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The game of MAZE was introduced in 2006 by Albert, Nowakowski and Wolfe, and is an instance of an option-closed game and as such each position has reduced canonical form equal to a number or a switch. It was conjectured that because of the 2-dimensional structure of the board there was a bound on the denominator of the numbers which appeared as numbers or in the switches. We disprove this by constructing, for each number and each switch, a MAZE position whose reduced canonical form is that value. Surprisingly, we can also restrict the interior walls to be in one direction only, seemingly giving an advantage to one player. This also gives a linear time algorithm that determines the best move up to an infinitesimal.
MAZE was introduced in [Albert et al. 2007], but apart from a few scattered observations, nothing was known about the values of the game. In the original article, MAZE is played on a rectangular grid oriented 45◦ to the horizontal.
The token starts at the top of the board and highlighted edges are walls that may not be crossed. Left is allowed to move a token any number of cells in a southwesterly direction and Right is allowed to move similarly in a southeasterly direction. However, for ease of referring to specific places in the position, we re-orient the sides parallel to the page so that Left moves downward and Right moves to the right; see Figure 1. One interesting feature is that any number of consecutive Left (Right) moves also can be accomplished in one move. This feature had been noted in several games, including HACKENBUSH strings [Berlekamp et al. 2001], and given the name of option-closed in [Nowakowski and Ottaway 2011], a reference we henceforth abbreviate as [NO]. Siegel [2011] notes that the partial order of option-closed games born on day n forms a planar lattice.
In two-player combinatorial games, the last player to move either wins (normal play) or loses (misère play). Traditionally, normal play games have garnered more attention due to the group structure which arises on such games. Less work has been done with games played under the misère play convention, Just as in normal play, misère games can be placed in equivalence classes, where two games G and H are equivalent if the outcome class of G + K is the same as the outcome class of H+K for all games K. However, Conway showed that, unlike in normal play, these misère equivalence classes are sparsely populated, making the analysis of misère games under such equivalence classes far less useful than their normal play counterparts [ONAG]. Even though these equivalence classes are sparse, Conway developed a method, called genus theory, for analyzing impartial games played under the misère play convention [Allen 2006; WW; ONAG]. For years, this was the only universal tool available for those studying misère games.
In [Plambeck 2009; 2005; Plambeck and Siegel 2008; Siegel 2006; 2015b], many results regarding impartial misère games have been achieved. These results were obtained by taking a game, restricting the universe in which that game was played, and obtaining its misère quotient. However, while, as Siegel [2015a] says “a partizan generalization exists”, few results have been obtained regardingthe structure of the misère quotients which arise from partizan games.
For a game G ={GL|GR}, we define Ḡ = {GR|GL}. Those familiar with normal play will notice that under the normal play convention rather than Ḡ, we would generally write̶G. In normal play, this nomenclature is quite sensible as G+(-G)=0 [Albert et al. 2007], giving us the Tweedledum–Tweedledee principle; the second player can always win the game G+(-G) by mimicking the move of the first player, but in the other component. However, in misère play, not only does the Tweedledum–Tweedledee strategy often fail, G + Ḡ is not necessarily equivalent to 0. For example, *2+*2=*2+*2 is not equivalent to 0 [Allen 2006; WW]. However, having the property that G+Ḡ is equivalent to 0 is much desired, as it gives a link to which partizan misère games may behave like their normal counterparts.
We define three new take-away games, the Rat game, the Mouse game and the Fat Rat game. Three winning strategies are given for the Rat game and outlined for the Mouse and Fat Rat games. The efficiencies of the strategies are determined. Whereas the winning strategies of nontrivial take-away games are based on irrational numbers, our games are based on rational numbers. Another motivation stems from a problem in combinatorial number theory.
The Rat game is played on 3 piles of tokens by 2 players who play alternately. Positions in the game are denoted throughout in the form (x, y, z), with 0 ≤ x ≤ y ≤ z, and moves in the form (x, y, z)→ (u, v, w), where of course also 0 ≤ u ≤ v ≤ w (see below). The player first unable to move—because the position is (0, 0, 0)—loses; the opponent wins.
