Threads

Themes

Fields say what an essay is about. Themes say what it rhymes with — the motifs that keep turning up in places that have no business being related.

Who moves last

The player unable to move loses. That single convention generates the whole theory, and reversing it — misère play — destroys almost all of it.

42 essays

One clause decides it

Change a word of the rule and the values change completely. A cliff or a wall, a jump allowed or forbidden, a pass that may or may not end the game — the same board, and nothing in common.

96 essays

The sum is the object

Real positions break into independent parts that are played at once, and adding them up is what the theory was built to do. The hard step is the splitting, not the addition.

86 essays

The parts do not decide the whole

Outcomes do not add. Neither do temperatures, atomic weights, misère outcomes or the value of an auction. Which quantities survive being added is the question every method here turns on.

54 essays

Not every game is a number

Some positions are worth a half or a quarter. Others are worth something no number can express, and the ones that are not numbers are where the subject becomes interesting.

47 essays

How much is at stake

A position is worth something on average and worth something more to move in first, and the second number is the one a player feels. Temperature is that number, and most of what it measures is not where it is expected.

99 essays

Small things decide

Infinitesimals are smaller than every positive number and are not zero. In a close game they are the whole margin, which is why the theory bothers with them.

28 essays

Equal, better, or neither

Two positions can be equal, one can be better, or the pair can be genuinely incomparable — a fourth relation with its own symbol. Deciding which is a search rather than a look, and equality quantifies over every game there is.

78 essays

The notation is not the position

A brace form, a binary numeral, an octal code and a thermograph are four ways of writing a position down, and each throws something away. Occasionally one of them turns out to be the argument.

89 essays

A theorem that names no move

Knowing who wins and knowing what to play are different achievements, and the subject is full of results that supply the first and refuse the second. A bound is sometimes all there is.

99 essays

It depends on the company

Sente, independence, equality, the size of a move and even the winner turn out to be facts about the rest of the board rather than about the position in front of the reader.

43 essays

It has to end

Every value here is defined by a recursion that needs play to stop. Sometimes that is obvious, sometimes it is a theorem, and sometimes the game ends with nothing bounding when.

31 essays

The theory runs out

Misère play, scoring, three players and computational hardness each break something essential. Knowing which of them is biting is most of knowing where a game stands.

75 essays

Play it and lose

The strongest argument this subject can make is to state the winner before the reader starts, and then be right. These are the essays carrying a figure that plays back.

20 essays

Assertions that reject

Every claim here is given a test it could fail, and the tests that matter are the ones that have failed. These are the essays where a check refused something — a guess, a rival explanation, or the essay's own first draft.

18 essays

What a search costs

A value is worth what it costs to find. These essays price the search rather than quoting the answer: positions visited, states stored, and the size of the board where the counting stops.

42 essays