Generator

A switch, its mean and its temperature

A switch, its mean and its temperature
A switch, its mean and its temperature. Positions of the form {a | b} with a above b: both players want to move there, so neither is settled. The bar spans the two options, the marked point is the mean the position is worth once the fighting is over, and the temperature is half the gap — which is exactly what moving first is worth.

Positions of the form {a | b} with a above b: both players want to move there, so neither is settled. The bar spans the two options, the marked point is the mean the position is worth once the fighting is over, and the temperature is half the gap — which is exactly what moving first is worth.

16 essays call switch-diagram. 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

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

PositionWorth OutcomeDrawn in
{−1 | −2} −1 | −2 R A fight with no midpoint
{−1 | −3} −1 | −3 R When a switch is not a switch
{−1/2 | −1} −1/2 | −1 R A fight with no midpoint
{0 | −1} 0 | −1 N When a switch is not a switch
{0 | −1/2} 0 | −1/2 N A fight with no midpoint
{0 | −2} 0 | −2 N When a switch is not a switch
{1 | −1} 1 | −1 N How hot a day gets · Worth nothing, and worth fighting for · The thirty that cancel themselves · What has to break before a pawn is worth a number · When a switch is not a switch
{1 | 0} 1 | 0 N A fight with no midpoint · A number and a fight · One board, two rules · How hot a day gets · Worth nothing, and worth fighting for · The thirty that cancel themselves
{1 | 1/2} 1 | 1/2 L A fight with no midpoint
{1/2 | −1/2} 1/2 | −1/2 N Cooling adds and heating does not · How hot a background has to be · Worth nothing, and worth fighting for
{1/2 | 0} 1/2 | 0 N A fight with no midpoint
{1/32 | −1/32} 1/32 | −1/32 N Worth nothing, and worth fighting for
{1/8 | −1/8} 1/8 | −1/8 N How hot a background has to be · Worth nothing, and worth fighting for
{2 | −1} 2 | −1 N When a switch is not a switch
{2 | −1/2} 2 | −1/2 N When a switch is not a switch
{2 | −2} 2 | −2 N A fight with no midpoint · One board, two rules · How hot a background has to be · How hot a day gets · Worth nothing, and worth fighting for · The thirty that cancel themselves · What has to break before a pawn is worth a number · When a switch is not a switch
{2 | −3/2} 2 | −3/2 N When a switch is not a switch
{2 | 0} 2 | 0 N A number and a fight · Cooling adds and heating does not · When a switch is not a switch
{2 | 1} 2 | 1 L A fight with no midpoint · When a switch is not a switch
{2 | 1/2} 2 | 1/2 L When a switch is not a switch
{2 | 3/2} 2 | 3/2 L When a switch is not a switch
{3 | −1} 3 | −1 N A number and a fight · Cooling adds and heating does not · Worth nothing, and worth fighting for · When a switch is not a switch
{3 | −3} 3 | −3 N One board, two rules · What has to break before a pawn is worth a number
{3 | 1} 3 | 1 L When a switch is not a switch
{3/2 | 1/2} 3/2 | 1/2 L Cooling adds and heating does not
{4 | −4} 4 | −4 N One board, two rules
{4 | 0} 4 | 0 N A fight with no midpoint · A number and a fight · Worth nothing, and worth fighting for
{4 | 2} 4 | 2 L Worth nothing, and worth fighting for
{5 | 1} 5 | 1 L Worth nothing, and worth fighting for
{5 | 4} 5 | 4 L A number and a fight
{6 | 0} 6 | 0 N Worth nothing, and worth fighting for
{7 | −1} 7 | −1 N Worth nothing, and worth fighting for
{7/2 | 5/2} 7/2 | 5/2 L Worth nothing, and worth fighting for
{8 | −8} 8 | −8 N Worth nothing, and worth fighting for
{{∗ | −1} | −2} {{∗ | −1} | −2} R A fight with no midpoint · The bend is the condition
{{0, ∗ | −1} | −2} {{0, ∗ | −1} | −2} R A fight with no midpoint · The bend is the condition
{−1 | −1/2} −3/4 R A fight with no midpoint
{−1 | 0} −1/2 R A fight with no midpoint
{−1/2 | 0} −1/4 R A fight with no midpoint
{−2 | −1} −3/2 R A fight with no midpoint
{0 | 0} N Cooling adds and heating does not · When a switch is not a switch
{0 | 1} 1/2 L A fight with no midpoint · Equal in every company · The simplicity rule · When a switch is not a switch
{0 | 1/2} 1/4 L A fight with no midpoint · The simplicity rule
{0 | 2} 1 P Cutcake, where every value is a whole number · When a switch is not a switch
{1 | 1} 1∗ L Cooling adds and heating does not · When a switch is not a switch
{1 | 2} 3/2 L A fight with no midpoint
{1/2 | 1} 3/4 L A fight with no midpoint
{1/2 | 1/2} 1/2∗ L When a switch is not a switch
{2 | 13/4} 3 L When a switch is not a switch
{2 | 15/4} 3 L When a switch is not a switch
{2 | 17/4} 3 L When a switch is not a switch
{2 | 19/4} 3 L When a switch is not a switch
{2 | 2} 2∗ L When a switch is not a switch
{2 | 3} 5/2 L When a switch is not a switch
{2 | 5/2} 9/4 L When a switch is not a switch
{2 | 7/2} 3 L When a switch is not a switch
{2 | 9/2} 3 L When a switch is not a switch
−1/2 | −1 −1/2 | −1 R A fight with no midpoint · The bend is the condition
−1/2 | −2 −1/2 | −2 R A fight with no midpoint · The bend is the condition
2 | −1/2 2 | −1/2 N A fight with no midpoint · The bend is the condition
2 | 1/2 2 | 1/2 L A fight with no midpoint · The bend is the condition

