Generator

The context that tells them apart

The context that tells them apart
The context that tells them apart. Two positions put into the same company, one context at a time. Each column is a game X; each cell is the outcome class of that side added to X. Equality means every column agrees, for every X there is — so a single disagreeing column is a disproof, and agreement across a bounded list of contexts is evidence rather than proof. The proof is that the difference is zero.

Two positions put into the same company, one context at a time. Each column is a game X; each cell is the outcome class of that side added to X. Equality means every column agrees, for every X there is — so a single disagreeing column is a disproof, and agreement across a bounded list of contexts is evidence rather than proof. The proof is that the difference is zero.

4 essays call context-witness. 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

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

PositionWorth OutcomeDrawn in
{↓ | ↑} 0 P Equal in every company
{−1 | 1} 0 P Cutcake, where every value is a whole number · Equal in every company
{−1, 0, ∗ | 1} 1/2 L Equal in every company
{∗ | ∗} 0 P Equal in every company · How old a value is
{∗2 | ∗2} 0 P Equal in every company
{0 | {0 | −2}} {0 | {0 | −2}} L Equal in every company · Infinitesimals
{0 | {0 | −2}} + {{2 | 0} | 0} 0 P Equal in every company
{0 | {0 | −4}} {0 | {0 | −4}} L Equal in every company
{0 | {0 | −4}} + {{2 | 0} | 0} {{2 | 0}, {{2 | 0} | 0} | {{{2 | 0} | 0} | {{−2 | −4} | −4}}} R Equal in every company
{0 | 1} 1/2 L A fight with no midpoint · Equal in every company · The simplicity rule · When a switch is not a switch
{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 | 0} + −2 −1 | −2 R Equal in every company
{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
{2 | 0} + −2 0 | −2 N Equal in every company
↑ ↑ 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
↑ + ∗ ↑∗ N Equal in every company · Three ways to add the same games · When the ups add · Which part to move in
↑↑↑ 3·↑ L Equal in every company · Infinitesimals
↑↑↑ + ∗ 3·↑∗ L Equal in every company
∗ ∗ 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 P Equal in every company · Equal in this company · When the ups add
∗2 ∗2 N A move that must be answered · At least five hundred and seventy-one · Equal in every company · Equal in this company · Turn the board through a right angle · Misère play has no negatives · The fight never runs backwards · The simplest game above both · The sum is the object · The thirty that cancel themselves · The values that are their own negatives · Two misère outcomes are not enough · When the ups add · Where the impartial theory stops · Which part to move in
∗2 + ∗ ∗3 N Equal in every company · Equal in this company
∗2 + ∗2 0 P Equal in every company
∗3 ∗3 N A move that must be answered · Equal in every company · Turn the board through a right angle · Misère play has no negatives · The sum is the object · Which part to move in
∗3 + ∗2 ∗ N Equal in every company
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
1/2 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
1/2 + ∗ 1/2∗ L Equal in every company

Where it is called

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

The context that tells them apart. Two positions put into the same company, one context at a time. Each column is a game X; each cell is the outcome class of that side added to X. Equality means every column agrees, for every X there is — so a single disagreeing column is a disproof, and agreement across a bounded list of contexts is evidence rather than proof. The proof is that the difference is zero. Sums and comparison

Equal in every company

Two games are equal when no third game can tell them apart — a quantifier over every position there is, discharged by one finite test. A search over 184 contexts separates all 5,790 unequal pairs it is handed and still calls two different games the same, which is exactly why G − H = 0 is a theorem and an exhaustive search is not.

How much company equality needs. Each row restricts the quantifier in the definition of equality to the games named, and counts how many of the 22 values born by day two survive as distinct. The bar is the same number drawn; the jump from nine numbers to four games is the whole argument. Where it stops

Equal in this company

Equality quantifies over every game there is, and the quantifier can be made smaller. Restricted to a company of nine numbers, the twenty-two values born by day two collapse to seventeen; restricted to four games — nought, one, minus one and star — they stay twenty-two, and no three of the four will do. The company that decides equality is tiny, and it has to contain a star.

Indistinguishable, until something is added. 567 pairs of unequal games that the 184 contexts cannot tell apart, negated, added to each of the 22 day-two values, and used as options of larger games. Adding a game separates them 1527 times out of 12474; the other two operations never do. Equality is broken by none of them. Sums and comparison

The same parts, different wholes

Equality is worth having because equal parts make equal wholes: a game may be replaced by an equal one inside any sum and any larger position. The relation that 184 contexts define — no context tells the two apart — is exact on day three and merges a third of a sample of day four. Put 567 of its merged pairs through negation, addition and forming options, and it survives two of the three. Adding the same game to both separates them 1,527 times.

Wider stalls, deeper does not. Merged pairs in a sample of 495 day-four values under universes of sums of one to five day-two values (3044, 567, 212, 178, 147 pairs) and under the 985 day-three values, which merge none. Sums and comparison

A universe grows by days, not by sums

A relation built from a sample of contexts can be repaired two ways: allow sums of more values, or allow values born a day later. On a sample of day four the first stalls — 147 pairs of different games stay merged from five summands to seven, through 25,696 contexts — while the 985 values of day three, a seventh as many, separate every pair. The reason is four lines long: the context that tells two games apart is always minus one of their options.

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