Every quantifier is a move
A quantified boolean formula with its quantifiers drawn as turns: an existential is a choice by the player to move, a universal a choice by the opponent. The same formula is put through the reduction to Generalized Geography and the two answers are checked against each other, so the prefix of quantifiers and the game beside it are one claim.
7 essays call
quantifier-ladder. 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
6 distinct positions, harvested by running this generator again at the options each essay passed it.
| Position | Worth | Outcome | Drawn in |
|---|---|---|---|
14-node reduction of a 3-variable formula |
— |
N | A puzzle asks once, a game asks alternately |
16-node reduction of a 3-variable formula |
— |
N | A puzzle asks once, a game asks alternately · It ends, and nothing says when |
17-node reduction of a 3-variable formula |
— |
P | A puzzle asks once, a game asks alternately |
26-node reduction of a 5-variable formula |
— |
N | A puzzle asks once, a game asks alternately |
6-node reduction of a 1-variable formula |
— |
N | A puzzle asks once, a game asks alternately |
7-node reduction of a 1-variable formula |
— |
P | A puzzle asks once, a game asks alternately |
Where it is called
Changing this generator changes every one of these figures.
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.
It ends, and nothing says when
The recursion this site runs needs every line of play to reach a position with no moves, and the condition is usually met by an obvious decreasing quantity. The hydra meets it with no such quantity anywhere: the tree grows at nearly every step and the fight ends regardless, because the only thing that decreases is an ordinal. A four-node hydra dies in twenty chops; one level deeper and 279 chops reach forty thousand nodes with no end in sight.
Twelve turns, and three different prices
The earlier essay prices a universal quantifier at a doubling and leaves it there. Twelve turns with six of them the opponent's cost 6, 63 or 384 decisions to write down, depending on nothing but the order the turns come in — and the cheap arrangements are cheap for only one of the two players. What a claim costs is the number of times the choosing changes hands.
Eleven moves and one decision
A prefix has one quantifier a turn, so a game of eleven moves is eleven alternations. Counted on the boards themselves, a Toads and Frogs strip of eleven moves has twenty-six turns with exactly one move available and one turn anywhere at which the choice changes the answer; a Clobber board has a hundred and fourteen turns and none. Nim, the game everybody calls solved, decides at four turns in five.
Proving a loss means answering everything
A win is established by one move and a loss by every move, so the two verdicts are certified by objects of different shapes. Measured over every position of four games, a loss costs between 1.07 and 2.31 times a win — a small constant, never an exponential. The obvious explanation is the branching and it is wrong: Nim answers six options at a losing turn and pays 2.18, not six.
The opponent stops choosing
Replace one player by a rule with no search in it and the question has one chooser left, which is a puzzle rather than a game. Nim recovers five of its six lost positions that way, and six of seven on three heaps of five. Domineering recovers six of a hundred and twenty-two while the fixed rule throws away a winning move eighty-eight times, and one Clobber board recovers none at all — because on that board no rule can misplay.
A turn is not a bit
The prefix a game is read as gives each player one quantifier a turn, and a turn on a board is a choice among however many moves there are. Nim on heaps of 3, 4 and 5 lasts twelve moves and carries 23.6 bits of choice; a Toads and Frogs strip lasts eleven and carries two. Corrected for that, the model predicts a strategy 539 times too large on one board and 67 times too small on another, and the two failures have different causes.
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