, harvested by drawing the figure again at the options each essay asked for.

PositionWorth OutcomeDrawn in
1 × 1 0 P The operator chosen for one game
1 × 2 −1 R The operator chosen for one game
1 × 3 −1 R The operator chosen for one game
1×2 board −1 R Below zero
1×3 board −1 R Cooling by exactly one
2 × 1 1 L The operator chosen for one game
2×2 board 1 | −1 N Below zero · Cooling by exactly one · The operator chosen for one game
2×3 board 2 | −1/2 N Cooling by exactly one · The operator chosen for one game
2×4 board {{2 | 0} | 0} R Below zero · Cooling by exactly one · The operator chosen for one game
3 × 1 1 L The operator chosen for one game
3×3 board 1 | −1 N Below zero · Cooling by exactly one · The operator chosen for one game
3×4 board −3/2 R Below zero
{{1 | −1}, ∗2 | −2} {{1 | −1}, ∗2 | −2} R A number and a fight
{{1 | 0, ∗} | −1/2} {{1 | 0, ∗} | −1/2} R A number and a fight
{{2|0} | 0} {{2 | 0} | 0} R The operator chosen for one game
{−1/2, {1 | −1} | −1} {−1/2, {1 | −1} | −1} R A number and a fight
{0 | 0} ∗ N Cooling adds and heating does not · When a switch is not a switch
{1 | −1} 1 | −1 N An option nobody would take · How hot a day gets · Nobody wants to move here · The operator chosen for one game · The operator that puts the star back · The values that are their own negatives
{1 | ∗} {1 | ∗} L Cooling adds and heating does not · The birthday of a sum · The fight never runs backwards
{1 | 0} 1 | 0 N A number and a fight · Below zero · Cooling by exactly one · Equal in every company · How hot a day gets · Numbers avoid numbers · The operator that puts the star back · What is left when the small change is thrown away
{1 | 1} 1∗ L Cooling adds and heating does not · When a switch is not a switch
{1/2, {1 | 0, ∗} | −1/2, {0, ∗ | −1}} {1/2, {1 | 0, ∗} | −1/2, {0, ∗ | −1}} N A number and a fight
{10 | {9 | 1}} {10 | {9 | 1}} L A number and a fight · Cooling by exactly one · The operator that puts the star back
{16 | 0} 16 | 0 N A number and a fight
{2 | {1 | −1}, ↓} {2 | {1 | −1}, ↓} N A number and a fight
{2 | {1 | −1}, ∗2} {2 | {1 | −1}, ∗2} L A number and a fight
{2 | {1 | −1}} {2 | {1 | −1}} L A number and a fight · What a number does to a fight
{2 | −1/2} 2 | −1/2 N The operator chosen for one game
{2 | −2} 2 | −2 N How hot a day gets · The values that are their own negatives
{2 | 0} 2 | 0 N A number and a fight · Below zero · Cooling adds and heating does not · Cooling by exactly one · Equal in every company · Turn the board through a right angle · Misère play has no negatives · Numbers avoid numbers · One part that never ends · The company that is closed · The endgame, accounted for · The operator that puts the star back · The values that are their own negatives · What can be struck out
{3 | −1} 3 | −1 N A number and a fight · Cooling by exactly one
{4 | 0} 4 | 0 N A number and a fight · Cooling by exactly one · The endgame, accounted for
{6 | 0} 6 | 0 N Cooling by exactly one
↑ ↑ L A number and a fight · The class where nobody runs out first · Below zero · Cooling adds and heating does not · Cooling by exactly one · Equal in every company · Turn the board through a right angle · Infinitesimals · Misère play has no negatives · Nobody has to move · Nobody wants to move here · One part that never ends · Three ways to add the same games · Outcomes do not add · The birthday of a sum · The company that is closed · The fight never runs backwards · The simplest game above both · The sum is the object · Toads and Frogs · What a number does to a fight · What a wider pool rescues · What an infinitesimal does to a fight · What can be struck out · What is left when the small change is thrown away · When the ups add · Which part to move in · Who moves last
