Regularity in the G−Sequences of Octal
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On Variations of Nim and Chomp Arxiv:1705.06774V1 [Math.CO] 18
On Variations of Nim and Chomp June Ahn Benjamin Chen Richard Chen Ezra Erives Jeremy Fleming Michael Gerovitch Tejas Gopalakrishna Tanya Khovanova Neil Malur Nastia Polina Poonam Sahoo Abstract We study two variations of Nim and Chomp which we call Mono- tonic Nim and Diet Chomp. In Monotonic Nim the moves are the same as in Nim, but the positions are non-decreasing numbers as in Chomp. Diet-Chomp is a variation of Chomp, where the total number of squares removed is limited. 1 Introduction We study finite impartial games with two players where the same moves are available to both players. Players alternate moves. In a normal play, the person who does not have a move loses. In a misère play, the person who makes the last move loses. A P-position is a position from which the previous player wins, assuming perfect play. We can observe that all terminal positions are P-positions. An N-position is a position from which the next player wins given perfect play. When we play we want to end our move with a P-position and want to see arXiv:1705.06774v1 [math.CO] 18 May 2017 an N-position before our move. Every impartial game is equivalent to a Nim heap of a certain size. Thus, every game can be assigned a non-negative integer, called a nimber, nim- value, or a Grundy number. The game of Nim is played on several heaps of tokens. A move consists of taking some tokens from one of the heaps. The game of Chomp is played on a rectangular m by n chocolate bar with grid lines dividing the bar into mn squares. -
The Switch Operators and Push-The-Button Games: a Sequential Compound Over Rulesets
The switch operators and push-the-button games: a sequential compound over rulesets Eric Duchêne1, Marc Heinrich1, Urban Larsson2, and Aline Parreau1 1Université Lyon 1, LIRIS, UMR5205, France∗ 2The Faculty of Industrial Engineering and Management, Technion - Israel Institute of Technology, Israel December 22, 2017 Abstract We study operators that combine combinatorial games. This field was initiated by Sprague- Grundy (1930s), Milnor (1950s) and Berlekamp-Conway-Guy (1970-80s) via the now classical disjunctive sum operator on (abstract) games. The new class consists in operators for rulesets, dubbed the switch-operators. The ordered pair of rulesets (R1; R2) is compatible if, given any position in R1, there is a description of how to move in R2. Given compatible (R1; R2), we build the push-the-button game R1 } R2, where players start by playing according to the rules R1, but at some point during play, one of the players must switch the rules to R2, by pushing the button ‘}’. Thus, the game ends according to the terminal condition of ruleset R2. We study the pairwise combinations of the classical rulesets Nim, Wythoff and Euclid. In addition, we prove that standard periodicity results for Subtraction games transfer to this setting, and we give partial results for a variation of Domineering, where R1 is the game where the players put the domino tiles horizontally and R2 the game where they play vertically (thus generalizing the octal game 0.07). Keywords: Combinatorial game; Ruleset compound; Nim; Wythoff Nim; Euclid’s game; 1 Gallimaufry–new combinations of games Combinatorial Game Theory (CGT) concerns combinations of individual games. -
Impartial Games
Combinatorial Games MSRI Publications Volume 29, 1995 Impartial Games RICHARD K. GUY In memory of Jack Kenyon, 1935-08-26 to 1994-09-19 Abstract. We give examples and some general results about impartial games, those in which both players are allowed the same moves at any given time. 1. Introduction We continue our introduction to combinatorial games with a survey of im- partial games. Most of this material can also be found in WW [Berlekamp et al. 1982], particularly pp. 81{116, and in ONAG [Conway 1976], particu- larly pp. 112{130. An elementary introduction is given in [Guy 1989]; see also [Fraenkel 1996], pp. ??