Where it is called

Changing this generator changes every one of these figures.

Col and Snort on a path of four. One graph, two games, and one word of difference between the rules. Col forbids painting next to your own colour, which makes every move a small self-harm and drives the values towards numbers. Snort forbids painting next to your opponent's, which makes every move a land grab and drives them towards fights. Both values are computed from the same recursion. Particular games

One board, two rules

Col forbids painting next to your own colour. Snort forbids painting next to your opponent's. One word differs, the boards are identical, and the values that come out are not the same kind of object.

A switch, its mean and its temperature. Positions of the form {a | b} with a above b: both players want to move there, so neither is settled. The bar spans the two options, the marked point is the mean the position is worth once the fighting is over, and the temperature is half the gap — which is exactly what moving first is worth. Values

Worth nothing, and worth fighting for

A switch is a position both players want to move in. Its average value can be zero while the difference between getting there first and second is enormous, and that gap is a second number every position carries.

A hot position, split into its mean and what is left. Each row is a position cooled by exactly its own temperature — the tax at which it stops being worth moving in. The result is the mean value with something small still attached, and the last column is that something, obtained by subtracting the mean from the cooled game rather than by inspection. Temperature

A number and a fight

Charge a position exactly what it is worth fighting over and the fight disappears, leaving the mean value — with something still attached to it. Over all 1,122 hot values born by day three the residue is smaller than every positive number, it is a star in 942 of them, and it is never nothing. So a hot game is its mean plus a fight plus a remainder that no number reports, and the remainder is what decides close games.

Where a switch stops being a switch. The same Left option with the Right one raised past it. While the Left option is above the Right one both players want to move, the bar spans a real fight and the temperature is half the gap. Where the two meet the position is the number plus a star — no longer a switch, and not a number either. Above that the simplicity rule takes over: the value is the simplest number strictly between the options, and there is nothing to fight about. Values

When a switch is not a switch

A position {a | b} with numbers on both sides is a fight only while a is above b. Sweeping the boundary with a fixed at 2 and b climbing from −2 to 3 turns up three regimes rather than the two the definition suggests: eight fights whose temperature is exactly half the gap, one position at a = b that is 2∗ and is not a number, and beyond that numbers chosen by the simplicity rule — which on 8 of 12 sampled cases is not the midpoint.

Which of the two operators distributes over a sum. Cooling and heating, each asked whether applying it to a sum is the same as applying it to the parts and adding. The pools are the values born by day two and a set of deliberately hot positions; the counts are of ordered pairs. Temperature

Cooling adds and heating does not

The two operators are presented as a pair, and they are not one. Cooling a sum is the same as cooling the parts and adding, on every one of the 1,768 pairs tried, at two taxes and on two pools. Heating fails on 263 — and not for the obvious reason: in every failure neither part and not the sum is a number, so the clause exempting numbers never fires at the top. It fires two levels down, where an option of a sum is one part's option plus the whole of the other.

How hot a day gets. The hottest value born by each of the first three days, with every temperature that occurs on it. Day one tops out at nought, day two at one, day three at two — a day buys exactly one degree — and the value attaining the maximum is unique each time. Each temperature was computed as the height at which that value's two thermograph walls meet. The temperatures of day three are exactly the half-gaps between the numbers born by day two, which is what puts a hole in the scale at 7/4. Temperature

How hot a day gets

A day of construction buys exactly one degree of temperature — nought, then one, then two — and the value attaining the maximum is unique on every day: ∗, then {1 | −1}, then {2 | −2}. The distribution underneath is not tidy at all: it peaks at a half, leans to the right of the peak, and has a hole in it at one and three quarters where nothing is born.

