The thread: Who moves last
Who moves last
The player who cannot move loses. That single convention generates the whole theory — and it produces four outcomes rather than three, because a position can be confused with zero rather than greater, smaller or equal to it.
Impartial gamesNim, and the nim-sum
Three heaps of counters, take as many as you like from one of them, and the player who takes the last counter wins. The winning condition is not a search, not a table, and not a heuristic — it is the bitwise exclusive-or of the heap sizes, and it was found in 1901.
Sums and comparisonThe sum is the object
Real positions come apart into independent regions, and a move happens in exactly one of them. That operation — the disjunctive sum — is what the whole theory is built to survive, and it is the reason values exist at all.
Particular gamesHackenbush is a numeral
Draw a stalk of coloured edges. Read it as a string, blue for one and red for zero, and the string is the binary expansion of what the position is worth. Not approximately — exactly, and the site computes it both ways and refuses to build if they disagree.
Where it stopsMisère play
Change one word — the player who cannot move wins — and the games are identical, the strategies are not, and almost every theorem on this site stops being true. It is the cheapest possible modification and the most expensive.
Impartial gamesEvery impartial game is a Nim heap
Sprague and Grundy proved, independently and four years apart, that any position in any impartial game is equivalent to a single heap of counters. Not similar to one — equal to one, interchangeable with it inside any larger game.
ValuesThe simplicity rule
When both players' options are numbers, the position is worth the simplest number strictly between them. Not the midpoint, not the average, and the difference between "simplest" and "middle" is the entire content of the rule.
Where it stopsLoopy games
The whole theory assumes play stops. Allow a position to recur and the induction that every value rests on has nothing to stand on — and a fifth outcome appears that normal-play theory has no name for.
Impartial gamesGrundy sequences, and where they stop being predictable
Computing one Grundy value is a mex. Computing all of them produces a sequence, and the sequences do something nobody has fully explained — most of them eventually repeat, some of them take thousands of terms to start, and for a few nobody knows whether they ever do.
ValuesCanonical form
Two positions are worth the same when neither player can tell them apart inside any larger game. Deciding that could be an infinite search. Instead there is a normal form — delete what nobody would play, bypass what backfires — and equality becomes a comparison of two small trees.
Sums and comparisonOutcomes do not add
Knowing who wins each part of a position tells almost nothing about who wins the whole. Two first-player wins can sum to a second-player win, or to another first-player win, and no rule distinguishes the cases from the outcomes alone.
ValuesInfinitesimals
Some positions are positive — Left wins them whoever moves first — and smaller than every positive number, including a millionth and a millionth of that. They are the values that decide close games, and the smallest of them is a single move's worth of nothing.