Bounding Game Temperature Using Confusion Intervals
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Combinatorial Game Theory Théorie Des Jeux Combinatoires (Org
Combinatorial Game Theory Théorie des jeux combinatoires (Org: Melissa Huggan (Ryerson), Svenja Huntemann (Concordia University of Edmonton) and/et Richard Nowakowski (Dalhousie)) ALEXANDER CLOW, St. Francis Xavier University Red, Blue, Green Poset Games This talk examines Red, Blue, Green (partizan) poset games under normal play. Poset games are played on a poset where players take turns choosing an element of the partial order and removing every element greater than or equal to it in the ordering. The Left player can choose Blue elements (Right cannot) and the Right player can choose Red elements (while the Left cannot) and both players can choose Green elements. Red, Blue and Red, Blue, Green poset games have not seen much attention in the literature, do to most questions about Green poset games (such as CHOMP) remaining open. We focus on results that are true of all Poset games, but time allowing, FENCES, the poset game played on fences (or zig-zag posets) will be considered. This is joint work with Dr.Neil McKay. MATTHIEU DUFOUR AND SILVIA HEUBACH, UQAM & California State University Los Angeles Circular Nim CN(7,4) Circular Nim CN(n; k) is a variation on Nim. A move consists of selecting k consecutive stacks from n stacks arranged in a circle, and then to remove at least one token (and as many as all tokens) from the selected stacks. We will briefly review known results on Circular Nim CN(n; k) for small values of n and k and for some families, and then discuss new features that have arisen in the set of the P-positions of CN(7,4). -
Algorithmic Combinatorial Game Theory∗
Playing Games with Algorithms: Algorithmic Combinatorial Game Theory∗ Erik D. Demaine† Robert A. Hearn‡ Abstract Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we begin with general background in Combinatorial Game Theory, which analyzes ideal play in perfect-information games, and Constraint Logic, which provides a framework for showing hardness. Then we survey results about the complexity of determining ideal play in these games, and the related problems of solving puzzles, in terms of both polynomial-time algorithms and computational intractability results. Our review of background and survey of algorithmic results are by no means complete, but should serve as a useful primer. 1 Introduction Many classic games are known to be computationally intractable (assuming P 6= NP): one-player puzzles are often NP-complete (as in Minesweeper) or PSPACE-complete (as in Rush Hour), and two-player games are often PSPACE-complete (as in Othello) or EXPTIME-complete (as in Check- ers, Chess, and Go). Surprisingly, many seemingly simple puzzles and games are also hard. Other results are positive, proving that some games can be played optimally in polynomial time. In some cases, particularly with one-player puzzles, the computationally tractable games are still interesting for humans to play. We begin by reviewing some basics of Combinatorial Game Theory in Section 2, which gives tools for designing algorithms, followed by reviewing the relatively new theory of Constraint Logic in Section 3, which gives tools for proving hardness. -
COMPSCI 575/MATH 513 Combinatorics and Graph Theory
COMPSCI 575/MATH 513 Combinatorics and Graph Theory Lecture #34: Partisan Games (from Conway, On Numbers and Games and Berlekamp, Conway, and Guy, Winning Ways) David Mix Barrington 9 December 2016 Partisan Games • Conway's Game Theory • Hackenbush and Domineering • Four Types of Games and an Order • Some Games are Numbers • Values of Numbers • Single-Stalk Hackenbush • Some Domineering Examples Conway’s Game Theory • J. H. Conway introduced his combinatorial game theory in his 1976 book On Numbers and Games or ONAG. Researchers in the area are sometimes called onagers. • Another resource is the book Winning Ways by Berlekamp, Conway, and Guy. Conway’s Game Theory • Games, like everything else in the theory, are defined recursively. A game consists of a set of left options, each a game, and a set of right options, each a game. • The base of the recursion is the zero game, with no options for either player. • Last time we saw non-partisan games, where each player had the same options from each position. Today we look at partisan games. Hackenbush • Hackenbush is a game where the position is a diagram with red and blue edges, connected in at least one place to the “ground”. • A move is to delete an edge, a blue one for Left and a red one for Right. • Edges disconnected from the ground disappear. As usual, a player who cannot move loses. Hackenbush • From this first position, Right is going to win, because Left cannot prevent him from killing both the ground supports. It doesn’t matter who moves first. -
When Waiting Moves You in Scoring Combinatorial Games
