The thread: What a search costs — page 2
Two graphs a rule cannot tell apart
The repair proposed for the matching criterion was to read the cycle as well. Over every connected graph with exactly one cycle up to six vertices — 21 graphs, 114 starts — eleven such rules reach at most 91, and the winner is not a function of the matching, the cycle's length, the start's distance from it, its degree and the edge count together: six cells of that table hold both verdicts, the smallest a pair of five-edge graphs.
The bound names the hottest part and the cost does not
Moving in the hottest component costs at most the largest temperature on the board, and that bound is attained: 100 lines of 4,240 pay exactly it. It is still the wrong quantity. Across four pools and boards of two, three and four parts the cost is nothing on 90.8% of lines and otherwise takes one of two values — half a point or one — on boards whose largest temperature runs to three, and it exceeds the coolest component on 13 lines and twice it on none.
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.
A shortlist with nothing at the top
The one-pass test leaves 9.58 moves of 12.27 and names none of them. Seven quantities a scan could compute about the survivors were turned into orders and scored on 583 positions: the best puts a winning move first on 24.9% against 22.3% by chance, and every one of the seven places the winner deeper in its order than chance does. Read as sieves instead, the gentlest keeps half the list and throws the only winner away on 264 positions.
The cheap fights make the rule cheaper
A conjecture stands that playing the hottest part costs at most the coolest temperature times the number of parts sharing it — proposed on a range where that number never exceeds two. Swept to five-part boards over 10,410 lines it is false, and false the other way round: every line costing more than the coolest part has one or two parts at that temperature, and over the 3,230 lines with three or more, not one does.
A key is a code, and two squares come free
The families of positions a Zobrist key confuses are the words of a binary linear code — the sets of squares whose words cancel — so choosing a key is choosing a code. On 4 × 5 Domineering the textbook choice, a code with the largest minimum distance, confuses more stored positions than a random key at fourteen, sixteen and nineteen bits. The choice that reads the board confuses none at eighteen: two squares of one shade, in rows of different parity, are decided by the other eighteen, and no seventeen-bit key is exact.
Search on in pairs of moves
Deepening until two depths agree gives a proved verdict, and searching on where the counts are close gives a better one; put together the obvious way, they stop on a wrong verdict at 3,231 positions of 4 × 5 Domineering. A guess one move past the cut has the other player to move and flatters the wrong side. Searching on two moves at a time keeps the proof, and the window that suits it is one-sided — but however it is widened, the certificate gets cheaper only by turning into the search that finishes, and on four boards it never gets below it.
A move whose every reply is struck
Read two moves at a time, the Sylver Coinage shortlist is no better ordered than read one at a time: preferring the survivor that leaves the opponent the fewest surviving replies puts a winner first on 24.7% of 583 positions against 22.3% by chance, and places it deeper than chance does. Read as a proof, the same count does what no order could. On 57 positions a survivor leaves no surviving reply at all, and wins by a certificate a few lines long; searched deeper, the survivors prove every position by thirteen moves — at a price that is never below the search that simply finishes.
Twelve turns, and three different prices
The earlier essay prices a universal quantifier at a doubling and leaves it there. Twelve turns with six of them the opponent's cost 6, 63 or 384 decisions to write down, depending on nothing but the order the turns come in — and the cheap arrangements are cheap for only one of the two players. What a claim costs is the number of times the choosing changes hands.
Eleven moves and one decision
A prefix has one quantifier a turn, so a game of eleven moves is eleven alternations. Counted on the boards themselves, a Toads and Frogs strip of eleven moves has twenty-six turns with exactly one move available and one turn anywhere at which the choice changes the answer; a Clobber board has a hundred and fourteen turns and none. Nim, the game everybody calls solved, decides at four turns in five.
Proving a loss means answering everything
A win is established by one move and a loss by every move, so the two verdicts are certified by objects of different shapes. Measured over every position of four games, a loss costs between 1.07 and 2.31 times a win — a small constant, never an exponential. The obvious explanation is the branching and it is wrong: Nim answers six options at a losing turn and pays 2.18, not 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.
A turn is not a bit
The prefix a game is read as gives each player one quantifier a turn, and a turn on a board is a choice among however many moves there are. Nim on heaps of 3, 4 and 5 lasts twelve moves and carries 23.6 bits of choice; a Toads and Frogs strip lasts eleven and carries two. Corrected for that, the model predicts a strategy 539 times too large on one board and 67 times too small on another, and the two failures have different causes.
The endgame theory arrives late
Every component the chain-and-loop theory names has coins of degree two, so a position it can read is one where every surviving coin holds exactly two strings. Over a six-box board that is 1,033 of the 28,028 positions with no free box on the table — 3.7 per cent — and more than half of them only after twelve of the board's seventeen strings have been cut.
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.
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.
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.
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.