Generator

Every position has an exact opposite

Every position has an exact opposite
Every position has an exact opposite. A position beside its negative, which is the same game with the players exchanged, and the sum of the two. The sum is worth zero every time — a second-player win — because the second player can answer each move with its mirror image. It is the fact that makes values a group, and it is what lets one position be subtracted from another.

A position beside its negative, which is the same game with the players exchanged, and the sum of the two. The sum is worth zero every time — a second-player win — because the second player can answer each move with its mirror image. It is the fact that makes values a group, and it is what lets one position be subtracted from another.

19 essays call negation-mirror. 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

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

PositionWorth OutcomeDrawn in
1×2 Domineering −1 R What can be struck out
2×2 Domineering 1 | −1 N What can be struck out
2×3 Domineering 2 | −1/2 N What can be struck out
-1 −1 R How rare it is to be bigger · Misère play has no negatives · Numbers avoid numbers · The first theorem, and the winner it declines to name · The values that are their own negatives · Three players and no answer · Who moves last · Start at the end and work backwards
-1 + (−-1) 0 P Misère play has no negatives
{{1 | ∗}, ↑∗ | {∗ | −1}, ↓∗} {{1 | ∗}, ↑∗ | {∗ | −1}, ↓∗} N A self-negative value costs a day · The thirty that cancel themselves · The values that are their own negatives · Where the order and the sum disagree
{{1 | 0}, {1 | ∗} | {0 | −1}, {∗ | −1}} {{1 | 0}, {1 | ∗} | {0 | −1}, {∗ | −1}} N A self-negative value costs a day · The thirty that cancel themselves · The values that are their own negatives · Where the order and the sum disagree
{{1 | 1} | {−1 | −1}} {1∗ | −1∗} N The values that are their own negatives
{{1 | 1} | {−1 | −1}} + (−{{1 | 1} | {−1 | −1}}) 0 P The values that are their own negatives
{{2 | 0} | 0} {{2 | 0} | 0} R Turn the board through a right angle
{{2 | 0} | 0} + (−{{2 | 0} | 0}) 0 P Turn the board through a right angle
{↑∗, ↑ | ↓∗, ↓} {↑, ↑∗ | ↓, ↓∗} N The values that are their own negatives
{↑∗, ↑ | ↓∗, ↓} + (−{↑∗, ↑ | ↓∗, ↓}) 0 P The values that are their own negatives
{0, ↑∗ | 0, ↓∗} {0, ↑∗ | 0, ↓∗} N The values that are their own negatives
{0, ↑∗ | 0, ↓∗} + (−{0, ↑∗ | 0, ↓∗}) 0 P The values that are their own negatives
{1 | -1} 1 | −1 N The thirty that cancel themselves · Where the impartial theory stops
{1 | -1} + (−{1 | -1}) 0 P The thirty that cancel themselves · Where the impartial theory stops
{1 | −1} 1 | −1 N An option nobody would take · How hot a day gets · Nobody wants to move here · The operator chosen for one game · The operator that puts the star back · The values that are their own negatives
{1 | −1} + (−{1 | −1}) 0 P The values that are their own negatives
{1 | ∗} {1 | ∗} L Cooling adds and heating does not · The birthday of a sum · The fight never runs backwards
{1 | ∗} + (−{1 | ∗}) 0 P The birthday of a sum
{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} + (−{1 | 0}) 0 P Equal in every company
{1, {1 | −1} | −1, {1 | −1}} {1, {1 | −1} | −1, {1 | −1}} N A self-negative value costs a day · The thirty that cancel themselves
{1, {1 | ∗} | −1, {∗ | −1}} {1, {1 | ∗} | −1, {∗ | −1}} N A self-negative value costs a day · The thirty that cancel themselves
{1, {1 | 0, ∗} | −1, {0, ∗ | −1}} {1, {1 | 0, ∗} | −1, {0, ∗ | −1}} N A self-negative value costs a day · The thirty that cancel themselves
{1/2 | −1/2} 1/2 | −1/2 N The values that are their own negatives
{1/2 | −1/2} + (−{1/2 | −1/2}) 0 P The values that are their own negatives
{1|-1} 1 | −1 N Misère play has no negatives · Who moves last
{1|-1} + (−{1|-1}) 0 P Misère play has no negatives
{1|0} 1 | 0 N Two misère outcomes are not enough
