Octal Games on Graphs: the Game 0.33 on Subdivided Stars and Bistars
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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. -
Arxiv:2101.07237V2 [Cs.CC] 19 Jan 2021 Ohtedsg N Oprtv Nlsso Obntra Games
TRANSVERSE WAVE: AN IMPARTIAL COLOR-PROPAGATION GAME INSPRIED BY SOCIAL INFLUENCE AND QUANTUM NIM Kyle Burke Department of Computer Science, Plymouth State University, Plymouth, New Hampshire, https://turing.plymouth.edu/~kgb1013/ Matthew Ferland Department of Computer Science, University of Southern California, Los Angeles, California, United States Shang-Hua Teng1 Department of Computer Science, University of Southern California, Los Angeles, California, United States https://viterbi-web.usc.edu/~shanghua/ Abstract In this paper, we study a colorful, impartial combinatorial game played on a two- dimensional grid, Transverse Wave. We are drawn to this game because of its apparent simplicity, contrasting intractability, and intrinsic connection to two other combinatorial games, one inspired by social influence and another inspired by quan- tum superpositions. More precisely, we show that Transverse Wave is at the intersection of social-influence-inspired Friend Circle and superposition-based Demi-Quantum Nim. Transverse Wave is also connected with Schaefer’s logic game Avoid True. In addition to analyzing the mathematical structures and com- putational complexity of Transverse Wave, we provide a web-based version of the game, playable at https://turing.plymouth.edu/~kgb1013/DB/combGames/transverseWave.html. Furthermore, we formulate a basic network-influence inspired game, called Demo- graphic Influence, which simultaneously generalizes Node-Kyles and Demi- arXiv:2101.07237v2 [cs.CC] 19 Jan 2021 Quantum Nim (which in turn contains as special cases Nim, Avoid True, and Transverse Wave.). These connections illuminate the lattice order, induced by special-case/generalization relationships over mathematical games, fundamental to both the design and comparative analyses of combinatorial games. 1Supported by the Simons Investigator Award for fundamental & curiosity-driven research and NSF grant CCF1815254. -
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. -
ES.268 Dynamic Programming with Impartial Games, Course Notes 3
ES.268 , Lecture 3 , Feb 16, 2010 http://erikdemaine.org/papers/AlgGameTheory_GONC3 Playing Games with Algorithms: { most games are hard to play well: { Chess is EXPTIME-complete: { n × n board, arbitrary position { need exponential (cn) time to find a winning move (if there is one) { also: as hard as all games (problems) that need exponential time { Checkers is EXPTIME-complete: ) Chess & Checkers are the \same" computationally: solving one solves the other (PSPACE-complete if draw after poly. moves) { Shogi (Japanese chess) is EXPTIME-complete { Japanese Go is EXPTIME-complete { U. S. Go might be harder { Othello is PSPACE-complete: { conjecture requires exponential time, but not sure (implied by P 6= NP) { can solve some games fast: in \polynomial time" (mostly 1D) Kayles: [Dudeney 1908] (n bowling pins) { move = hit one or two adjacent pins { last player to move wins (normal play) Let's play! 1 First-player win: SYMMETRY STRATEGY { move to split into two equal halves (1 pin if odd, 2 if even) { whatever opponent does, do same in other half (Kn + Kn = 0 ::: just like Nim) Impartial game, so Sprague-Grundy Theory says Kayles ≡ Nim somehow { followers(Kn) = fKi + Kn−i−1;Ki + Kn−i−2 j i = 0; 1; :::;n − 2g ) nimber(Kn) = mexfnimber(Ki + Kn−i−1); nimber(Ki + Kn−i−2) j i = 0; 1; :::;n − 2g { nimber(x + y) = nimber(x) ⊕ nimber(y) ) nimber(Kn) = mexfnimber(Ki) ⊕ nimber(Kn−i−1); nimber(Ki) ⊕ nimber(Kn−i−2) j i = 0; 1; :::n − 2g RECURRENCE! | write what you want in terms of smaller things Howe do w compute it? nimber(K0) = 0 (BASE CASE) nimber(K1) = mexfnimber(K0) ⊕ nimber(K0)g 0 ⊕ 0 = 0 = 1 nimber(K2) = mexfnimber(K0) ⊕ nimber(K1); 0 ⊕ 1 = 1 nimber(K0) ⊕ nimber(K0)g 0 ⊕ 0 = 0 = 2 so e.g. -
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. -
On Structural Parameterizations of Node Kayles
On Structural Parameterizations of Node Kayles Yasuaki Kobayashi Abstract Node Kayles is a well-known two-player impartial game on graphs: Given an undirected graph, each player alternately chooses a vertex not adjacent to previously chosen vertices, and a player who cannot choose a new vertex loses the game. The problem of deciding if the first player has a winning strategy in this game is known to be PSPACE-complete. There are a few studies on algorithmic aspects of this problem. In this paper, we consider the problem from the viewpoint of fixed-parameter tractability. We show that the problem is fixed-parameter tractable parameterized by the size of a minimum vertex cover or the modular-width of a given graph. Moreover, we give a polynomial kernelization with respect to neighborhood diversity. 1 Introduction Kayles is a two-player game with bowling pins and a ball. In this game, two players alternately roll a ball down towards a row of pins. Each player knocks down either a pin or two adjacent pins in their turn. The player who knocks down the last pin wins the game. This game has been studied in combinatorial game theory and the winning player can be characterized in the number of pins at the start of the game. Schaefer [10] introduced a variant of this game on graphs, which is known as Node Kayles. In this game, given an undirected graph, two players alternately choose a vertex, and the chosen vertex and its neighborhood are removed from the graph. The game proceeds as long as the graph has at least one vertex and ends when no vertex is left. -
