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1.
2.
In combinatorial game theory, under normal play convention, all games are invertible, whereas only the empty game is invertible in misère play. For this reason, several restricted universes of games were studied, in which more games are invertible. Here, we study combinatorial games under misère play, in particular universes where no player would like to pass their turn. In these universes, we prove that having one extra condition makes all games become invertible. We then focus our attention on a specific quotient, called \({\mathcal {Q}_{\mathbb {Z}}}\), and show that all sums of universes whose quotient is \({\mathcal {Q}_{\mathbb {Z}}}\) also have \({\mathcal {Q}_{\mathbb {Z}}}\) as their quotient.  相似文献   

3.
Two approaches have been used to solve impartial games with misère play; genus theory, which has resulted in a number of results summarized in [2], and Sibert-Conway decomposition [9], which has been used to solve the octal game 0.77 (known as Kayles). The main aim of this paper is to publish (for the first time) the results archived in [1], extending genus theory beyond the applications to which it has previously been applied. In addition, we extend a result from [6] to misère play by adapting it to use the extended genus theory. The resulting theorems require extensive calculations to verify that their preconditions hold for any particular games. These calculations have been carried out by computer for all two-digit octal games. For many of these games, this has resulted in complete solutions. Complete solutions are presented for four games listed in [8] as unsolved. Received: September 2001  相似文献   

4.
Graph games with an annihilation rule, as introduced by Conway, Fraenkel and Yesha, are studied under the misère play rule for progressively finite graphs that satisfy a condition on the reversibility of non-terminal Sprague-Grundy zeros to Sprague-Grundy ones. Two general theorems on the Sprague-Grundy zeros and ones are given, followed by two theorems characterizing the set of P-positions under certain additional conditions. Application is made to solving many subtraction games, and solutions to two games not covered by the general theory are presented indicating a direction for future research.  相似文献   

5.
A subtraction gameS=(s 1, ...,s k)is a two-player game played with a pile of tokens where each player at his turn removes a number ofm of tokens providedmεS. The player first unable to move loses, his opponent wins. This impartial game becomes partizan if, instead of one setS, two finite setsS L andS R are given: Left removes tokens as specified byS L, right according toS R. We say thatS L dominatesS R if for all sufficiently large piles Left wins both as first and as second player. We exhibit a curious property of dominance and provide two subclasses of games in which a dominance relation prevails. We further prove that all partizan subtraction games areperiodic, and investigatepure periodicity.  相似文献   

6.
We find the misère monoids of normal-play canonical-form integer and non-integer numbers. These come as consequences of more general results for the universe of dead-ending games. Left and right ends have previously been defined as games in which Left or Right, respectively, have no moves; here we define a dead left (right) end to be a left (right) end whose options are all left (right) ends, and we define a dead-ending game to be one in which all end followers are dead. We find the monoids and partial orders of dead ends, integers, and all numbers, and construct an infinite family of games that are equivalent to zero in the dead-ending universe.  相似文献   

7.
《Discrete Mathematics》2023,346(2):113229
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 simple 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 find game values for some parametrized families of games, including an infinite number of strips of value ?, and we prove that the game value ?2 does not appear as a disjunctive sum of bipass. Lastly, we define the notion of atomic weight tameness, and prove that optimal misére play bipass resembles optimal normal play.  相似文献   

8.
Two players alternate moves in the following impartial combinatorial game: Given a finitely generated abelian group A, a move consists of picking some \(0 \ne a \in A\). The game then continues with the quotient group \(A/\langle a \rangle \). We prove that under the normal play rule, the second player has a winning strategy if and only if A is a square, i.e. \(A \cong B \times B\) for some abelian group B. Under the misère play rule, only minor modifications concerning elementary abelian groups are necessary to describe the winning situations. We also compute the nimbers, i.e. Sprague–Grundy values of 2-generated abelian groups. An analogous game can be played with arbitrary algebraic structures. We study some examples of non-abelian groups and commutative rings such as R[X], where R is a principal ideal domain.  相似文献   

9.
We prove some properties of simple games with a complete desirability relation, and investigate the relationships between the desirability of a simple game G and that of some simple games that are derived from G. We also provide an example of a proper simple game that has a complete and acyclic desirability relation but is not a weighted majority game.  相似文献   

10.
Quitting games are multi-player sequential games in which, at every stage, each player has the choice between continuing and quitting. The game ends as soon as at least one player chooses to quit; each player i then receives a payoff r S i, which depends on the set S of players that did choose to quit. If the game never ends, the payoff to each player is zero.? We exhibit a four-player quitting game, where the “simplest” equilibrium is periodic with period two. We argue that this implies that all known methods to prove existence of an equilibrium payoff in multi-player stochastic games are therefore bound to fail in general, and provide some geometric intuition for this phenomenon. Received: October 2001  相似文献   

11.
We are concerned with Nash equilibrium points forn-person games. It is proved that, given any real algebraic numberα, there exists a 3-person game with rational data which has a unique equilibrium point andα is the equilibrium payoff for some player. We also present a method which allows us to reduce an arbitraryn-person game to a 3-person one, so that a number of questions about generaln-person games can be reduced to consideration of the special 3-person case. Finally, a completely mixed game, where the equilibrium set is a manifold of dimension one, is constructed.  相似文献   