{1|0} + (−{1|0}) 0 P Two misère outcomes are not enough
{1∗ | −1∗} {1∗ | −1∗} N A self-negative value costs a day · The thirty that cancel themselves · The values that are their own negatives · Where the order and the sum disagree
{2 | −2} 2 | −2 N How hot a day gets · The values that are their own negatives
{2 | −2} + (−{2 | −2}) 0 P The values that are their own negatives
{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}) 0 P Turn the board through a right angle · Misère play has no negatives · One part that never ends · The company that is closed · The values that are their own negatives · What can be struck out
{2|0} 2 | 0 N What a wider pool rescues
{2|0} + (−{2|0}) 0 P What a wider pool rescues
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
↑ + (−↑) 0 P Turn the board through a right angle · Misère play has no negatives · One part that never ends · The birthday of a sum · The company that is closed · What a wider pool rescues · What can be struck out
↑∗ ↑∗ N Infinitesimals · Nobody has to move · Nobody wants to move here · Outcomes do not add · The fight never runs backwards · Toads and Frogs · Two misère outcomes are not enough · What a number does to a fight · What an infinitesimal does to a fight · When the ups add
↑∗ + (−↑∗) 0 P Two misère outcomes are not enough
−3 −3 R Turn the board through a right angle
−3 + (−−3) 0 P Turn the board through a right angle
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 Turn the board through a right angle · Misère play has no negatives · One part that never ends · The birthday of a sum · The company that is closed · The thirty that cancel themselves · What a wider pool rescues · What can be struck out · Where the impartial theory stops
∗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 + (−∗2) 0 P Equal in every company · Turn the board through a right angle · Misère play has no negatives · The thirty that cancel themselves · The values that are their own negatives · Two misère outcomes are not enough · Where the impartial theory stops
∗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 + (−∗3) 0 P Turn the board through a right angle · Misère play has no negatives
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 1 L A rule with no promise at all · Cooling adds and heating does not · How rare it is to be bigger · Misère play has no negatives · Nobody wants to move here · Numbers avoid numbers · One part that never ends · The fight never runs backwards · The first theorem, and the winner it declines to name · The other way to move a row · The sum is the object · The values that are their own negatives · Three players and no answer · Which part to move in · Who moves last · Start at the end and work backwards
1 + (−1) 0 P Misère play has no negatives · One part that never ends
1 | −1 1 | −1 N A self-negative value costs a day · At least five hundred and seventy-one · The fight never runs backwards · The thirty that cancel themselves · The values that are their own negatives · What a number does to a fight · Where the order and the sum disagree
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) 0 P Equal in every company · Turn the board through a right angle · Misère play has no negatives
2 2 L Turn the board through a right angle · Misère play has no negatives · Nobody wants to move here · The fight never runs backwards · Two misère outcomes are not enough
2 + (−2) 0 P Turn the board through a right angle · Misère play has no negatives · Two misère outcomes are not enough
2 | −2 2 | −2 N A self-negative value costs a day · The thirty that cancel themselves · The values that are their own negatives · What a number does to a fight · Where the order and the sum disagree
3/4 3/4 L Turn the board through a right angle · Misère play has no negatives · When the nested sum only sees the value
3/4 + (−3/4) 0 P Turn the board through a right angle · Misère play has no negatives

