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Essays arrive in groups rather than one at a time. The most recent group is below in full, and every earlier one after it, newest first.

Essays arrive in groups rather than one at a time, and a group usually opens up a subject not covered before. Between one group and the next nothing changes, so a reader who has seen the most recent group has seen everything.

23 September 2026

16 essays on impartial games, where it stops, sums and comparison, out in the world, what it costs and how it was found

Lasker's Nim in sixteen cells. A four-by-four table. Each row and column is a residue mod 4 of one part of a split heap, with the residue of that part's Grundy value beside it; each cell is the residue mod 4 of the split's value, the nim-sum of the two parts. Every split of every heap to four hundred lands in the cell its residues name. Impartial games

The proof is sixteen cells

Lasker's Nim has a four-clause formula that was checked on two thousand heaps and never proved. The proof fits in a four-by-four table: the last two bits of a split's value are fixed by the last two bits of its parts, so no split can land in its own heap's class — except at 3 mod 4, where it lands exactly on the one value the takes leave missing and pushes the answer up by one.

7 figures
One split is enough, and some are not. Lasker's Nim beside five versions of it that allow only some splits, over the first twenty-four heaps, with every cell that leaves the formula outlined. Allowing only the split that takes one counter off reproduces the whole sequence; allowing only equal halves turns it back into Nim. Impartial games

One split is enough

A heap of n in Lasker's Nim offers ⌊n/2⌋ ways to split, and the values use at most one of them. Allow only the split that takes a single counter off and every heap to six hundred keeps its value; of all sixty-three sets of split sizes up to six, a set keeps the formula exactly when it contains 1 or 2. Equal halves alone give back plain Nim, because a split into equal parts is a move to nought.

7 figures
The formula as the limit of periodic games. Lasker's Nim above eight versions of it with the number of counters that may be taken bounded at one to eight. Each bounded game is periodic and agrees with Lasker's formula on its first few heaps; the region of agreement grows with the bound. Impartial games

The formula is a limit

Cap the take in Lasker's Nim at k counters and the game is a finite rule table, 4.33…3, whose Grundy sequence repeats with period k + 1 rounded up to even and follows Lasker's formula until the cap bites. The formula is what those periods converge to. And the same column of codes, with a free split in front, holds Kayles itself: the rule 4.4 on a heap of n + 1 is Kayles on a row of n.

6 figures
Two heaps and a held pass. Every pair of heaps up to 16 with one pass available that may not be the last move. Filled cells are the pairs the player to move loses: the empty board and the pairs one and two, three and four, five and six, and so on. Outlined cells are the equal pairs Nim calls lost, all of which are wins once the pass is there. Where it stops

Three heaps and a pass

Nim with a single pass that may not end the game is easy on one heap and on two: a heap swaps each odd size with the even one above it, and two heaps lose exactly at (2k − 1, 2k). On three heaps the losses are known only as a list. Fix the smallest heap and each slice of the list settles into a pattern after an irregular start — period 4, 8, 10, then 160 at a smallest heap of ten, and nothing visible from eleven.

7 figures
What a held pass can tell apart. Nim heaps, Kayles rows and heaps of Dawson's chess of sizes one to 8, grouped by whether any company of up to two of them gives a different outcome with a held pass on the board. The groups outnumber both the Grundy values and the pairs of Grundy value and held-pass value. Where it stops

What a component would have to carry

For a held pass to be decided by a summary of each component, the summary must separate every pair of components some company tells apart. The Grundy value does not — Nim 1 and Kayles 8 are equal games that a held pass separates beside a single Nim heap of two. Nor does the Grundy value with the component's own held-pass value: Kayles 3 and Kayles 6 agree on both and are split by a company of two Nim heaps. Over twenty-four components, fifteen classes against fourteen pairs, and the gap widens as the pool grows.

8 figures
The reversing move is the follower's. For each follower under which some gift horse escapes domination, the number of escapes, how many are reversed by Right's move inside the follower, and how many by a Right move in the base part. The follower's move reverses every one. Sums and comparison

The follower does the reversing

The gift-horse theorem for the ordinal sum needs two cases, and the second — the added option is reversible — was counted and not described. Recorded move by move, the reversing answer is always Right's move inside the follower: on all 410 escapes under five followers, and on every one of the 2,628 gift horses under every follower that gives Right a move at all. The case split is by follower, not by horse.

