Generator

Top Entails, one heap at a time

Top Entails, one heap at a time
Top Entails, one heap at a time. Each heap with the outcome of playing it alone, the Grundy value an ordinary solver would give it, and the moves that win from it. Taking the top coin of a heap forces the opponent to answer in that heap, which is a kind of move no other game on this site has.

Each heap with the outcome of playing it alone, the Grundy value an ordinary solver would give it, and the moves that win from it. Taking the top coin of a heap forces the opponent to answer in that heap, which is a kind of move no other game on this site has.

5 essays call entail-heaps. 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

13 distinct positions, harvested by running this generator again at the options each essay passed it.

PositionWorth OutcomeDrawn in
a Top Entails heap of 1 no nimber N A move that must be answered · A pass is not a move · What a component has to carry
a Top Entails heap of 2 no nimber N A move that must be answered · A pass is not a move · What a component has to carry
a Top Entails heap of 3 no nimber P A move that must be answered · A pass is not a move · What a component has to carry
a Top Entails heap of 4 no nimber N A move that must be answered · A pass is not a move · What a component has to carry
a Top Entails heap of 6 no nimber N A move that must be answered
a Top Entails heap of 8 no nimber N A move that must be answered
Top Entails heaps of 2 and 2 no nimber N A move that must be answered
Top Entails heaps of 2 and 4 no nimber N A move that must be answered
Top Entails heaps of 2 and 6 no nimber N A move that must be answered
Top Entails heaps of 4 and 2 no nimber N A move that must be answered
two Top Entails heaps of 2 no nimber N A move that must be answered
two Top Entails heaps of 4 no nimber N A move that must be answered
two Top Entails heaps of 6 no nimber N A move that must be answered

Where it is called

Changing this generator changes every one of these figures.

Top Entails, one heap at a time. Each heap with the outcome of playing it alone, the Grundy value an ordinary solver would give it, and the moves that win from it. Taking the top coin of a heap forces the opponent to answer in that heap, which is a kind of move no other game on this site has. Where it stops

A move that must be answered

Every argument on this site about sums assumes the parts are independent: a move in one leaves the others alone, and the reply may go anywhere. Top Entails denies it — take the top coin of a heap and the opponent must answer in that heap. The nim-sum then misreads 9 of 36 two-heap positions, and two heaps of two coins are a first-player win, which no impartial game the theory covers can be.

A pass that may not end the game is not a component at all. The same grouping with the pass forbidden as the final move. Each group now holds several values, and a group with several values is a proof that the parts do not determine the whole. Where it stops

A pass is not a move

Put a single pass token on a Nim board and one clause decides everything. If it may be taken at any time — including as the move that ends the game — the value of the whole is the nim-sum with a one added, in all 120 positions swept: the pass is a heap of one. Forbid it as the final move and the value stops being a function of the nim-sum at all, and 3 and 1 + 2 come apart.

What a component has to carry. Four impartial games, one of which is Nim. In the other three a component cannot say what its own legal moves are without knowing something about the past or about the rest of the board, so the Sprague–Grundy recipe does not apply — and the table says by how much. Every outcome was obtained by solving the sum outright rather than by any formula. Where it stops

What a component has to carry

Three impartial games on this site break the sum, and they break it for the same reason: a component cannot say what its own legal moves are. Measured with one instrument — one number per part, exclusive-ored — the failure rate runs from a quarter to nearly half, against a control where the same recipe is a theorem and is never wrong.

Two heaps and a held pass. Every pair of heaps up to 16 with one pass available that may not be the last move. Filled cells are the pairs the player to move loses: the empty board and the pairs one and two, three and four, five and six, and so on. Outlined cells are the equal pairs Nim calls lost, all of which are wins once the pass is there. Where it stops

Three heaps and a pass

Nim with a single pass that may not end the game is easy on one heap and on two: a heap swaps each odd size with the even one above it, and two heaps lose exactly at (2k − 1, 2k). On three heaps the losses are known only as a list. Fix the smallest heap and each slice of the list settles into a pattern after an irregular start — period 4, 8, 10, then 160 at a smallest heap of ten, and nothing visible from eleven.

What a held pass can tell apart. Nim heaps, Kayles rows and heaps of Dawson's chess of sizes one to 8, grouped by whether any company of up to two of them gives a different outcome with a held pass on the board. The groups outnumber both the Grundy values and the pairs of Grundy value and held-pass value. Where it stops

What a component would have to carry

For a held pass to be decided by a summary of each component, the summary must separate every pair of components some company tells apart. The Grundy value does not — Nim 1 and Kayles 8 are equal games that a held pass separates beside a single Nim heap of two. Nor does the Grundy value with the component's own held-pass value: Kayles 3 and Kayles 6 agree on both and are split by a company of two Nim heaps. Over twenty-four components, fifteen classes against fourteen pairs, and the gap widens as the pool grows.

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