{?? in this volume. An impartial game is one in which the set of Left options is the same as the set of Right options. We've noticed in the preceding article the impartial games = 0=0; 0 0 = 1= and 0; 0; = 2: {|} ∗ { | } ∗ ∗ { ∗| ∗} ∗ that were born on days 0, 1, and 2, respectively, so it should come as no surprise that on day n the game n = 0; 1; 2;:::; (n 1) 0; 1; 2;:::; (n 1) ∗ {∗ ∗ ∗ ∗ − |∗ ∗ ∗ ∗ − } is born. In fact any game of the type a; b; c;::: a; b; c;::: {∗ ∗ ∗ |∗ ∗ ∗ } has value m,wherem =mex a;b;c;::: , the least nonnegative integer not in ∗ { } the set a;b;c;::: . To see this, notice that any option, a say, for which a>m, { } ∗ This is a slightly revised reprint of the article of the same name that appeared in Combi- natorial Games, Proceedings of Symposia in Applied Mathematics, Vol. 43, 1991. Permission for use courtesy of the American Mathematical Society. -
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. -
Crash Course on Combinatorial Game Theory
CRASH COURSE ON COMBINATORIAL GAME THEORY ALFONSO GRACIA{SAZ Disclaimer: These notes are a sketch of the lectures delivered at Mathcamp 2009 containing only the definitions and main results. The lectures also included moti- vation, exercises, additional explanations, and an opportunity for the students to discover the patterns by themselves, which is always more enjoyable than merely reading these notes. 1. The games we will analyze We will study combinatorial games. These are games: • with two players, who take turns moving, • with complete information (for example, there are no cards hidden in your hand that only you can see), • deterministic (for example, no dice or flipped coins), • guaranteed to finish in a finite amount of time, • without loops, ties, or draws, • where the first player who cannot move loses. In this course, we will specifically concentrate on impartial combinatorial games. Those are combinatorial games in which the legal moves for both players are the same. 2. Nim Rules of nim: • We play with various piles of beans. • On their turn, a player removes one or more beans from the same pile. • Final position: no beans left. Notation: • A P-position is a \previous player win", e.g. (0,0,0), (1,1,0). • An N-position is a \next player win", e.g. (1,0,0), (2,1,0). We win by always moving onto P-positions. Definition. Given two natural numbers a and b, their nim-sum, written a ⊕ b, is calculated as follows: • write a and b in binary, • \add them without carrying", i.e., for each position digit, 0 ⊕ 0 = 1 ⊕ 1 = 0, 0 ⊕ 1 = 1 ⊕ 0 = 1. -
Partition Games Have Either a Periodic Or an Arithmetic-Periodic Sprague-Grundy Sequence.1 We Call the Class of Partition Games Cut
Partition games Antoine Dailly†‡∗, Eric´ Duchˆene†∗, Urban Larsson¶, Gabrielle Paris†∗ †Univ Lyon, Universit´eLyon 1, LIRIS UMR CNRS 5205, F-69621, Lyon, France. ‡Instituto de Matem´aticas, UNAM Juriquilla, 76230 Quer´etaro, Mexico. ¶National University of Singapore, Singapore. Abstract We introduce cut, the class of 2-player partition games. These are nim type games, played on a finite number of heaps of beans. The rules are given by a set of positive integers, which specifies the number of allowed splits a player can perform on a single heap. In normal play, the player with the last move wins, and the famous Sprague-Grundy theory provides a solution. We prove that several rulesets have a periodic or an arithmetic periodic Sprague-Grundy sequence (i.e. they can be partitioned into a finite number of arithmetic progressions of the same common difference). This is achieved directly for some infinite classes of games, and moreover we develop a computational testing condition, demonstrated to solve a variety of additional games. Similar results have previously appeared for various classes of games of take-and-break, for example octal and hexadecimal; see e.g. Winning Ways by Berlekamp, Conway and Guy (1982). In this context, our contribution consists of a systematic study of the subclass ‘break-without-take’. 1 Introduction This work concerns 2-player combinatorial games related to the classical game of nim, but instead of removing objects, say beans, from heaps, players are requested to partition the existing heaps into smaller heaps, while the total number of beans remain constant. We prove several regularity results on the solutions of such games. -
