Depth
Series — page 5
A field says what an essay is about. A series follows one idea essay by essay — from the question that introduces it to the one that assumes all the others.
Equality
- 1 Equal in every company
- 2 The same parts, different wholes
- 3 A universe grows by days, not by sums
Go
- 1 The rule that makes Go a finite game
- 2 A ko is won somewhere else
- 3 Two ways to count a finished board
Maker–Breaker
- 1 Blocking is not enough
- 2 Three ways to know a draw
- 3 A win priced in stones
Memory
- 1 What a component has to carry
- 2 What restores the theorem
- 3 Two clauses and a third question
Partizan subtraction
- 1 Two players, two lists
- 2 A sequence with a rule and no period
- 3 The condition that survived the wider sweep
Remoteness
- 1 How long it lasts
- 2 The number nobody needs
- 3 A compound of two different games
Sparse space
- 1 The values that keep arriving
- 2 A rare class exclusive-or respects
- 3 The odd values keep coming
Sprouts
- 1 Sprouts, and the game that is not one
- 2 A conjecture from hand play
- 3 What computing further has bought
Toppling dominoes
- 1 Topple it from either end
- 2 How long a row a value needs
- 3 A recipe instead of a census
Colouring
- 1 One board, two rules
- 2 One rule makes it cold, the other hot
Cram
- 1 Cram
- 2 Cram with the last move losing
Grundy sequences
- 2 Grundy sequences, and where they stop being predictable
- 3 Naming a game with a number
Incentives
- 1 What a move is worth to the player making it
- 2 Nobody wants to move here
Gift horse
- 1 An option nobody would take
Outcomes
- 1 Who moves last
Shove
- 1 Nothing worth fighting over