How hot a background has to be. Every pair of values born by day two that share a reduced canonical form, added to backgrounds of seven temperatures and three means — 609 comparisons in all — with the count of pairs whose outcome the swap changes. Safety is not monotone in the background's temperature, so the threshold the question asks for does not exist; every one of the 48 changes is at a position with a stop exactly on nought. Sums and comparison

How hot a background has to be

The reduced canonical form throws away infinitesimals, and the rung below asked for a bound: how hot must the rest of the board be for the discarded part not to matter? There is no such bound. Safety is not monotone in the background's temperature — an eighth is safe, a quarter is not, two is safe again — and the quantity that does decide it is not a temperature but a stop.

The switch formulas, off the hypothesis they were stated for. Values born by day three with exactly one option a side, split by whether both options are numbers. On the twenty-one that satisfy the textbook hypothesis the midpoint and half-gap formulas are exact; on the 146 that do not, the same formulas read off the two stops instead hold about three quarters of the time. Values

A fight with no midpoint

The mean of {a | b} is the midpoint and the temperature is half the gap — on the twenty-one values of day three where a and b are numbers. One hundred and forty-six others have the same shape and not the hypothesis, and the repair that suggests itself, reading the two stops instead of the two options, holds on about three quarters of them and no more.

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.

The bend decides it. Whether the stop reading gives the mean and temperature, against whether either wall bends below the meeting point. Both off-diagonal cells are empty on all 138 values. Values

The bend is the condition

The rung below offered a description of the class its stop reading is exact on — neither wall bends below the meeting point — and a route to proving it: that a bend happens precisely when some option is neither a number nor an infinitesimal. The first is exact on all 138 values, both directions, no exception. The second is half right: every bent value has such an option and 49 unbent ones do too. And the eight apparent exceptions to the first turn out to be a bookkeeping convention.

The error is half the follow-up. Each bent value's true temperature, the temperature the stop reading gives it, the difference, and half the temperature of its hot option. The last two columns agree on every value. Values

Half a follow-up out

The rung below settled which values the stop reading is wrong about — the ones whose walls bend — and left the size of the error unmeasured. It is not bounded by anything readable off the diagram; it equals something readable off the diagram. On all thirty-two, the mean and the temperature are each out by exactly half the follow-up's temperature, and the temperature is always read too low.

The correction on eleven times the pool. The stop reading and the corrected stop reading scored against the true temperature over every non-number value born by day three. The correction was measured on thirty-two values and holds on three hundred and forty-eight. Values

A second level of stops

The rung below found the stop reading's error to be exactly half the follow-up's temperature and asked whether the correction survives a wider pool, survives two bends, and can be stated without a thermograph. It survives eleven times the pool, missing two values in 1,459. It needs no thermograph — the follow-up's temperature is half its own stop gap. And it does not survive two bends, because day three contains no value with two of them.

The wall as an envelope. A thermograph with each option's contribution to its wall drawn over it, built from that option's two stops alone. The wall is the envelope of those contributions and it bends where the envelope has a corner. Values

The bend is in the stops

The rung below reduced the whole stop reading to one question — does this wall bend? — and asked whether that could be answered from the options' stops instead of from a diagram. It can, in four lines, and it gives more than the bend: on all 1,459 non-number values born by day three the options' stops determine the entire thermograph. One day deeper it breaks, and every failure is a value with a bent-walled option.

How many levels, and how often. Every value in both pools by the number of levels of the recursion its thermograph needs before the stops suffice. Values

A bend that never reaches the surface

How many levels of the recursion a thermograph needs before its stops suffice is a number attached to a position, and the rung below conjectured it was the depth of the deepest bend in the tree. It is not: on 124 values a bend one level down costs nothing at all. What the number counts is the longest unbroken chain of bends running down from the top, exact on 2,400 of 2,403.

The chain, scored. The chain reading of the level count against both pools. Values

The bend above the top

The chain reading gets three values in 2,403 wrong because it counts bends that the diagram never reaches. Counting only the bends below the position's own temperature fixes all three and breaks none — the first exact reading on this ladder, and it needs one comparison rather than the envelope the rung below expected.

Which clause of the rules produces which kind of value. Every combination of pawn-file clause in range, sorted by the kind of value it produces. Files where both pawns can advance are all-small and their values are nimbers and infinitesimals. A file where one pawn is stuck behind a friendly piece gives the other side free moves and is worth an integer. A file whose middle square can be held stops the other pawn the moment somebody reaches it, and is worth a switch — a position both players want to move in. The dictionary is read off the evaluation rather than asserted. Out in the world

What has to break before a pawn is worth a number

Every value the blocked-file model can hold is an infinitesimal, and the reason is one sentence about the move rule rather than anything about pawns. Break that sentence — a pawn stuck behind a friend, a square only one side can hold — and integers, switches and positions worth fighting over arrive at once.

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