6 figures
What survived, and what did not. The gift-horse theorem, the two-case proof and the one-line description of the reversal case, each scored on the day-three sweep and its mirror and on the day-four sweep and its mirror. Sums and comparison

The split slips one day deeper

The reversal case of the gift-horse theorem was described in one line — the follower's own move reverses every gift horse, whenever the follower has one — and tested only where it was found. In the mirror it holds exactly, with 1 and −1 trading places. One day deeper it fails: under ↑ and ½, three gift horses on built day-four bases are not reversed by the follower's move. All three are dominated, so the theorem stands; the clean split by follower does not.

6 figures
The day-four figure, twenty draws at a time. Corrected day-four comparability from twenty seeds of each of two constructions, as dots on a percentage axis, with the range of day three's four slices shaded and the single figure the earlier essay reported marked. The seeds spread over about twelve points and the two constructions agree. Sums and comparison

Twenty draws and a second recipe

Day four's comparability was reported as 60.6 per cent against day three's 59.7, from one built sample and one calibration. Built twenty times with each of two recipes whose biases differ by six points, and calibrated against all 1,474 day-three values rather than a quarter of them, the corrected figure spreads over twelve points from seed to seed and the two recipes agree within one standard error. The floor survives; the decimal was one draw.

6 figures
Cancelling is not pairing. For three sets of coin values and rows of two to seven coins, how many rows cancel against their own negatives, how many pair off as nested equal pairs, how many do both, and how many do one without the other. Out in the world

Cancelling is not pairing

The coin rows that cancel against their own negatives looked like the rows whose coins pair off as nested equal pairs, and on rows of four they are exactly those. From six coins the description fails in both directions — twenty rows pair off perfectly and do not cancel, and one coin set has a hundred and thirty-six that cancel with no pairing at all — and a row of five coins cancels, though an odd row can never pair off. What does hold, on every row swept, is that the first player in a row plus its negative never finishes behind.

6 figures
Cancelling rows add to cancelling rows. Every pair of cancelling coin rows of two, four and five coins from minus two, one and three, grouped by their lengths, with the number of pairs whose sum cancels against the sum of their negatives. Out in the world

A cancelling pair is a zero

Two cancelling coin rows side by side cancel against their two negatives — all 190 pairs from rows of two, four and five coins, the odd row that cancels without pairing off included. And a cancelling row beside its negative is invisible next to any other row: in 741 tests against every row of one to three coins, neither score of the context moves. A non-cancelling pair moves a score in 452 of 780. Scoring games have no inverses in general; this class has them, and they behave as inverses must.

6 figures
Even rows always reward the move. For four coin sets and rows of one to seven coins, the number of rows in which the player to move does at least as well as when the opponent moves first. Every even column is full. Out in the world

Even rows always reward the move

Milnor's mean-value theory needs an incentive to move — the player to move must do at least as well as if the opponent moved first. On a coin row with an even number of coins that is not a hypothesis but a theorem: the first player can collect one whole parity class of coins, and one of the two classes holds at least half the total. So the condition excludes no even row whatever the coins, the class the earlier table called 'incentive at the top' was every row of four, and the hereditary condition is a condition on odd intervals alone.

6 figures
One misère outcome, searched. The number of positions a misère search visits to decide the outcome of a sum of k heaps of Dawson's chess, each heap at most 9, on a logarithmic scale: the average over the sums and the worst single sum, for k from one to eight. Normal play decides the same sums from 20 stored values. What it costs

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.

6 figures
The closure that is enough. A grid for Dawson's chess with heaps up to 9: rows are the largest positions classified, from one heap to four; columns the largest tests, from none to five heaps. Each cell is the number of classes found. The counts stop growing at two-heap tests and three-heap positions. What it costs

Two heaps of testing are enough

A misère quotient is computed by testing positions against positions, and the universe used to find twelve classes of Dawson's chess was every position of up to four heaps tested against every other — 511,225 outcomes. Varied one size at a time, the count stops growing at tests of two heaps and positions of three: 12,100 outcomes find the same twelve classes. The narrower universe the earlier essay drew did not merge anything; it held fewer positions. And the corner that is enough moves: for Kayles at heap twelve, two-heap tests miss a class.