Where it is called

Changing this generator changes every one of these figures.

Every position has an exact opposite. A position beside its negative, which is the same game with the players exchanged, and the sum of the two. The sum is worth zero every time — a second-player win — because the second player can answer each move with its mirror image. It is the fact that makes values a group, and it is what lets one position be subtracted from another. Sums and comparison

Turn the board through a right angle

A two-by-four Domineering board is worth something no number can express, and Right is ahead on it. Turn a second board through a right angle, put the two side by side, and the total is exactly zero. Every position has an exact opposite, and that single fact is what makes subtraction — and therefore comparison — possible at all.

on + off: what the backward analysis settles. A position graph in which the moves can lead back to where they started. The labels are the order in which a backward analysis settles each position, starting from the ones where a player has already run out of moves. Positions the analysis never reaches are drawn — and there is no test for that; being unreachable is what a draw is. Where it stops

One part that never ends

The game called `on` has one move and it is back to itself. Add anything to it — a star, a point, its own mirror image — and the whole board is drawn. So `off` is exactly the negative of `on` and their sum is not zero, which is the group law failing for a reason that has nothing to do with who is winning.

The mirror strategy, and the ending that punishes it. A position beside its negative and the sum of the two, with the outcome under both endings. Under normal play the sum is worth zero every time, because the second player answers every move with its mirror image. Under misère the same answers are available and the same player runs out last, so every one of these sums is a first-player win — there is no zero, and no subtraction. Where it stops

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.

Three partizan positions against every nimber, and not one match. Sprague and Grundy give every impartial position a single number that is complete: two positions with the same value are interchangeable everywhere. The three positions here are partizan — the two players have different moves — and each is compared against every nimber up to eight. Nothing is equal to anything. The magenta cells are worse than inequality: a position confused with a nimber is not above it or below it either, so no ordering could rescue the substitution. Sums and comparison

Where the impartial theory stops

Sprague–Grundy gives every impartial position one number, and the number is complete. The moment the two players have different moves no number works at all — not a harder one to compute, none — and three positions here are compared against every nimber to show it.

What the two outcome classes of the parts settle. For each pair of outcome classes, the set of outcomes the sums actually took. A cell with one letter is a pair of classes that decided the answer; a shaded cell with several is a pair that did not. Both conventions have ambiguous cells — the difference is that normal play repairs them with values and misère play has nothing to repair them with. Where it stops

Two misère outcomes are not enough

Knowing who wins each part does not say who wins the sum. Over 676 sums built from a pool of twenty-six positions, nine of the sixteen pairs of outcome classes settle the answer under normal play and not one of the sixteen settles it under misère — and the nine that work are theorems about a value being zero, which is exactly the thing misère play does not have.

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.

The values born by day three that are their own negatives. Every game satisfies G + (−G) = 0, so a game equal to its own negative satisfies G + G = 0 — it has order two. The nimbers do, and they are not the only ones: a switch symmetric about zero is unchanged by negation, and so is anything whose Left options are the negatives of its Right options. Each row carries the value, whether it is a nimber, and its outcome. Sums and comparison

The values that are their own negatives

Every game satisfies G + (−G) = 0, so a game equal to its own negative satisfies G + G = 0 — it has order two in a group whose elements otherwise have infinite order. The nimbers do. So does ±1, on sight. Over the 1,474 values born by day three there are 30 of them and only four are nimbers, every one of the 900 sums of two is another, and the equality test and a symmetry of the written form agree 1,474 times out of 1,474.

Cancellation, by exhaustion. The law checked on every triple of values born by day two, and then put to work: two Domineering regions compared directly and compared again inside a larger board. The comparison never changes, which is the licence every decomposition on this site is drawn under. Sums and comparison

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.

How old a sum is. Every unordered pair of the twenty-two values born by day two, with nought dropped because adding it settles nothing — 231 sums. The birthday of each sum was read off its own canonical form and compared with the sum of the two parts' birthdays, which is the bound. The bound holds everywhere and is attained 163 times. Values

The birthday of a sum

Two values born by days m and n have a sum born by day m + n at the latest, which is the bound that stops a board made of many small parts from being unboundedly complicated. Over 231 pairs of day-two values the bound holds every time and is exact 163 times — and every pair it misses by three days or more has a sum that is a number or a nimber, so the slack is not noise but a measure of how much cancelled.

What a wider pool rescues. The misère outcome table built four times over, on pools of 10, 22, 100, 113 positions. A cell holds the set of outcomes that sums of its row class and column class actually took. Fifteen of the sixteen cells are short of all four outcomes on the smallest pool and none is on the largest, so every near-miss in the original table was a statement about the pool rather than about misère play. Where it stops

What a wider pool rescues

The misère outcome table has sixteen cells, and over a pool of ten positions fifteen of them hold fewer than four outcomes — which looks like structure and might be a shortage of positions. Thirteen values further on there is nothing left: every pair of outcome classes takes every outcome, so the near-misses were the pool, and the prediction the rung below made was right.