3 Algorithms and Applications 27 3.1 Some Basic Complexity Theory
2.1 Code-digits 2 TAKE-AND-BREAK GAMES token the first move and then make sure that 4 tokens are removed every two moves. F Definition 2.1. Let Γ = d0d1d2 ... be a word (infinite or finite) in the alphabet N. The string Γ = d d d ... is called code-digits. If there are only a finite number of 0· 1 2 non-zero characters in Γ and dk is the last non-zero character, then we simply write Γ = d d d . d . 0· 1 2 k N We will now give an informal combinatorial definition of Take-and-Break games and then a more formal, set theoretic one. We will say that an integer n = (nm . n1n0)2 k contains a power of two 2 if nk = 1. For example, 9 = (1001)2 contains 8 but 22 = (10110)2 does not. The rules of Take-and-Break games are characterized by some string Γ = d d d ... 0· 1 2 of code-digits where d0 does not contain 1 or 2. The game itself can be thought of as a pile of tokens where it is a legal move to remove i tokens and split up the remaining k tokens into k non-empty piles if di contains 2 . Play continues until there is no pile with a legal move left. Naturally, we want these games to obey the axioms of impartial games and as such, we must prohibit "do-nothing"-moves. This is why we must define d0 to not contain 1 or 2. Definition 2.2 (Take-and-Break games). -
Daisies, Kayles, Sibert-Conway and the Decomposition in Miske Octal
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Elsevier - Publisher Connector Theoretical Computer Science 96 (1992) 361-388 361 Elsevier Mathematical Games Daisies, Kayles, and the Sibert-Conway decomposition in miske octal games Thane E. Plambeck Compuler Science Department, Stanford University, StanJord, Cal@nia 94305, USA Communicated by R.K. Guy Received November 1990 Revised June 1991 Abstract Plambeck, T.E., Daisies, Kayles, and the Sibert-Conway decomposition in misere octal games, Theoretical Computer Science 96 (1992) 361-388. Sibert and Conway [to appear] have solved a long-standing open problem in combinatorial game theory by giving an efficient algorithm for the winning misere play of Kay/es, an impartial two-player game of complete information first described over 75 years ago by Dudeney (1910) and Loyd (1914). Here, we extend the SiberttConway method to construct a similar winning strategy for the game of Daisies (octal code 4.7) and then more generally solve all misere play finite octal games with at most 3 code digits and period two nim sequence * 1, * 2, * 1, * 2, 1. Introduction She Loves Me, She Loves Me Not is a two-player game that can be played with one or more daisies, such as portrayed in Fig. 1. To play the game, the two players take turns pulling one petal off a daisy. In normal play, the player taking the last petal is defined to be the winner. Theorem 1.1 is not difficult to prove. Theorem 1.1. In normal play of the game She Loves Me, She Loves Me Not, a position is a win for the jrst player if and only zifit contains an odd number of petals. -
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. -
ES.268 Theory of Impartial Games, Slides 1
ES.268 – The Mathematics of Toys and Games 1 Class Overview Instructors: Jing Li (class of '11, course 14 and 18C) Melissa Gymrek (class of '11, course 6 and 18) Supervisor: Professor Erik Demaine (Theory of Computation group at CSAIL) Requirements: Weekly attendance is mandatory! Occasional Readings Final projects 2 Topics Theory of Impartial Games Surreal Numbers Linear Algebra and Monopoly Algorithms/Complexity of Games Dynamic Programming Artificial Intelligence Topics Rubik's Cube and Group Theory Probability Topics Games on Graphs NP-complete games Card Games Constraint Logic Theory Conway's Game of Life 3 Theory of Impartial Games Much of the game theory we will talk about will involve combinatorial games, which have the following properties: There are two players There is a finite set of positions available in the game Players alternate turns The game ends when a player can't make a move The game eventually ends (not infinite) 4 Types of Games Today's topic is impartial games: The set of allowable moves depends only on the positions of the game and not on which of the two players is moving Example impartial games: Jenga, Nim, sprouts, green hackenbush In partisan games, the available moves depend on which player is moving. (GO, checkers, chess) 5 The Game of Nim Much of the foundations for combinatorial game theory came from analyzing the game of Nim Here we use Nim to learn about types of game positions, nimbers, and to lead into an important combinatorial game theory theorem 6 Nim: How to Play The game begins with 3 (or n) piles, or nim- heaps of stones (or coins, or popsicle sticks...) Players 1 and 2 alternate taking off any number of stones from a pile until there are no stones left. -
