117 research outputs found
Simultaneous Combinatorial Game Theory
Combinatorial game theory (CGT), as introduced by Berlekamp, Conway and Guy,
involves two players who move alternately in a perfect information, zero-sum
game, and there are no chance devices. Also the games have the finite descent
property (every game terminates in a finite number of moves). The two players
are usually called Left and Right. The games often break up into components and
the players must choose one of the components in which to play. One main aim of
CGT is to analyze the components individually (rather than analyzing the sum as
a whole) then use this information to analyze the sum.
In this paper, the players move simultaneously in a combinatorial game. Three
sums are considered which are defined by the termination rules: (i) one
component does not have a simultaneous move; (ii) no component has a
simultaneous move; (iii) one player has no move in any component. These are
combined with a winning convention which is either: (i) based on which player
has moves remaining; or (ii) the greatest score. In each combination, we show
that equality of games induces an equivalence relation and the equivalence
classes are partially ordered. Also, where possible, given games and ,
we give checks to determine if Left prefers to replace by in a sum
Games and Complexes I: Transformation via Ideals
Placement games are a subclass of combinatorial games which are played on
graphs. We will demonstrate that one can construct simplicial complexes
corresponding to a placement game, and this game could be considered as a game
played on these simplicial complexes. These complexes are constructed using
square-free monomials
When waiting moves you in scoring combinatorial games
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.Comment: 19 pages, 5 figure
Mis\`ere-play Hackenbush Sprigs
A Hackenbush Sprig is a Hackenbush String with the ground edge colored green
and the remaining edges either red or blue. We show that in canonical form a
Sprig is a star-based number (the ordinal sum of star and a dyadic rational) in
mis\`ere-play, as well as in normal-play. We find the outcome of a disjunctive
sum of Sprigs in mis\`ere-play and show that it is the same as the outcome of
that sum plus star in normal-play. Along the way it is shown that the sum of a
Sprig and its negative is equivalent to 0 in the universe of mis\`ere-play
dicotic games, answering a question of Allen.Comment: 13 pages, 2 figures (1 in color
Absolute Combinatorial Game Theory
This is the study of game comparison in \emph{combinatorial game spaces}, and
their sub-spaces, called \emph{universes} of games. The concept of a
combinatorial game space allows for a general framework, which includes many
standard classes of terminating games. In an \emph{absolute} universe, it is
shown that the comparison of two games need only include followers of the two
and atomic games instead of all games. This leads to a constructive game
comparison for studied absolute universes (e.g. Milnor, Conway, Ettinger,
Siegel, Milley and Renault). On the way, we introduce the dicot \emph{kernel}
of a game space, and show how to construct infinitely many absolute universes,
by extending specifically the mis\`ere kernel.Comment: 24 pages, 1 figur
Finding Golden Nuggets by Reduction
We introduce a class of normal play partizan games, called Complementary
Subtraction. Let denote your favorite set of positive integers. This is
Left's subtraction set, whereas Right subtracts numbers not in . The Golden
Nugget Subtraction Game has the and sequences, from Wythoff's game, as
the two complementary subtraction sets. As a function of the heap size, the
maximum size of the canonical forms grows quickly. However, the value of the
heap is either a number or, in reduced canonical form, a switch. We find the
switches by using properties of the Fibonacci word and standard Fibonacci
representations of integers. Moreover, these switches are invariant under
shifts by certain Fibonacci numbers. The values that are numbers, however, are
distinct, and we find a polynomial time bit characterization for them, via the
ternary Fibonacci representation.Comment: 28 page
Atomic weights and the combinatorial game of Bipass
We define an all-small ruleset, Bipass, within the framework of normal-play
combinatorial games. A game is played on finite strips of black and white
stones. Stones of different colors are swapped provided they do not bypass one
of their own kind. We find a surjective function from the strips to integer
atomic weights (Berlekamp, Conway and Guy 1982) that measures the number of
units in all-small games. This result provides explicit winning strategies for
many games, and in cases where it does not, it gives narrow bounds for the
canonical form game values. We prove that the game value *2 does not appear as
a disjunctive sum of Bipass. Moreover, we find game values for some
parametrized families of games, including an infinite number of strips of value
*.Comment: 22 pages, 6 figure
Guaranteed Scoring Games
The class of Guaranteed Scoring Games (GS) are two-player combinatorial games
with the property that Normal-play games (Conway et. al.) are ordered embedded
into GS. They include, as subclasses, the scoring games considered by Milnor
(1953), Ettinger (1996) and Johnson (2014). We present the structure of GS and
the techniques needed to analyze a sum of guaranteed games. Firstly, GS form a
partially ordered monoid, via defined Right- and Left-stops over the reals, and
with disjunctive sum as the operation. In fact, the structure is a quotient
monoid with partially ordered congruence classes. We show that there are four
reductions that when applied, in any order, give a unique representative for
each congruence class. The monoid is not a group, but in this paper we prove
that if a game has an inverse it is obtained by `switching the players'. The
order relation between two games is defined by comparing their stops in
\textit{any} disjunctive sum. Here, we demonstrate how to compare the games via
a finite algorithm instead, extending ideas of Ettinger, and also Siegel
(2013).Comment: 29 page
Simultaneous Moves with Cops and an Insightful Robber
The 'Cheating Robot' is a simultaneous play, yet deterministic, version of
Cops and Robbers played on a finite, simple, connected graph. The robot knows
where the cops will move on the next round and has the time to react. The cops
also know that the robot has inside information. More cops are required to
capture a robot than to capture a robber. Indeed, the minimum degree is a lower
bound on the number of cops required to capture a robot. Only on a tree is one
cop guaranteed to capture a robot, although two cops are sufficient to capture
both a robber and a robot on outerplanar graphs. In graphs where retracts are
involved, we show how cop strategies against a robber can be modified to
capture a robot. This approach gives exact numbers for hypercubes, and
-dimensional grids in general.Comment: 15 pages, 2 figure
A Deterministic Model for Simultaneous Play Games: The Cheating Robot and Insider Information
Combinatorial games are two-player games of pure strategy where the players,
usually called Left and Right, move alternately. In this paper, we introduce
simultaneous-play combinatorial games except that Right has extra information:
he knows what move Left is about to play and can react in time to modify his
move. Right is `cheating' and we assume that Left is aware of this. This
knowledge makes for deterministic, not probabilistic, strategies.
The basic theory and properties are developed, including showing that there
is an equivalence relation and partial order on the games. Whilst there are no
inverses in the class of all games, we show that there is a sub-class, simple
hot games, in which the `integers' have inverses. In this sub-class, the
optimal strategies are obtained by the solutions to a minimum-weight matching
problem on a graph whose number of vertices equals the number of summands in
the disjunctive sum. This is further refined, in a version of simultaneous
toppling dominoes, by reducing the number of edges in the underlying graph to
be linear in the number of vertices.Comment: 24 pages, 6 figure
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