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Mathematics and Games Mathematics and GamesBY P. M. GRUNDYIN ANY game between two opponents playing alternately, in which the legality of moves is not governed by chance, it is intuitively clear that there must be some best method of playing; and if both play correctly the result of the game is determined by the initial position. In fact if, when it is A's turn he cannot force a win then, however A moves, B can follow with a move after which A again cannot force a win. By repeating these tactics B can at least secure a draw, which should be the conclusion of the game unless B can force a win. This reasoning holds even for card games, with the snag that there the players are not allowed to know the state of the game. There is a remarkably simple theory for the game with piles of
matches (or nuts, etc.) called Nim. The move consists of taking any
number (
A player who once moves to a winning position can evidently continue to do so at his subsequent moves, and so eventually win.
* There is a variation in which the last
mover loses. More generally, if a draw is impossible, a similar classification exists, provided the moves for the two players are identical and depend only on the state of the game. First let each terminal state be classified W or L according as (by the rules of the game) the player moving to it wins or loses. Owing to the fact that states of the game form a "partially ordered set" it is now possible, with these end-conditions fixed, to work backwards as far as required using (1) at each stage. This procedure is quite practicable, though laborious unless a lucky guess can be made. It follows again from (1) that a player who once moves to a W state can continue to do so, and eventually win either by himself moving to a terminal W, or by his opponent moving to a terminal L. In Nim a state X = (x1, x2 ..) may be regarded as
reducible to a "product" X1 X2 .. (in any order) of
irreducible states X1 = (x1, 0 ..), X2 =
(x2, 0 ..) ..; and at each move just one of the irreducible
components (factors) is changed (perhaps into a reducible factor in
other similar games). For games of this restricted type, in which the
last mover wins, the work of classification can be made easier without
recourse to guessing by means of a function
Taking the existence of (3) This accounts for the advantage of working with The following game with piles of matches is an example:- (4) The irreducible states are those (x) with only one co-ordinate (i.e. one heap of x matches) and the law of moving is that (x) may be replaced by (u, v) if
The values of
Owing to the curious repetitions, these values are quite easy to remember. Thus, as in Nim, a player using the theory can almost invariably win without visible calculation. Eureka, 2. Reproduced from Eureka 27 pages 9-11. |
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