This paper addresses the following question for a given graph H: What is the minimum number f(H) such that every graph with average degree at least f(H) contains H as a minor? Due to connections with Hadwiger's conjecture, this question has been studied in depth when H is a complete graph. Kostochka and Thomason independently proved that $f(K_t)=ct\sqrt{\ln t}$. More generally, Myers and Thomason determined f(H) when H has a super-linear number of edges. We focus on the case when H has a linear number of edges. Our main result, which complements the result of Myers and Thomason, states that if H has t vertices and average degree d at least some absolute constant, then $f(H)\leq 3.895\sqrt{\ln d}\,t$. Furthermore, motivated by the case when H has small average degree, we prove that if H has t vertices and q edges, then f(H) ⩽ t + 6.291q (where the coefficient of 1 in the t term is best possible).
We show that partizan games admit canonical forms in misère play. The proof is a synthesis of Conway’s simplest form theorems for normal-play partizan games and misère-play impartial games. As an immediate application, we show that there are precisely 256 games born by day 2, and obtain a bound on the number of games born by day 3.
Disjunctive compounds of short combinatorial games have been studied for many years under a variety of assumptions. A structure theory for normal-play impartial games was established in the 1930s by the Sprague–Grundy theorem [Grundy 1939; Sprague 1935; 1937]. Every such game G is equivalent to a Nim-heap, and the size of this heap, known as the nim value of G, completely describes the behavior of G in disjunctive sums. The Sprague–Grundy theorem underpins virtually all subsequent work on impartial combinatorial games.
Decades later, Conway generalized the Sprague–Grundy theorem in two directions [Berlekamp et al. 2003; Conway 2001]. First, he showed that every partizan game G can be assigned a value that exactly captures its disjunctive behavior, and this value is represented by a unique simplest form for G. Conway’s game values are partizan analogues of nim values, and his simplest form theorem directly generalizes the Sprague–Grundy theorem.
Conway also introduced a misère-play analogue of the Sprague–Grundy theorem. He showed that every impartial game G is represented by a unique misère simplest form [Conway 2001]. Unfortunately, in misère play such simplifications tend to be weak, and as a result the canonical theory of misère games is less useful in practice than its normal-play counterparts.
In each case—normal-play impartial, normal-play partizan, and misère-play impartial—the identification of simplest forms proved to be a key result, at once establishing a structure theory and opening the door to further investigations. In this paper, we prove an analogous simplest form theorem for the misère-play partizan case. The proof integrates techniques drawn from each of Conway’s advances, together with a crucial lemma from [Mesdal and Ottaway 2007].
We present a Monte Carlo algorithm for efficiently finding near optimal moves and bids in the game of Bidding Hex. The algorithm is based on the recent solution of Random-Turn Hex by Peres, Schramm, Sheffield, and Wilson together with Richman’s work connecting random-turn games to bidding games.
Hex is well-known for the simplicity of its rules and the complexity of its play. Nash’s strategy-stealing argument shows that a winning strategy for the first player exists, but finding such a strategy is intractable by current methods on large boards. It is not known, for instance, whether the center hex is a winning first move on an odd size board. The development of artificial intelligence for Hex is a notoriously rich and challenging problem, and has been an active area of research for over thirty years [Davis 1975/76; Nishizawa 1976; Anshelevich 2000; 2002a; 2002b; Cazenave 2001; Rasmussen and Maire 2004], yet the best programs play only at the level of an intermediate human [Melis and Hayward 2003]. Complete analysis of Hex is essentially intractable; the problem of determining which player has a winning strategy from a given board position is PSPACE-complete [Reisch 1981], and the problem of determining whether a given empty hex is dead, or irrelevant to the outcome of the game, is NP-complete [Björnsson et al. 2007]. Some recent research has focused on explicit solutions for small boards [Hayward et al. 2004; Hayward et al. 2005], but it is unclear whether such techniques will eventually extend to the standard 11x11 board.
We give an [n+1/6]-cell handicap strategy for the game of Hex on an n x n board: the first player is guaranteed victory if she is allowed to colour [n+16] cells on her first move. Our strategy exploits a new kind of inferior Hex cell.
Hex was invented independently by Piet Hein [1942] and John Nash [1952]. The game is played by two players, Black and White, on a board with hexagonal cells. The players alternate turns, colouring any single uncoloured cell with their colour. The winner is the player who creates a path of her colour connecting her two opposing board sides. See Figure 1.
Hein and Nash observed that Hex cannot end in a draw [Hein 1942; Nash 1952]: exactly one player has a winning path if all cells are coloured [Beck et al. 1969]. Also, an extra coloured cell is never disadvantageous for the player with that colour [Nash 1952]. For n x n boards, Nash showed the existence of a first-player winning strategy [1952]; however, his proof reveals nothing about the nature of such a strategy. For 8x8 and smaller boards, computer search can find all winning first moves [Hayward et al. 2004; Henderson et al. 2009]. For the 9x9 board, Yang found by human search that moving to the centre cell is a winning first move.