WHEN WAITING MOVES YOU IN SCORING COMBINATORIAL GAMES Urban Larsson1 Dalhousie University, Canada Richard J. Nowakowski Dalhousie University, Canada Carlos P. Santos2 Center for Linear Structures and Combinatorics, Portugal Abstract Combinatorial Scoring games, with the property ‘extra pass moves for a player does no harm’, are characterized. The characterization involves an order embedding of Conway’s Normal-play games. Also, we give a theorem for comparing games with scores (numbers) which extends Ettinger’s work on dicot Scoring games. 1 Introduction The Lawyer’s offer: To settle a dispute, a court has ordered you and your oppo- nent to play a Combinatorial game, the winner (most number of points) takes all. Minutes before the contest is to begin, your opponent’s lawyer approaches you with an offer: "You, and you alone, will be allowed a pass move to use once, at any time in the game, but you must use it at some point (unless the other player runs out of moves before you used it)." Should you accept this generous offer? We will show when you should accept and when you should decline the offer. It all depends on whether Conway’s Normal-play games (last move wins) can be embedded in the ‘game’ in an order preserving way. Combinatorial games have perfect information, are played by two players who move alternately, but moreover, the games finish regardless of the order of moves. When one of the players cannot move, the winner of the game is declared by some predetermined winning condition. The two players are usually called Left (female pronoun) and Right (male pronoun). -
Combinatorial Game Theory, Well-Tempered Scoring Games, and a Knot Game
Combinatorial Game Theory, Well-Tempered Scoring Games, and a Knot Game Will Johnson June 9, 2011 Contents 1 To Knot or Not to Knot 4 1.1 Some facts from Knot Theory . 7 1.2 Sums of Knots . 18 I Combinatorial Game Theory 23 2 Introduction 24 2.1 Combinatorial Game Theory in general . 24 2.1.1 Bibliography . 27 2.2 Additive CGT specifically . 28 2.3 Counting moves in Hackenbush . 34 3 Games 40 3.1 Nonstandard Definitions . 40 3.2 The conventional formalism . 45 3.3 Relations on Games . 54 3.4 Simplifying Games . 62 3.5 Some Examples . 66 4 Surreal Numbers 68 4.1 Surreal Numbers . 68 4.2 Short Surreal Numbers . 70 4.3 Numbers and Hackenbush . 77 4.4 The interplay of numbers and non-numbers . 79 4.5 Mean Value . 83 1 5 Games near 0 85 5.1 Infinitesimal and all-small games . 85 5.2 Nimbers and Sprague-Grundy Theory . 90 6 Norton Multiplication and Overheating 97 6.1 Even, Odd, and Well-Tempered Games . 97 6.2 Norton Multiplication . 105 6.3 Even and Odd revisited . 114 7 Bending the Rules 119 7.1 Adapting the theory . 119 7.2 Dots-and-Boxes . 121 7.3 Go . 132 7.4 Changing the theory . 139 7.5 Highlights from Winning Ways Part 2 . 144 7.5.1 Unions of partizan games . 144 7.5.2 Loopy games . 145 7.5.3 Mis`eregames . 146 7.6 Mis`ereIndistinguishability Quotients . 147 7.7 Indistinguishability in General . 148 II Well-tempered Scoring Games 155 8 Introduction 156 8.1 Boolean games . -
Combinatorial Game Theory
Combinatorial Game Theory Aaron N. Siegel Graduate Studies MR1EXLIQEXMGW Volume 146 %QIVMGER1EXLIQEXMGEP7SGMIX] Combinatorial Game Theory https://doi.org/10.1090//gsm/146 Combinatorial Game Theory Aaron N. Siegel Graduate Studies in Mathematics Volume 146 American Mathematical Society Providence, Rhode Island EDITORIAL COMMITTEE David Cox (Chair) Daniel S. Freed Rafe Mazzeo Gigliola Staffilani 2010 Mathematics Subject Classification. Primary 91A46. For additional information and updates on this book, visit www.ams.org/bookpages/gsm-146 Library of Congress Cataloging-in-Publication Data Siegel, Aaron N., 1977– Combinatorial game theory / Aaron N. Siegel. pages cm. — (Graduate studies in mathematics ; volume 146) Includes bibliographical references and index. ISBN 978-0-8218-5190-6 (alk. paper) 1. Game theory. 2. Combinatorial analysis. I. Title. QA269.S5735 2013 519.3—dc23 2012043675 Copying and reprinting. Individual readers of this publication, and nonprofit libraries acting for them, are permitted to make fair use of the material, such as to copy a chapter for use in teaching or research. Permission is granted to quote brief passages from this publication in reviews, provided the customary acknowledgment of the source is given. Republication, systematic copying, or multiple reproduction of any material in this publication is permitted only under license from the American Mathematical Society. Requests for such permission should be addressed to the Acquisitions Department, American Mathematical Society, 201 Charles Street, Providence, Rhode Island 02904-2294 USA. Requests can also be made by e-mail to [email protected]. c 2013 by the American Mathematical Society. All rights reserved. The American Mathematical Society retains all rights except those granted to the United States Government. -
Combinatorial Game Theory: an Introduction to Tree Topplers
Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Fall 2015 Combinatorial Game Theory: An Introduction to Tree Topplers John S. Ryals Jr. Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Part of the Discrete Mathematics and Combinatorics Commons, and the Other Mathematics Commons Recommended Citation Ryals, John S. Jr., "Combinatorial Game Theory: An Introduction to Tree Topplers" (2015). Electronic Theses and Dissertations. 1331. https://digitalcommons.georgiasouthern.edu/etd/1331 This thesis (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. COMBINATORIAL GAME THEORY: AN INTRODUCTION TO TREE TOPPLERS by JOHN S. RYALS, JR. (Under the Direction of Hua Wang) ABSTRACT The purpose of this thesis is to introduce a new game, Tree Topplers, into the field of Combinatorial Game Theory. Before covering the actual material, a brief background of Combinatorial Game Theory is presented, including how to assign advantage values to combinatorial games, as well as information on another, related game known as Domineering. Please note that this document contains color images so please keep that in mind when printing. Key Words: combinatorial game theory, tree topplers, domineering, hackenbush 2009 Mathematics Subject Classification: 91A46 COMBINATORIAL GAME THEORY: AN INTRODUCTION TO TREE TOPPLERS by JOHN S. RYALS, JR. B.S. in Applied Mathematics A Thesis Submitted to the Graduate Faculty of Georgia Southern University in Partial Fulfillment of the Requirement for the Degree MASTER OF SCIENCE STATESBORO, GEORGIA 2015 c 2015 JOHN S. -
G3 INTEGERS 15 (2015) PARTIZAN KAYLES and MIS`ERE INVERTIBILITY Rebecca Milley Computational Mathematics, Grenfell Campus, Memo
#G3 INTEGERS 15 (2015) PARTIZAN KAYLES AND MISERE` INVERTIBILITY Rebecca Milley Computational Mathematics, Grenfell Campus, Memorial University of Newfoundland, Corner Brook, Newfoundland, Canada [email protected] Received: 10/24/14, Revised: 12/8/14, Accepted: 4/11/15, Published: 5/8/15 Abstract The impartial combinatorial game kayles is played on a row of pins, with players taking turns removing either a single pin or two adjacent pins. A natural partizan variation is to allow one player to remove only a single pin and the other only a pair of pins. This paper develops a complete solution for partizan kayles under mis`ere play, including the mis`ere monoid of all possible sums of positions, and discusses its significance in the context of mis`ere invertibility: the universe of partizan kayles contains a position whose additive inverse is not its negative, and moreover, this position is an example of a right-win game whose inverse is previous-win. 1. Introduction In the game of kayles, two players take turns throwing a bowling ball at a row of pins. A player either hits dead-on and knocks down a single pin, or hits in- between and knocks down a pair of adjacent pins. This game has been analyzed for both normal play (under which the player who knocks down the last pin wins) and mis`ere play (the player who knocks down the last pin loses) [3, 13, 9]. Since both players have the same legal moves, kayles is an impartial game. Although there are several natural non-impartial or partizan variations, in this paper the rule set of partizan kayles is as follows: the female player ‘Left’ can only knock down a single pin and the male player ‘Right’ can only knock down a pair of adjacent pins. -
New Results for Domineering from Combinatorial Game Theory Endgame Databases
New Results for Domineering from Combinatorial Game Theory Endgame Databases Jos W.H.M. Uiterwijka,∗, Michael Bartona aDepartment of Knowledge Engineering (DKE), Maastricht University P.O. Box 616, 6200 MD Maastricht, The Netherlands Abstract We have constructed endgame databases for all single-component positions up to 15 squares for Domineering. These databases have been filled with exact Com- binatorial Game Theory (CGT) values in canonical form. We give an overview of several interesting types and frequencies of CGT values occurring in the databases. The most important findings are as follows. First, as an extension of Conway's [8] famous Bridge Splitting Theorem for Domineering, we state and prove another theorem, dubbed the Bridge Destroy- ing Theorem for Domineering. Together these two theorems prove very powerful in determining the CGT values of large single-component positions as the sum of the values of smaller fragments, but also to compose larger single-component positions with specified values from smaller fragments. Using the theorems, we then prove that for any dyadic rational number there exist single-component Domineering positions with that value. Second, we investigate Domineering positions with infinitesimal CGT values, in particular ups and downs, tinies and minies, and nimbers. In the databases we find many positions with single or double up and down values, but no ups and downs with higher multitudes. However, we prove that such single-component ups and downs easily can be constructed, in particular that for any multiple up n·" or down n·# there are Domineering positions of size 1+5n with these values. Further, we find Domineering positions with 11 different tinies and minies values. -