↓ ↓ R Cooling adds and heating does not · Infinitesimals · Nobody has to move · Nobody wants to move here · Outcomes do not add · The fight never runs backwards · Toads and Frogs · What an infinitesimal does to a fight · Who moves last
−3/2 −3/2 R The operator chosen for one game
∗ ∗ N A move that must be answered · A number and a fight · A rule with no promise at all · A self-negative value costs a day · At least five hundred and seventy-one · Below zero · Cooling adds and heating does not · Cooling by exactly one · Equal in every company · Equal in this company · Turn the board through a right angle · Fifty-two errors and seven sizes · How hot a day gets · How rare it is to be bigger · Infinitesimals · Misère play has no negatives · Nobody has to move · Nobody wants to move here · Nothing worth fighting over · Numbers avoid numbers · One part that never ends · Three ways to add the same games · Outcomes do not add · The birthday of a sum · The company that is closed · The fight never runs backwards · The first theorem, and the winner it declines to name · The other way to move a row · The simplest game above both · The thirty that cancel themselves · The values that are their own negatives · Three players and no answer · Toads and Frogs · What a number does to a fight · What a wider pool rescues · What an infinitesimal does to a fight · What can be struck out · What is left when the small change is thrown away · When the ups add · Where the impartial theory stops · Where the order and the sum disagree · Which part to move in · Who moves last · Start at the end and work backwards
0 0 P A rule with no promise at all · A self-negative value costs a day · An option nobody would take · At least five hundred and seventy-one · Equal in every company · Fifty-two errors and seven sizes · How rare it is to be bigger · Nobody has to move · Nothing worth fighting over · The fight never runs backwards · The first theorem, and the winner it declines to name · The operator that puts the star back · The other way to move a row · The simplest game above both · The thirty that cancel themselves · The values that are their own negatives · Three players and no answer · Two people, four years apart, one theorem · What is left when the small change is thrown away · When a switch is not a switch · Where the order and the sum disagree · Who moves last · Start at the end and work backwards
1 1 L A rule with no promise at all · Cooling adds and heating does not · How rare it is to be bigger · Misère play has no negatives · Nobody wants to move here · Numbers avoid numbers · One part that never ends · The fight never runs backwards · The first theorem, and the winner it declines to name · The other way to move a row · The sum is the object · The values that are their own negatives · Three players and no answer · Which part to move in · Who moves last · Start at the end and work backwards
1/2 1/2 L Below zero · Canonical form · Comparing positions · Cooling adds and heating does not · Cooling by exactly one · Equal in every company · Turn the board through a right angle · How hot a day gets · Misère play has no negatives · Nobody comes back · Nobody wants to move here · Numbers avoid numbers · The fight never runs backwards · The operator chosen for one game · The operator that puts the star back · What is left when the small change is thrown away

