The thread: One clause decides it — page 4
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.
A position with no value, and the rule that gives it one
A fortress is a cycle in the position graph, so the recursion defining a value has nowhere to bottom out and the propagation never reaches it. Chess has a rule for that — count fifty moves and call it drawn — and the rule does not merely tidy the theory up. On eleven cells of the sweep it takes away a win.
Two ways to count a finished board
Territory scoring and area scoring are both in daily use and they are not variants of one rule. Over seventy-nine small endgames they agree exactly on the thirty-nine with an even number of neutral points and on none of the forty with an odd number — sixteen name a different winner, and twelve are played differently, which is not something a convention is supposed to do.
The two moves that are not captures
Kōnane begins from a full board and the first two moves lift stones rather than take them, which is the only time in the whole game anybody does. Nothing on this site applies to them, and the choice is not free — on a 3 × 5 board two of Black's eight openings leave a position a whole move worse than the other six, and on a 3 × 3 board none of the five does.
What a pass is worth to a theory
The rung below finds fifteen of twenty-seven coin rows where having the move is a disadvantage, and those are exactly the rows Milnor's mean-value theory has to assume away. Allow a pass and the hypothesis stops being a hypothesis — nought violations, on every row in range. What it costs is the convention the rest of this site is built on.
A hypothesis has to hold all the way down
Milnor's bound is proved by induction over the play, so the condition it needs has to hold at every position the play can reach. Checked on the row instead, ninety-two pairs pass the test and twenty-four of them break the bound. Checked at every subposition, twenty-eight pairs pass and none breaks it.
The convention Dawson actually used
Dawson published his puzzle as a problem where running out of moves loses you the game, and every compact result about ·137 is about the other convention. Under his own, nine values become a classification that doubles the moment a wild heap enters the range, and a heap stops carrying a number at all.
A point with three neighbours
The switching game on links is settled by counting — enough links, arranged as two trees. Played on points instead, it is the game Hex belongs to, and the count is gone. The link game turns out to be the point game in which every contested point has exactly two neighbours; give one a third, and two graphs with the same points, the same links and the same number of separate routes can have opposite winners.
A board one column wider
Strategy stealing proves the first player wins Hex, and it needs three things: no draws, an extra stone never hurting, and rules that treat the two players alike. Add one column to the board and the third goes. The player whose edges are now nearer together wins whoever moves first — and does it with a table of pairs that names every reply, checked against every line to a board of twenty cells.
Every move closes the largest gap
A census of Sylver Coinage by genus finds a parity that nearly decides the game and asks whether any known property of a numerical semigroup predicts the outcome. One does, completely: a semigroup whose gaps pair off around the largest one is never lost for the player to move — none of 583 up to genus sixteen. The reason is strategy stealing, and it is the same reason the top-right square decides Chomp: every move from such a position closes the largest gap.
Using up the edges instead
Undirected geography is decided by a maximum matching when a move uses up the vertex it leaves. Use up the edge it crosses instead and the matching is exact on every tree — on a tree the two games are one game — and on nothing else. Over every connected graph on up to six vertices it names the winner at 480 of 745 starts once there is a cycle, it gets a four-cycle wrong from every start, and the more cycles a graph has, the more of its misses are wins that are really losses.
The capture that has to be made
Dawson's chess is quoted as the octal game ·137, and the step from a pawn diagram to a row of counters has been taken on trust. Searched as a chess position, the diagram agrees with ·137 on every board from one file to twelve, under both endings, and every exchange it can start is an odd number of moves that lands on one of ·137's options. The whole reduction rests on one rule of the diagram that the octal code never mentions: a capture, when one is available, must be made. Make it optional and the winner changes on two, three, six and seven files.
The rule decides who has to remember
Whether a winner needs memory is a property of the winning condition and not of the board, and the property everybody reaches for is the wrong one. Of the 128 conditions on which of three positions a play keeps returning to, 32 demand memory and 19 of those are closed under union. What separates them is measured two independent ways and the two agree on all 128: a condition needs no memory exactly when it can be rewritten as a number on each position.
The winning reply is the fourth choice
The repair proposed for the potential was to weigh an edge chain more heavily. Fifty-five weightings later, none holds the four-by-five board, and an edge bonus costs Down four boards it was already holding. The reason is not the numbers: over 393,660 turns of the pairing that does hold that board, the potential would take the same cell 26.1% of the time, and the winning cell is its 3.7th choice on average and as low as its seventeenth.
Two things to hold at once, or three
Whether a condition makes a winner remember has been settled over every condition on three positions; how much it makes them remember has not. A tree built out of the condition alone, with no board in it anywhere, prices all 128: sixty-one cost nothing, fifty-eight cost two states and nine cost three. It also names the property that was nearly right — closure under union of the sets a condition rejects decides it exactly, where being writable as numbers is sufficient and reaches twenty-six.
The opponent stops choosing
Replace one player by a rule with no search in it and the question has one chooser left, which is a puzzle rather than a game. Nim recovers five of its six lost positions that way, and six of seven on three heaps of five. Domineering recovers six of a hundred and twenty-two while the fixed rule throws away a winning move eighty-eight times, and one Clobber board recovers none at all — because on that board no rule can misplay.
The auction never gets to the money
The critical fraction is computed and never played. Played out with a countable pool of chips — twelve positions, four pool sizes, every split of the chips, every bid answered — the verdict does not move with the money on a single one of the forty-eight sweeps, and the rule for equal bids settles all forty-eight. The reason is one line long: declining every auction wins, and bidding nothing declines.
A coin needs no tie-break
The same recursion has a second derivation: a fair coin decides who moves at each turn, a player whose turn it is with no move has lost, and both play to win. Written from those rules it comes out identical on every position — and it needs no rule for equal bids, because there are no bids. The number is a probability, it belongs to Left rather than Right, and the empty position is the one where the coin decides everything.
Two and four are not conventions
Declining costs two boxes on a chain and four on a loop, and those numbers are read off the geometry rather than chosen: one cut completes the last two boxes of a chain and two cuts complete the last four of a loop. Solved again with the fee changed, 418 endgames give a different winner on up to a third of themselves — so the endgame's law is a law about the fee as much as about the shapes, and the fee is not a free parameter.
The step nobody took for thirty-four years
Bouton's criterion is that the heap sizes exclusive-or to nothing. The 1935 theorem is that the heap Grundy values do. The exclusive-or is the same operation in both and it is his, so the whole of the intervening thirty-four years is one substitution — and run over eight games and 672 positions, the substituted criterion is exact on every one while the original is exact on Nim and nowhere else.
The picture Bouton's proof leaves behind
His argument is two closure properties of one set, and the Sprague–Grundy theorem is the same two sentences with nought replaced by a variable — checked here on five games and every value in range, with no move staying inside a class and no class failing to be reachable from above. What the argument also leaves behind is a picture in which the values descend, and that is false: 99 of 444 moves here raise a value, and none of them is in Nim.
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.
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.
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.