Theory of Impartial Games
Theory of Impartial Games February 3, 2009 Introduction Kinds of Games We’ll Discuss Much of the game theory we will talk about will be on combinatorial games which have the following properties: • There are two players. • There is a finite set of positions available in the game (only on rare occasions will we mention games with infinite sets of positions). • Rules specify which game positions each player can move to. • Players alternate moving. • The game ends when a player can’t make a move. • The game eventually ends (it’s not infinite). Today we’ll mostly talk about impartial games. In this type of game, the set of allowable moves depends only on the position of the game and not on which of the two players is moving. For example, Nim, sprouts, and green hackenbush are impartial, while games like GO and chess are not (they are called partisan). 1 SP.268 - The Mathematics of Toys and Games The Game of Nim We first look at the simple game of Nim, which led to some of the biggest advances in the field of combinatorial game theory. There are many versions of this game, but we will look at one of the most common. How To Play There are three piles, or nim-heaps, of stones. Players 1 and 2 alternate taking off any number of stones from a pile until there are no stones left. There are two possible versions of this game and two corresponding winning strategies that we will see. Note that these definitions extend beyond the game of Nim and can be used to talk about impartial games in general. -
Scoring Games: the State of Play
Games of No Chance 5 MSRI Publications Volume 70, 2017 Scoring games: the state of play URBAN LARSSON, RICHARD J. NOWAKOWSKI AND CARLOS PEREIRA DOS SANTOS We survey scoring-play combinatorial game theory, and reflect upon similari- ties and differences with normal- and misère-play. We illustrate the theory by using new and old scoring rulesets, and we conclude with a survey of scoring games that originate from graph theory. 1. Introduction Recent progress in scoring-play combinatorial game theory motivates a survey on the subject. There are similarities with classical settings in normal- and misère-play, but the subject is richer than both those combined. This survey has a three-fold purpose: first to survey the combinatorial game theory (CGT) work in the area (such as disjunctive sum, game comparison, game reduction and game values), secondly to point at some important ideas about scoring rulesets (in relation with normal- and misère-play), and at last we show that existing literature includes many scoring combinatorial games which have not yet been studied in the broader CGT context. Although CGT was first developed in positional (scoring) games by Milnor (inspired by game decomposition in the game of Go), the field took off only with the advances in normal-play during the 1970-80s, and recently via successes in understanding misère games. 1.1. Normal- and misère-play. The family of combinatorial games consists of two-player games with perfect information (no hidden information as in some card games), no chance moves (no dice), and where the two players move alternately. We primarily consider games in which the positions decompose into independent subpositions. -
Combinatorial Games on Graphs
Combinatorial Games on Graphs Éric SOPENA LaBRI, Bordeaux University France 6TH POLISH COMBINATORIAL CONFERENCE September 19-23, 2016 Będlewo, Poland Let’s first play... Take your favorite graph, e.g. Petersen graph. On her turn, each player chooses a vertex and deletes its closed neighbourhood... The first player unable to move looses the game... Éric Sopena – 6PCC’16 2 Let’s first play... Take your favorite graph, e.g. Petersen graph. On her turn, each player chooses a vertex and deletes its closed neighbourhood... Would you prefer to be the first player? the second player? Éric Sopena – 6PCC’16 3 Let’s first play... Take your favorite graph, e.g. Petersen graph. On her turn, each player chooses a vertex and deletes its closed neighbourhood... Would you prefer to be the first player? the second player? Éric Sopena – 6PCC’16 4 Let’s first play... Take your favorite graph, e.g. Petersen graph. On her turn, each player chooses a vertex and deletes its closed neighbourhood... Would you prefer to be the first player? the second player? Éric Sopena – 6PCC’16 5 Let’s first play... Suppose now that the initial graph is the complete graph Kn on n vertices... Would you prefer to be the first player? the second player? Of course, the first player always wins... And if the initial graph is the path Pn on n vertices? Would you prefer to be the first player? the second player? Hum hum... seems not so easy... In that case, the first player looses if and only if either • n = 4, 8, 14, 20, 24, 28, 34, 38, 42, or • n > 51 and n 4, 8, 20, 24, 28 (mod 34).