Where it is called

Every one of these figures is a drawing of the same construction, so a correction to it corrects them all.

Cooling by 1, and heating back. Each row is a position, its temperature, what it becomes when every move is taxed, and what comes back when the tax is refunded. The refund is not an inverse: a position whose temperature was below the tax has already frozen into a number, and heating a number does nothing at all. Temperature

Cooling by exactly one

Cooling is usually met as a way of reading a thermograph: a tax, and two numbers at the height of the tax. Applied as an operator it returns a position instead — and then the obvious question is whether heating gives the position back. Over the 1,474 values born by day three, 27 survive the round trip and 15 of those are numbers that never moved. Cooling throws away almost everything it touches.

A hot position, split into its mean and what is left. Each row is a position cooled by exactly its own temperature — the tax at which it stops being worth moving in. The result is the mean value with something small still attached, and the last column is that something, obtained by subtracting the mean from the cooled game rather than by inspection. Temperature

A number and a fight

Charge a position exactly what it is worth fighting over and the fight disappears, leaving the mean value — with something still attached to it. Over all 1,122 hot values born by day three the residue is smaller than every positive number, it is a star in 942 of them, and it is never nothing. So a hot game is its mean plus a fight plus a remainder that no number reports, and the remainder is what decides close games.

Which of the two operators distributes over a sum. Cooling and heating, each asked whether applying it to a sum is the same as applying it to the parts and adding. The pools are the values born by day two and a set of deliberately hot positions; the counts are of ordered pairs. Temperature

Cooling adds and heating does not

The two operators are presented as a pair, and they are not one. Cooling a sum is the same as cooling the parts and adding, on every one of the 1,768 pairs tried, at two taxes and on two pools. Heating fails on 263 — and not for the obvious reason: in every failure neither part and not the sum is a number, so the clause exempting numbers never fires at the top. It fires two levels down, where an option of a sum is one part's option plus the whole of the other.

The whole Domineering catalogue, chilled. Every Domineering board this site evaluates, with its value, its temperature, and what cooling by exactly one does to it. Thirteen of the fifteen become cold — a number, or a number plus a star — and the two that do not are the two whose temperature was above the tax. Temperature

The operator chosen for one game

Chilling is cooling by exactly one, and the one is not derived from anything. It is chosen because Domineering mostly runs at that temperature — and measured against this site's whole Domineering catalogue it turns thirteen of fifteen boards into numbers or numbers plus a star, and warms thirteen of the fifteen back exactly. They are not the same thirteen: eleven boards do both, two freeze too far to be recovered, and two stay hot and come back on the nose.

What the reduction collapses. Each reduced form with the values that reduce to it. The largest class is the one that reduces to zero and it holds every infinitesimal on the list, which is exactly what the reduction is for — against a hot background, none of them is distinguishable from nothing. Sums and comparison

What is left when the small change is thrown away

Canonical form answers a demanding question: which positions are interchangeable inside every sum whatever. A player with a hot board does not have every sum — an infinitesimal difference cannot decide anything against a genuine fight — so there is a coarser question with an exact answer. The reduced canonical form takes the 1,474 values born by day three to 61, with 292 of them collapsing to zero, and it is a homomorphism on all 8,100 pairs tested only when a second pass is made.

Where 1,474 values sit on the scale. The temperature of every value in the pool, counted. The floor is −1 and only numbers are on it; the next rung up is 0, and everything there is a number with an infinitesimal added. Above that the scale is continuous and the counts thin out. Temperature

Below zero

Temperature is described as urgency and urgency has no obvious bottom, but the scale stops at −1 and only the numbers are on it. The rung above is exactly zero, and the 337 values born by day three that sit there are the ones a number cannot be told from — flat thermograph, nothing at stake, and an infinitesimal that no number can see. Two independent computations agree on the classification for all 1,474.

Two operators that undo the same tax. Heating leaves every number alone; the warming operator leaves every number alone except an integer, which comes back with a star on it. That single clause is the whole difference between them, and it is what the Go endgame literature needs, because a chilled integer is usually a fight that has been frozen. The rows shown are the ones whose four entries fit in sixteen characters — a warmed day-three value runs to fifty-two, and the clause is legible only in the short ones. Temperature

The operator that puts the star back

Chilling is not invertible: it freezes, and 400 values born by day three collapse onto 29. Both heating and Norton's warming operator are exact right inverses of it — each lands back where it started, on all 400 — and they pick different preimages, differing on 396 of them and differing by exactly a star on 335. The clause that separates them is one line long and it is about the integers.

How hot a day gets. The hottest value born by each of the first three days, with every temperature that occurs on it. Day one tops out at nought, day two at one, day three at two — a day buys exactly one degree — and the value attaining the maximum is unique each time. Each temperature was computed as the height at which that value's two thermograph walls meet. The temperatures of day three are exactly the half-gaps between the numbers born by day two, which is what puts a hole in the scale at 7/4. Temperature

How hot a day gets

A day of construction buys exactly one degree of temperature — nought, then one, then two — and the value attaining the maximum is unique on every day: ∗, then {1 | −1}, then {2 | −2}. The distribution underneath is not tidy at all: it peaks at a half, leans to the right of the peak, and has a hole in it at one and three quarters where nothing is born.