The identity that would join the order to the addition. Every pair of the twenty-two values born by day two, asked whether the join plus the meet equals the sum. It holds on all 201 comparable pairs, where the join is the larger and the meet the smaller and it cannot do otherwise, and on none of the 52 incomparable ones. Values

Where the order and the sum disagree

Day two is a lattice, and day two is a group, and it is not a lattice-ordered group. The one identity that would join the two structures — the join plus the meet equals the pair — holds on exactly the 201 pairs where it cannot fail and on none of the other 52, and the errors split thirteen high, thirteen low and twenty-six confused.

Where the thirty sit on the scale. How many of the values equal to their own negatives carry each temperature. Fifteen sit at nought, fourteen are hot, and one is a number — so the subgroup runs the whole length of the scale rather than living at the cold end of it. Sums and comparison

The thirty that cancel themselves

Thirty values born by day three are equal to their own negatives, and every one of them has a mean of exactly nought and two stops that are exact opposites. Neither property comes close to picking them out — 496 values of the day have a mean of nought — and half of the thirty are hot, one of them the hottest value the day produces.

What a finite closed company is made of. The finite closed companies found by the search, counted by the properties they share. Every one of them consists of games equal to their own negatives and has a size that is a power of two, and not all of them are made of nimbers. Where it stops

The company that is closed

Restricted equality licenses substitution only inside a company closed under addition, and none of the five companies this site computes in is closed — day two keeps a quarter of its own sums. Searching for companies that are closed finds seven, at one, two, four and eight members, and every member of every one of them is its own negative.

A self-negative value costs a day. The values born by day three, by temperature, with the earliest self-negative one at each. The earliest is always the day after the temperature's own birthday, and the four temperatures with none are the four whose birthday is three. Sums and comparison

A self-negative value costs a day

The rung below placed the thirty values equal to their own negatives on the temperature scale and asked whether being self-negative forces anything about when a value can be born. It does, exactly: the earliest self-negative value of temperature t is born the day after t itself, which accounts for the four temperatures that carry one and the four that carry none. The guess it offered — that the first value of each temperature is a self-negative one — holds at four temperatures out of five and is not the shape of the answer.

Self-negative values, day by day. How many values each day of the construction supplies and how many of them are their own negatives. Day four cannot be counted; a corner of it supplies 571. Sums and comparison

At least five hundred and seventy-one

The rung below dated the self-negative values — the earliest of temperature t is born the day after t — and left the count to a day-four census nobody can run. The construction settles it instead: a value is its own negative exactly when its form is a mirror, so the subgroup can be built from subsets of the day below rather than sifted out of the day above. Day four supplies at least 571 against day three's 26, and the share of a day that is self-negative keeps falling.

The collapse happens twice. How many subsets, antichains and values there are. Domination takes 1,793 subsets to 96 antichains and the rest of the reduction takes those to 30 values. Sums and comparison

What identifies two subsets

Every subset of a day gives a self-negative value by mirroring it, and 1,793 subsets of day two give thirty values. The collapse happens in two stages with different characters: domination takes the 1,793 to 96 antichains and is a theorem, and the rest of the reduction takes 96 to 30 and is concentrated almost entirely on two values — nought, which has an exact description, and star, which has none.

Star's fibre, described. The fourteen antichains whose mirror value is star, with the two conditions that pick them out of the ninety-six. Sums and comparison

A mex with no impartial game in it

The rung below described the zero fibre of the mirror map and left star's fourteen undescribed. Star's fibre is 'some element is at least nought, and none is at least star' — and the two rules are one rule: the mirror value is the least nimber no element of the set reaches. That is a mex, in a construction built entirely from partizan values.

Four moves, three arguments. Every first move in the sum, with what answers it and how many cases of each the census holds. Sums and comparison

The case that was supposed to be hard

The mex rule for the mirror construction was to be proved by induction, and the step flagged as needing care was the one where an option is incomparable with the nimber. There is no induction: the argument is four lines, and incomparability is what makes two thirds of the cases go through — because a fuzzy sum is a first-player win and the first player is the opponent.

Two fibres and a tail. The values reached by the most antichains. Nought takes half of them and star fourteen more; twenty-three of the thirty values are reached by exactly one. Sums and comparison

Twenty-six other values

The mex rule accounts for sixty-six of the ninety-six antichains and is silent on the other thirty. Every one of those thirty is worth a self-negative value born by day three — and the same mex, run over that family instead of over the nimbers, is exact on all ninety-six. The nimber rule is this one cut short after its fourth member.

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