Generalized Geography
A token on a directed graph. A move slides it along an edge to a vertex not yet visited, and a player who cannot move loses. That is the whole game, and deciding who wins it is as hard as anything decidable in polynomial space — which is the strongest hardness claim anybody makes about a combinatorial game.
5 essays call
geography-graph. 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
12 distinct positions, harvested by running this generator again at the options each essay passed it.
| Position | Worth | Outcome | Drawn in |
|---|---|---|---|
undirected on 5 vertices and 4 edges, starting at a |
∗0 |
P | A token on a graph |
undirected on 5 vertices and 4 edges, starting at b |
∗1 |
N | A token on a graph |
undirected on 5 vertices and 4 edges, starting at c |
∗0 |
P | A token on a graph |
undirected on 5 vertices and 4 edges, starting at d |
∗1 |
N | A token on a graph |
undirected on 6 vertices and 5 edges, starting at a |
∗0 |
P | A token on a graph |
undirected on 6 vertices and 5 edges, starting at b |
∗2 |
N | A token on a graph |
undirected on 6 vertices and 5 edges, starting at c |
∗0 |
P | A token on a graph |
undirected on 6 vertices and 5 edges, starting at d |
∗2 |
N | A token on a graph |
undirected on 6 vertices and 8 edges, starting at a |
∗1 |
N | Hard, proved |
undirected on 6 vertices and 8 edges, starting at b |
∗1 |
N | Hard, proved |
undirected on 6 vertices and 8 edges, starting at c |
∗1 |
N | Hard, proved |
undirected on 6 vertices and 8 edges, starting at d |
∗2 |
N | Hard, proved |
Where it is called
Changing this generator changes every one of these figures.
Hard, proved
A game is as hard as a logical formula when the formula can be drawn as the game. Here is the drawing — a quantified formula turned into a graph with a token on it — with every formula over three variables played both ways and required to agree.
A puzzle asks once, a game asks alternately
Quantifier alternation is the whole difference between a puzzle and a game. One chooser is an existential and its answer is a witness somebody can check; two choosers taking turns is a prefix of alternating quantifiers, and the witness stops being an assignment and becomes a strategy.
A token on a graph
Geography is an impartial game whose position is a vertex and a history, so a ten-vertex graph has ten thousand states rather than ten. Take the arrows off and the same game is decided by a maximum matching — first player wins exactly when every maximum matching covers the start, verified on 41 vertices across eight graphs. One word in the rules separates a polynomial criterion from a PSPACE-complete problem.
Using up the edges instead
Undirected geography is decided by a maximum matching when a move uses up the vertex it leaves. Use up the edge it crosses instead and the matching is exact on every tree — on a tree the two games are one game — and on nothing else. Over every connected graph on up to six vertices it names the winner at 480 of 745 starts once there is a cycle, it gets a four-cycle wrong from every start, and the more cycles a graph has, the more of its misses are wins that are really losses.
Two graphs a rule cannot tell apart
The repair proposed for the matching criterion was to read the cycle as well. Over every connected graph with exactly one cycle up to six vertices — 21 graphs, 114 starts — eleven such rules reach at most 91, and the winner is not a function of the matching, the cycle's length, the start's distance from it, its degree and the edge count together: six cells of that table hold both verdicts, the smallest a pair of five-edge graphs.
The whole library · The position index · The figures that play back