A position that comes back
Three positions whose moves lead round in a circle. Every value in this subject is defined by recursion on the options, and that recursion assumes play ends — here it need not, so the definition has nothing to stand on and the outcome may be a draw, which normal-play theory has no name for.
4 essays call
loopy. 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.
Where it is called
Changing this generator changes every one of these figures.
Loopy games
The whole theory assumes play stops. Allow a position to recur and the induction that every value rests on has nothing to stand on — and a fifth outcome appears that normal-play theory has no name for.
An outcome with no value behind it
Retrograde analysis labels positions in rounds, outward from the ones already lost. Whatever is still blank when nothing more can be deduced is a draw — and there is no separate test for a draw, because a draw is exactly the residue the method never reaches.
The one outcome that adds
Finite outcomes do not add: two first-player wins can sum to anything. Loopy play has seven outcome classes instead of four and adds even less — of the 28 cells in the table, eleven hold several answers. Two do not, and they are the two worth having: a second-player win added to anything leaves the outcome alone, and a draw added to a draw is a draw. A draw added to anything else is not.
A stopper and how to find one
The class a value theory for loopy games would need is the ones with no infinite alternating run, and the qualifier does the work: seventy-nine of the two hundred and fifty-six two-node loopy games qualify and seventy-two of them have a cycle. Every one has a decided outcome, and under eight tests the seventy-nine collapse to six.
The whole library · The position index · The figures that play back