The same population counted twice. The temperature scale over the positions this site has enumerated, once with every position counted and once with every distinct value counted. The two disagree about how much of the subject is hot, about what the commonest hot temperature is, and about whether a number is the usual thing for a position to be worth. Temperature

How hot a real position is

Counted one value at a time, a tenth of the subject is hot. Counted one position at a time — every board this site has enumerated, all 11,397 of them — it is a twentieth, two thirds of the positions are worth numbers outright, and ten of the seventeen rulesets never produce a hot position at all.

A game is colder than its catalogue. The share of hot positions in the Domineering region catalogue against the share among the components a real game produces. Fifty-three per cent against sixteen. Temperature

What a game actually produces

Fifty-three per cent of the Domineering regions of at most eight squares are hot. Of the components eleven hundred random games actually produce, sixteen per cent are — and ten per cent once single squares are counted. The figure is the same on three sizes of board, so it is a property of play rather than of the board, and it says that every temperature census this site has taken over a catalogue overstates how hot the game is by a factor of three.

Three populations, three answers. How often something is worth fighting over, measured on the catalogue of shapes, on the pieces a played game produces, and on the whole board those pieces make up. Temperature

One fight makes a board a fight

The rung below found 16 per cent of the components a played game produces to be hot, against 53 per cent of the catalogue they are drawn from, and predicted that the share of hot boards would be much larger. Taking the same play-outs and tallying at the board gives 32 per cent — twice the piece figure and not ten times it, because a Domineering board carries only 1.68 pieces and the hot ones cluster on the same boards.

The board cools as it is played. Every position of a three by six Domineering board, grouped by how many dominoes are down. The share that are hot rises to four fifths and then falls to nothing. Temperature

The obstacle was the catalogue

The rung below could not measure the early game because its regions were too large for the catalogue, and asked for a bracket rather than a value. No bracket is needed: a twelve-square region evaluates in five milliseconds and an eighteen-square one in under a second. What was expensive was cataloguing every shape rather than sweeping the positions a board actually reaches — and the sweep says a board is hot four times in five three moves in, and cools when it breaks up.

The five hottest regions. Every eight-square Domineering region at the ceiling temperature, with which of the boards swept ever produces it. Temperature

Eight squares, and no hotter

The rung below found no Domineering position hotter than three halves on four boards and asked for the position that attains it. It is a region of eight squares, there are five of them up to symmetry, three are the hot core of an attaining board on every size swept — and the ceiling holds at nine and ten squares too, where the obvious extrapolation predicted seven quarters.

One size further. The hottest Domineering region of each size, one size beyond what the rung below could reach. Temperature

The ceiling was a plateau

Three halves of a move looked like a ceiling on a Domineering region's temperature: it held at eight squares, at nine and at ten, and the rise that had been a quarter every two sizes stopped. At eleven squares four regions reach seven quarters — and they contain the hottest eight-square shapes and are hotter than them, so the extra material is not cold.

The counts, beside what happened next. The hottest Domineering region of each size with the number of shapes attaining it, and whether the next size was hotter. Temperature

A description, and not a detector

The rung below noticed that the count of shapes attaining the hottest temperature grew across a plateau and collapsed at the step, and proposed it as a way to read a plateau off a single size. The growth is exact — five plateaus, no exception — and the rule is impossible: five orbits precede a rise at seven squares and no rise at eight.

