The misère quotient of Nim, heaps up to 2
Each row and column is a class of positions that no sum in this universe can tell apart, and each entry is the class their sum falls into. The shaded classes are the ones a player wants to hand over. Under normal play the same positions need only the Nim values; the extra classes here are what misère play costs.
9 essays call
misere-quotient. 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.
What survives misère play
Misère play destroys the value theory, and something much smaller grows back. Fix one game, look only at sums of its own positions, and the classes that behave alike form a monoid — computed here, and larger than the normal-play answer every time.
Misère play has no negatives
Put a position beside its own mirror image and answer every move with the mirror move. Under normal play the answerer wins and the sum is worth zero. Under misère the answerer still has every reply and loses because of it — so there is no zero, no subtraction, and no comparison, which is why the misère theory had to be rebuilt rather than adjusted.
"Hopeless" was a claim about a method
Misère analysis was declared intractable in the 1970s, and the verdict was correct about what was being attempted. Quotients did not refute it thirty years later — they changed the question from a value per position to a monoid per universe, and the computed sizes show why the first question has no good answer.
What a tame heap may be replaced by
Calling a heap tame is only worth anything because a tame heap can be swapped for a Nim position with the same genus in any misère sum. The swap is not always a single heap: Kayles' heap of eight is worth ∗ under normal play and carries the genus of 2 + 3, and substituting ∗ instead gets three of the twenty-eight Kayles pairs wrong.
The cost is in the closure, not in the positions
Under normal play, Dawson's chess needs four classes for every heap up to twelve, because its Grundy values stay at three or below there. Under misère play the same game needs six, then twelve, and the number rises with the universe rather than with the position — which is a different kind of expense entirely.
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.
What can be struck out
From G + X = H + X it follows that G = H, in one line, by adding −X to both sides. It is the shortest theorem here and the most used: it is what makes comparing two boards region by region legitimate. Over 10,648 triples the hypothesis fires 484 times and the conclusion holds 484 times — and the licence expires in three separate directions, each of which loses the same axiom in a different way.
The genus of a sum
A genus symbol is meant to be carried one per heap, so that a solver never has to look at the heap again. That is a claim that the pair of symbols determines the sum's, and across nine games and 405 pairs it holds without exception — while the bases alone determine it in only 38 of 50 cases and the superscripts alone in 70 of 74. Both halves of the symbol are load-bearing, and two wild heaps can add to a tame sum.
A misère sum is searched, not added
Under normal play the outcome of a sum of heaps is a nim-sum of numbers already known: twenty stored values decide every sum of Dawson's chess with heaps up to nine, however many heaps it has. Under misère play each sum is a new position to search. One outcome costs six positions for a single heap, two hundred for four heaps and over five thousand for eight, and a table of every eight-heap outcome costs a hundred thousand. The misère quotient is the only thing that brings the price back down.
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