A pair of integer sequences that split ℤ>0 is often—especially in the context of combinatorial game theory—defined recursively by
an = mex {ai , ai: 0 ≤ i ≤ n},bn = an+cn (n≥ 0),
where mex (Minimum EXcludant) of a subset S of nonnegative integers is the smallest nonnegative integer not in S, and c : ℤ≥0→ℤ0. Given x, y ∈ ℤ≥0, a typical problem is to decide whether x = an, y = bn. For general functions c, the best algorithm for this decision problem was until now exponential in the input size Ω(log x +log y). We prove constructively that the problem is actually polynomial for the wide class of approximately linear functions cn. This solves constructively and efficiently the complexity question of a number of previously analyzed take-away games of various authors.
This paper is about the complexity of combinatorial games. Its main contribution is showing constructively that a large class of games whose complexity was hitherto unknown and its best winning strategy was exponential, is actually solvable in polynomial time.
Sprouts is a two-player topological game, invented in 1967 at the University of Cambridge by John Conway and Michael Paterson. The game starts with p spots, and ends in at most 3p -1 moves. The first player who cannot play loses.
The complexity of the p-spot game is very high, so that the best hand-checked proof only shows who the winner is for the 7-spot game, and the best previous computer analysis reached p = 11.
We have written a computer program, using mainly two new ideas. The nimber (also known as Sprague–Grundy number) allows us to compute separately independent subgames; and when the exploration of a part of the game tree seems to be too difficult, we can manually force the program to search elsewhere. Thanks to these improvements, we have settled every case up to p = 32. The outcome of the 33-spot game is still unknown, but the biggest computed value is the 47-spot game! All the computed values support the Sprouts conjecture: the first player has a winning strategy if and only if p is 3, 4 or 5 modulo 6.
We have also used a check algorithm to reduce the number of positions needed to prove which player is the winner. It is now possible to hand-check all the games until p = 11 in a reasonable amount of time.
Sprouts is a two-player pencil-and-paper game invented in 1967 in the University of Cambridge by John Conway and Michael Paterson [Gardner 1967]. The game starts with p spots and players alternately connect the spots by drawing curves between them, adding a new spot on each curve drawn. A new curve cannot cross or touch any existing one, leading necessarily to a planar graph. The first player who cannot play loses.
We study solvability of convolution equations for functions with discrete support in $\mathbf{R}^{n}$, a special case being functions with support in the integer points. The more general case is of interest for several grids in Euclidean space, like the body-centred and face-centred tessellations of 3-space, as well as for the non-periodic grids that appear in the study of quasicrystals. The theorem of existence of fundamental solutions by de Boor et al is generalized to general discrete supports, using only elementary methods. We also study the asymptotic growth of sequences and arrays using the Fenchel transformation.
In this paper we construct some Feller semigroups, hence Feller processes, with state space $\mathbb{R}^{n}\times \mathbb{Z}^{m}$ starting with pseudo-differential operators having symbols defined on $\mathbb{R}^{n}\times \mathbb{R}^{n}\times \mathbb{Z}^{m}\times \mathbb{T}^{m}$.
Asymptotic analysis of the Hele-Shaw flow with a small moving obstacle is performed. The method of solution utilizes the uniform asymptotic formulas for Green’s and Neumann functions recently obtained by V. Maz’ya and A. Movchan. The theoretical results of the paper are illustrated by numerical simulations.
Catalan numbers are probably the most ubiquitous sequence of numbers in mathematics. This book gives for the first time a comprehensive collection of their properties and applications to combinatorics, algebra, analysis, number theory, probability theory, geometry, topology, and other areas. Following an introduction to the basic properties of Catalan numbers, the book presents 214 different kinds of objects counted by them in the form of exercises with solutions. The reader can try solving the exercises or simply browse through them. Some 68 additional exercises with prescribed difficulty levels present various properties of Catalan numbers and related numbers, such as Fuss-Catalan numbers, Motzkin numbers, Schröder numbers, Narayana numbers, super Catalan numbers, q-Catalan numbers and (q,t)-Catalan numbers. The book ends with a history of Catalan numbers by Igor Pak and a glossary of key terms. Whether your interest in mathematics is recreation or research, you will find plenty of fascinating and stimulating facts here.