The thread: A theorem that names no move — page 2
The strip nobody has a formula for
Some toads, a gap, some frogs. Two counts and a spacing is the whole description, and the values that come out of it are integers, stars, switches with eighth-point options and a down — four classes inside one two-parameter family, which is why nobody has written the formula.
Three different claims are all called solved
Hex is solved in the sense that the first player provably wins, by an argument that names no move whatever. Nim is solved in the sense that a formula gives the right move from any position at any size. Between them sit strategies for one opening, and databases of a few billion positions. The word covers all four.
Four values, and the sequence is settled for ever
The Grundy values of a subtraction game repeat with period 7, and proving it needs a window of exactly four of them — one for each size of move the game allows. Everything past the window follows by induction. A finite computation has settled a claim about every heap there will ever be.
The period is small and the proof does not say so
Every subtraction game repeats eventually — that is a theorem, and its proof gives a bound of sixteen thousand for a three-move set. Over 112 sets the longest period measured is twenty-two. The proof and the fact are four orders of magnitude apart, and the rule of thumb that closes the gap is broken by one set in the sweep.
A rule that is never right and cannot be far wrong
Playing the hottest component is not optimal — over 440 measured lines it costs something on 17 of them. What makes it worth having is that the cost is bounded by the temperature, provably, and that the same test run with the ordering reversed breaks the bound on 54.
A token on a graph
Geography is an impartial game whose position is a vertex and a history, so a ten-vertex graph has ten thousand states rather than ten. Take the arrows off and the same game is decided by a maximum matching — first player wins exactly when every maximum matching covers the start, verified on 41 vertices across eight graphs. One word in the rules separates a polynomial criterion from a PSPACE-complete problem.
Knowing who wins, and knowing what it is worth
Deciding a winner expands positions. Computing a canonical form expands pairs of positions, because a comparison unfolds as a recursion over one subposition of each and the reduction makes many comparisons. Measured on the same nine positions by an evaluator that starts empty every time, the second costs between 1.3 and 279 times the first, and the ratio grows with the tree.
A rule with a guarantee
Evaluating a sum of a dozen fights is impossible; following a rule is not. Move where the stake is largest, and over 220 sums of three hot components the rule scores exactly what perfect play scores in 196 of them, is never more than one point behind, and never ends more than the largest single stake below the mean. The rule that is supposed to be different — answer the threat — chose differently in none of the 220.
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.
The values that keep arriving
A Grundy sequence that repeats uses finitely many values and stops needing new ones. Six thousand heaps into ·007 the count of distinct values is 187 and still climbing, and the share of heaps carrying something outside the twenty-two commonest rises from 32% in the first thousand to 85% in the sixth. The rare values a periodicity argument needs to thin out are getting commoner.
Two ways to end with no bound
Sylver Coinage and the hydra are both guaranteed to finish and neither will say when. The difference is that one of them carries its own bound: every move in Sylver removes at least one gap, the gaps can be counted in a moment, and over ten openings the longest play uses every single one. The hydra has no decreasing quantity a solver can hold — three hydras of five nodes each take seven chops, twenty-one, and a number past two hundred and seventy-nine that this machine never reaches.
A rule with no promise at all
Playing in a hottest component comes with a bound: never more than the largest single temperature below the mean of the board. Over 220 sums the bound holds 220 times — and so does the bound for a rule with nothing behind it, which scores exactly what perfect play scores on 205 sums against the hottest rule's 196. The control that shows the bound is doing work is the rule that plays the coldest component, which breaks it 74 times and loses up to eleven points.
When the bracket decides
A Clobber row's value is an all-small game nobody can hold in their head, so the practical answer is the up-bracket: a pair of integers between which its atomic weight must lie. As an approximation it is worth exactly what it settles — 1,585 of 7,875 pairs of rows are ordered by it, every one of those orders is right, and of the 6,290 it declines, 4,222 have no answer either.
A pool built to punish greed
The rung below found a rule with no theorem behind it beating the rule with one, and predicted that a pool of deliberate traps would reverse the result. It does not. The traps miss, because the rule called greedy scores a move by the stop it leaves and a stop already contains the follow-up — and the rule the traps do catch, losing sixteen points where the guaranteed rule loses five, had to be written to make the point.
The strategy that is a symmetry
A pairing strategy is a symmetry of the board that turns one player's moves into the other's, and it wins without computing anything. Tested by playing it out rather than argued, it wins one of seven candidate symmetries across four games — exactly the Cram boards with both sides even, which is exactly where no domino is its own image.
The number nobody needs
The compound theory carries a third quantity — the suspense number — computed by the remoteness recursion with both preferences reversed, for the compound that stops as soon as any component stops. It governs that compound correctly. So does remoteness, so does the plain Grundy value, and the shortening does not change the winner on any of 1,176 positions.
A compound of two different games
Every rule the compound theory has survives mixing exactly — the minimum-remoteness rule is right on all 5,184 mixed pairs and all 7,560 triples — and the reason is not that the rules are strong. It is that each of them reads one number per component, and a number does not remember which ruleset produced it. The thing mixing damages is the shortcut a reader carries instead.
Looking for the symmetry
Answering every move with its mirror image wins Cram on a board with both sides even, which is the argument everybody meets. Asked of every connected shape of at most eight squares instead of of thirteen rectangles, it wins twelve — and accounts for a sixth of the second-player wins there are, because 852 of the 1,042 shapes have no symmetry to answer with in the first place.
Counting the moves each side has
How many dominoes could each player still place? Subtract, and there is a whole number computable from the drawing with no game theory in it. Over 1,042 regions it is the value on 141 of the 315 worth numbers, lands between the stops on 619 of the other 727, and its failures are two different kinds — one of which was inevitable and one of which is a fact about the game.
The rows that are their own mirror
Four hundred and ten End-Nim rows are worth nimbers and 168 of them are palindromes, so a condition covering the other 242 was outstanding. It is that the row is equal to its own negative — and on this game that condition is not merely sufficient but exact, which is more than the group law promises and is a fact about End-Nim rather than about games.
The symmetry one move away
A pairing argument proves the second player wins and names no move to do it with. Asked of every shape of up to eight squares it settles twelve boards. Asked one move later — can the first player reach a position a half-turn pairs? — it settles 288, and which boards those are is decided by parity before anything about their outline is looked at.
A schedule instead of a number
Playing in the hottest component loses at most the largest temperature on the board — the classical guarantee, stated against one number. Sorting the temperatures and reading the guarantee one step further down gives a promise 47 per cent smaller that is never breached over 1,734 sums. Two steps down it fails 120 times, so the schedule has exactly one step of slack in it.
The moves a player can be talked out of
The difference of the two players' largest domino packings is the value of a Domineering region on 141 of the 315 worth numbers. The count is optimistic for its owner and pessimistic for the other, and one number cannot be both — so it becomes an interval, from what a player can be reduced to against what the opponent can achieve. The interval contains the value on 209, is a single point on 505 of the 1,042 regions, and never exceeds two moves wide.
The criterion that cannot exist
The rung below asked for a quantitative version of its condition — turn 'the reading survives mixing three quarters of the time' into a statement about the strip. Three strips of four squares settle it. `.LLR`, `.LRL` and `.RLL` have the same length, the same reading, the same coins and the same single run, and their readings are wrong by 1¼, ¼ and ½. The error is a fact about the order of the colours, and 207 of 805 statistical classes carry more than one of them.