6 figures
12 classes, 7 questions. A grid for Dawson's chess with heaps up to nine: rows are the 12 misère classes of positions of at most four heaps, columns the 7 tests a greedy search chose, and each cell the outcome — N for the player to move, P for the other — when the test is added to the class. What it costs

Twelve classes, seven questions

Twelve misère classes of Dawson's chess were found by testing 715 positions against 715 others. Seven of those tests are enough to tell every class from every other — a greedy choice against a floor of four, since each test is one yes-or-no question. Kayles needs nine of 715 and Nim sixteen. The seven cost almost nothing to use and cannot be found without the whole closure, and they do not carry: the tests found with heaps up to seven tell apart only seven of the twelve classes with heaps up to nine.

6 figures
A staircase, not a slope. The number of misère classes of Dawson's chess positions as the largest heap allowed rises from three to 16, computed with positions of at most three heaps and tests of at most two. The count stays flat for several heaps at a time and then jumps. What it costs

A staircase, not a slope

With the misère closure cut forty-fold, Dawson's chess can be classified at heaps far beyond nine. The count of classes is a staircase: six from heap three to eight, twelve from nine to twelve, seventeen from thirteen to sixteen. Normal play steps once in that range, from four to eight at heap thirteen, where a Grundy value of four first appears. Misère play steps there too, and once more at heap nine, where normal play does not move at all — the first wild heap. Heaps eleven, fifteen and sixteen are also wild and move nothing.

7 figures
Four positions, sampled. Three samples of three thousand loopy regions on four positions, drawn with each possible move present at a chance of one half, about a third and a quarter. For each: how many regions have both sides named by the thirty-five names two-position regions use, by those together with the thirteen invented for three positions, and how many need a new name. How it was found

Four positions, sampled

Ten names write both sides of every loopy region of two positions, and forty-eight every region of three. Four positions are over four billion graphs and cannot be counted, but they can be drawn. Three thousand regions at each of three densities: the forty-eight names cover between 95.9 and 99.5 per cent, the thirteen names invented for three positions come back at four almost all of them, and the sparsest sample meets thirty-five sides nothing earlier reproduces — a floor of eighty-three names, and a curve that grows by accretion rather than collapse.

6 figures

Before that

Everything published earlier, newest first. Titles only — the cards are on the full listing.

19 September 2026

20 essays on what it costs, where it stops, out in the world and how it was found

16 September 2026

9 essays on how it was found, out in the world and what it costs

15 September 2026

6 essays on out in the world, how it was found and what it costs

13 September 2026

5 essays on what it costs, how it was found and out in the world

12 September 2026

14 essays on out in the world, how it was found and what it costs

10 September 2026

20 essays on out in the world and how it was found

7 September 2026

50 essays on impartial games, what it costs, temperature, values, where it stops, sums and comparison, out in the world, particular games and how it was found

3 September 2026

20 essays on particular games, values, temperature, impartial games, sums and comparison, where it stops and what it costs

1 September 2026

20 essays on particular games, values, temperature, sums and comparison, impartial games, what it costs and where it stops

31 August 2026

20 essays on values, particular games, temperature, sums and comparison, impartial games, where it stops and what it costs

30 August 2026

20 essays on values, impartial games, temperature, sums and comparison, particular games, what it costs and where it stops

28 August 2026

20 essays on impartial games, particular games, values, temperature, sums and comparison, where it stops and what it costs

27 August 2026

15 essays on values, particular games, impartial games, where it stops, sums and comparison, what it costs and temperature

26 August 2026

15 essays on values, temperature, particular games, sums and comparison, impartial games, where it stops and what it costs

24 August 2026

15 essays on values, temperature, where it stops, impartial games, particular games and sums and comparison

22 August 2026

15 essays on what it costs, where it stops, sums and comparison, temperature, particular games and values

21 August 2026

15 essays on where it stops, impartial games, sums and comparison, temperature, particular games and values

20 August 2026

15 essays on where it stops, temperature, impartial games, sums and comparison, particular games and values

19 August 2026

15 essays on where it stops, temperature, impartial games, sums and comparison, particular games and values

17 August 2026

15 essays on where it stops, temperature, sums and comparison, particular games, impartial games and values

16 August 2026

15 essays on where it stops, temperature, particular games, sums and comparison, impartial games and values

15 August 2026

15 essays on out in the world, temperature, sums and comparison, impartial games and what it costs

13 August 2026

15 essays on how it was found, impartial games, sums and comparison and values

10 August 2026

12 essays on what it costs, where it stops, sums and comparison, impartial games, temperature, particular games and values

3–7 August 2026

34 essays on particular games, what it costs, where it stops, impartial games, sums and comparison, temperature and values

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