Octal Games on Graphs: the Game 0.33 on Subdivided Stars and Bistars
Octal Games on Graphs: The game 0.33 on subdivided stars and bistars ✩ ∗ Laurent Beaudoua, Pierre Coupechouxd, Antoine Daillye, , Sylvain Gravierf, Julien Moncelb,c, Aline Parreaue, Éric Sopenag aLIMOS, 1 rue de la Chebarde, 63178 Aubière CEDEX, France. bLAAS-CNRS, Université de Toulouse, CNRS, Université Toulouse 1 Capitole - IUT Rodez, Toulouse, France cFédération de Recherche Maths à Modeler, Institut Fourier, 100 rue des Maths, BP 74, 38402 Saint-Martin d’Hères Cedex, France dLAAS-CNRS, Université de Toulouse, CNRS, INSA, Toulouse, France. eUniv Lyon, Université Lyon 1, LIRIS UMR CNRS 5205, F-69621, Lyon, France. fCNRS/Université Grenoble-Alpes, Institut Fourier/SFR Maths à Modeler, 100 rue des Maths - BP 74, 38402 Saint Martin d’Hères, France. gUniv. Bordeaux, Bordeaux INP, CNRS, LaBRI, UMR5800, F-33400 Talence, France Abstract Octal games are a well-defined family of two-player games played on heaps of counters, in which the players remove alternately a certain number of counters from a heap, sometimes being allowed to split a heap into two nonempty heaps, until no counter can be removed anymore. We extend the definition of octal games to play them on graphs: heaps are replaced by connected components and counters by vertices. Thus, playing an octal game on a path Pn is equivalent to playing the same octal game on a heap of n counters. We study one of the simplest octal games, called 0.33, in which the players can remove one vertex or two adjacent vertices without disconnecting the graph. We study this game on trees and give a complete resolution of this game on subdivided stars and bistars. -
Nimber Sequences of Node-Kayles Games
1 2 Journal of Integer Sequences, Vol. 23 (2020), 3 Article 20.3.5 47 6 23 11 Nimber Sequences of Node-Kayles Games Sierra Brown Spencer Daugherty Department of Mathematics Department of Mathematics and Statistics Creighton University Mount Holyoke College 2500 California Plaza 50 College Street Omaha, NE 68178 South Hadley, MA 01075 USA USA [email protected] [email protected] Eugene Fiorini Barbara Maldonado Department of Mathematics Department of Mathematics Muhlenberg College University of Houston 2400 Chew Street 3507 Cullen Boulevard Allentown, PA 18104 Houston, TX 77204 USA USA [email protected] [email protected] Diego Manzano-Ruiz Sean Rainville Department of Mathematics Department of Mathematics Kutztown University of Pennsylvania Plymouth State University 15200 Kutztown Road 17 High Street Kutztown, PA 19530 Plymouth, NH 03264 USA USA [email protected] [email protected] Riley Waechter Tony W. H. Wong Department of Mathematics and Statistics Department of Mathematics Northern Arizona University Kutztown University of Pennsylvania 801 South Osborne Drive 15200 Kutztown Road Flagstaff, AZ 86011 Kutztown, PA 19530 USA USA [email protected] [email protected] 1 Abstract Node-Kayles is an impartial game played on a simple graph. The Sprague-Grundy theorem states that every impartial game is associated with a nonnegative integer value called a Nimber. This paper studies the Nimber sequences of various families of graphs, including 3-paths, lattice graphs, prism graphs, chained cliques, linked cliques, linked cycles, linked diamonds, hypercubes, and generalized Petersen graphs. For most of these families, we determine an explicit formula or a recursion on their Nimber sequences. 1 Introduction An impartial game is a combinatorial two-player game with complete information, in which the allowable moves from any position are identical for both players.