The residue of a sum is the hotter part's. Every hot day-two value added to every hot day-three value, 7,854 sums in all, sorted by what happens to the residues: when the parts differ in temperature, on all 4,712 such pairs, the sum's residue is the hotter part's alone; when they are equally hot the residues add on 880, the sum grows colder on 2,237 and cancels to a number on 25. Temperature

The hotter residue survives

Charge a hot position its own temperature and subtract its mean, and an infinitesimal is left — its residue. Add two hot positions and the means add, the temperatures do not, and the residues do something stranger than either: on every one of 4,712 pairs whose parts differ in temperature, the residue of the sum is the hotter part's residue and nothing of the colder's. Cooling is additive, and a part cooled past its own temperature is a bare number. Residues add only when two parts are exactly as hot, and even then the fights usually cancel into something colder. The summary forgets; the game does not.

Colder exactly when the residues cancel. Equally hot pairs of hot values, 3142 from days two and three and 3000 sampled from day three, sorted by whether the sum stays as hot, grows colder or is a number, and by whether the two residues cancel. Every sum that stays as hot has residues that do not cancel, and every sum that grows colder or is a number has residues that do. Temperature

Colder exactly when the residues cancel

Add two fights of one temperature and the sum either stays that hot or grows colder, and which one happens is decided by the smallest thing either fight carries. The sum grows colder exactly when the two residues are negatives of each other — on all 3,142 equally hot pairs from days two and three and 3,000 sampled from day three, and by a two-line argument from cooling's additivity. What survives the cancellation is another matter. Group the colder sums by their parts' thermographs and the survivor differs in every group that holds more than one pair: {1 | 0} and {1 | 0, ∗} draw the same diagram and leave different infinitesimals behind. The diagrams fix only the survivor's temperature: nought, or exactly the lowest bend of either part.

Where the counterexample should have been. Cooling tested against a disjunctive sum on 107,816 ordered pairs: an 81-position pool of switches and numbers carrying infinitesimals at six taxes from a quarter to two, and a 185-value sample of day three at a half and one. Cooling never fails. On 6,032 pairs the sum freezes while a part does not, and on all of them the cooled parts add to exactly the frozen sum. Temperature

Why cooling has to add

Cooling came through a sweep of 1,768 sums untouched while heating failed 263 times, and the sweep's own account was cautious: cooling is not additive in general, and a richer pool would break it. Aimed exactly where that account said to look — infinitesimals hidden under low temperatures, at taxes of a quarter and a half — 107,816 more pairs break nothing, because there is nothing to break. Cooling distributes over every sum of short games. Its freezing clause fires on one side of the equation and not the other in 6,032 of those pairs, and costs nothing every time, because what it hands back is the mean, and means add.

Seven clauses on one recursion. Seven operators built on the same recursion and differing only in the clause that stops it, each tested for f(G + H) = f(G) + f(H) on the 1,768 pairs of the earlier sweep. Failures: cooling 0, cooling with heating's clause 404, heating 263, heating exempting only integers 335, heating with a switch clause 1768, heating with no clause 0, Norton's product by t∗ 0. Temperature

The bonus an integer is owed

Heating fails to distribute over a sum where cooling never does, and the repair proposed for it was to change what its exception returns: heat a number into a switch instead of leaving it alone. Run on the same 1,768 pairs, that repair fails on every one of them, beginning with nought plus nought. What adds is a heating that changes which numbers it exempts and pays the bonus on the moves an integer holds in reserve — Norton's product, and heating with no exception at all, which at a whole-number bonus is the same operator. Given heating's exception, cooling stops adding too.

Where exempting an integer starts to cost. Heating that leaves integers alone, tested for additivity at twelve bonuses from an eighth to two on two pools. It fails on no pair below a bonus of one and on dozens from one upward, while heating with no exemption fails at no bonus on these pools. Temperature

An exemption that costs nothing below one

Heating that leaves integers alone fails to add at a bonus of one and adds on everything at a bonus of a half, and the natural guess was that a half is where it starts to go wrong, since that is where a fraction's moves become worth fighting over. It is not. Across twelve bonuses nothing fails at any value below one, and dozens of pairs fail at one exactly. The reason is the simplicity rule: below one, the recursion sends every integer to itself, so the exemption is not doing anything at all.

The whole library · The position index · The figures that play back