Regularity in the G−Sequences of Octal
REGULARITY IN THE G¡SEQUENCES OF OCTAL GAMES WITH A PASS D. G. Horrocks1 Department of Mathematics and Computer Science, University of Prince Edward Island, Charlottetown, PE C1A 4P3, Canada [email protected] R. J. Nowakowski2 Department of Mathematics and Statistics, Dalhousie University, Halifax, NS B3H 3J5, Canada [email protected] Received: 9/19/02, Revised: 3/27/03, Accepted: 4/7/03, Published: 4/9/03 Abstract Finite octal games are not arithmetic periodic. By adding a single pass move to precisely one heap, however, we show that arithmetic periodicity can occur. We also show a new regularity: games whose G¡sequences are partially arithmetic periodic and partially periodic. We give a test to determine when an octal game with a pass has such regularity and as special cases when the G¡sequence has become periodic or arithmetic periodic. 1. Introduction A Taking-and-Breaking game (see Chapter 4 of [3]) is an impartial, combinatorial game, played with heaps of beans on a table. Players move alternately and a move for either player consists of choosing a heap, removing a certain number of beans from the heap and then possibly splitting the remainder into several heaps. The winner is the player making the last move. The number of beans to be removed and the number of heaps that one heap can be split into are given by the rules of the game. For a ¯nite octal game the rules are given by the octal code d0:d1d2 :::du where 0 · di · 7. If di = 0 then a 2 1 0 player cannot take i beans away from a heap. -
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. -
Combinatorial Game Complexity: an Introduction with Poset Games
Combinatorial Game Complexity: An Introduction with Poset Games Stephen A. Fenner∗ John Rogersy Abstract Poset games have been the object of mathematical study for over a century, but little has been written on the computational complexity of determining important properties of these games. In this introduction we develop the fundamentals of combinatorial game theory and focus for the most part on poset games, of which Nim is perhaps the best- known example. We present the complexity results known to date, some discovered very recently. 1 Introduction Combinatorial games have long been studied (see [5, 1], for example) but the record of results on the complexity of questions arising from these games is rather spotty. Our goal in this introduction is to present several results— some old, some new—addressing the complexity of the fundamental problem given an instance of a combinatorial game: Determine which player has a winning strategy. A secondary, related problem is Find a winning strategy for one or the other player, or just find a winning first move, if there is one. arXiv:1505.07416v2 [cs.CC] 24 Jun 2015 The former is a decision problem and the latter a search problem. In some cases, the search problem clearly reduces to the decision problem, i.e., having a solution for the decision problem provides a solution to the search problem. In other cases this is not at all clear, and it may depend on the class of games you are allowed to query. ∗University of South Carolina, Computer Science and Engineering Department. Tech- nical report number CSE-TR-2015-001. -
AK Softwaretechnology
Algorithmen und Spiele Games, NIM-Theory Oswin Aichholzer, University of Technology, Graz (Austria) Algorithmen und Spiele, Aichholzer NIM & Co 0 What is a (mathematical) game? . 2 players [ A(lice),B(ob) / L(eft),R(ight) / …] . the players move in turns (A,B,A,B,A,B …) . Both players have complete information (no hidden cards …) . No randomness (flipping coins, rolling dice ...) . A (finite) set of positions, one (or more) marked as starting position Algorithmen und Spiele, Aichholzer NIM & Co 1 What is a game, cont.? . For each position there exists a set of successors, (possibly empty) . A players legal move: transformation from one position to a successor . Normal play: the first player which can NOT move loses (the other player wins) . Every game ends after a finite number of moves . No draws Algorithmen und Spiele, Aichholzer NIM & Co 2 Chocolate game (Chomp) B A A A A B B B Algorithmen und Spiele, Aichholzer NIM & Co 3 Who wins a game? . Which player wins the game (A,B)? . First player (starting) or second player? . Assume both players play optimal: There are ‘First-Player-win’ und ‘Second- Player-win’ games. What is the optimal strategy? Play Chomp! Algorithmen und Spiele, Aichholzer NIM & Co 4 Chocolate game (again) • Tweedledum-Tweedledee- principle A Alice in Wonderland by Lewis Carrol Algorithmen und Spiele, Aichholzer NIM & Co 5 NIM . Who knowns NIM? . n piles of k1,…,kn > 0 coins . valid moves: . chose a single (non-empty) pile . remove an arbitrary number of coins from the pile (at least one, at most all) . Remember: normal play: the last one to make a valid move wins Algorithmen und Spiele, Aichholzer NIM & Co 6 Prime-game . -
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.