12.
For any finite groupG, the DO GENERATE game is played by two players Alpha and Beta as follows. Alpha moves first and choosesx 1G. Thek-th play consists of a choice ofx k G ?S k ?1 whereS n ={itx 1,...,x n }. LetG n = 〈S n 〉. The game ends whenG n =G. The player who movesx n wins. In the corresponding avoidance game, DON'T GENERATE, the last player to move loses. Of course neither game can end in a draw. For an arbitrary group, it is an unsolved problem to determine whether Alpha or Beta wins either game. However these two questions are answered here for abelian groups.  相似文献   

13.
Repeated zero-sum two-person games of incomplete information on one side are considered. If the one-shot game is played sequentially, the informed player moving first, it is proved that the value of then-shot game is constant inn and is equal to the concavification of the game in which the informed player disregards his extra information. This is a strengthening ofAumann andMaschler's results for simultaneous games. Optimal strategies for both players are constructed explicitly.  相似文献   

14.
A general definition of dominance elimination procedures for finite games is given which includes the multistage game representation of sophisticated voting for binary procedures. There then follows a proof that the set of outcomes resulting from the successive application of any dominance elimination procedure to any game in which each player has strict preferences over the alternatives, and in which the alternative and strategy spaces are finite, contains the set of outcomes attained by applying a procedure previously defined byFarquharson [1969].  相似文献   

15.
We model and analyze classes of antagonistic stochastic games of two players. The actions of the players are formalized by marked point processes recording the cumulative damage to the players at any moment of time. The processes evolve until one of the processes crosses its fixed preassigned threshold of tolerance. Once the threshold is reached or exceeded at some point of the time (exit time), the associated player is ruined. Both stochastic processes are being “observed” by a third party point stochastic process, over which the information regarding the status of both players is obtained. We succeed in these goals by arriving at closed form joint functionals of the named elements and processes. Furthermore, we also look into the game more closely by introducing an intermediate threshold (see a layer), which a losing player is to cross prior to his ruin, in order to analyze the game more scrupulously and see what makes the player lose the game.  相似文献   

16.
This paper provides effective methods for the polyhedral formulation of impartial finite combinatorial games as lattice games (Guo et al. Oberwolfach Rep 22: 23–26, 2009; Guo and Miller, Adv Appl Math 46:363–378, 2010). Given a rational strategy for a lattice game, a polynomial time algorithm is presented to decide (i) whether a given position is a winning position, and to find a move to a winning position, if not; and (ii) to decide whether two given positions are congruent, in the sense of misère quotient theory (Plambeck, Integers, 5:36, 2005; Plambeck and Siegel, J Combin Theory Ser A, 115: 593–622, 2008). The methods are based on the theory of short rational generating functions (Barvinok and Woods, J Am Math Soc, 16: 957–979, 2003).  相似文献   

17.
We model and analyze classes of antagonistic stochastic games of two players. The actions of the players are formalized by marked point processes recording the cumulative damage to the players at any moment of time. The processes evolve until one of the processes crosses its fixed preassigned threshold of tolerance. Once the threshold is reached or exceeded at some point of the time (exit time), the associated player is ruined. Both stochastic processes are being “observed” by a third party point stochastic process, over which the information regarding the status of both players is obtained. We succeed in these goals by arriving at closed form joint functionals of the named elements and processes. Furthermore, we also look into the game more closely by introducing an intermediate threshold (see a layer), which a losing player is to cross prior to his ruin, in order to analyze the game more scrupulously and see what makes the player lose the game.  相似文献   

18.
Combinatorial game theory is the study of two player perfect information games. While work has been done in the past on expanding this field to include n-player games we present a unique method which guarantees a single winner. Specifically our goal is to derive a function which, given an n-player game, is able to determine the winning player (assuming all n players play optimally). Once this is accomplished we use this function in analyzing a certain family of three player subtraction games along with a complete analysis of three player, three row Chomp. Furthermore we make use of our new function in producing alternative proofs to various well known two player Chomp games. Finally the paper presents a possible method of analyzing a two player game where one of the players plays a completely random game. As it turns out this slight twist to the rules of combinatorial game theory produces rather interesting results and is certainly worth the time to study further.  相似文献   

19.
We define a general game which forms a basis for modelling situations of static search and concealment over regions with spatial structure. The game involves two players, the searching player and the concealing player, and is played over a metric space. Each player simultaneously chooses to deploy at a point in the space; the searching player receiving a payoff of 1 if his opponent lies within a predetermined radius r of his position, the concealing player receiving a payoff of 1 otherwise. The concepts of dominance and equivalence of strategies are examined in the context of this game, before focusing on the more specific case of the game played over a graph. Methods are presented to simplify the analysis of such games, both by means of the iterated elimination of dominated strategies and through consideration of automorphisms of the graph. Lower and upper bounds on the value of the game are presented and optimal mixed strategies are calculated for games played over a particular family of graphs.  相似文献   

20.
We consider a topological game GΠ involving two players α and β and show that, for a paratopological group, the absence of a winning strategy for player β implies the group is a topological one. We provide a large class of topological spaces X for which the absence of a winning strategy for player β is equivalent to the requirement that X is a Baire space. This allows to extend the class of paratopological or semitopological groups for which one can prove that they are, actually, topological groups.Conditions of the type “existence of a winning strategy for the player α” or “absence of a winning strategy for the player β” are frequently used in mathematics. Though convenient and satisfactory for theoretical considerations, such conditions do not reveal much about the internal structure of the topological space where they hold. We show that the existence of a winning strategy for any of the players in all games of Banach-Mazur type can be expressed in terms of “saturated sieves” of open sets.  相似文献   

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