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This document offers a comprehensive introduction to combinatorial game theory, covering fundamental concepts such as impartial and partisan games, game trees, and the sprague-grundy theorem. it explores classic games like nim and chomp, delves into the algebra of games, and examines the partisan chocolate game and blue-red hackenbush. Well-structured and provides a solid foundation for understanding this area of mathematics.
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By Adithya M S
We have two types of combinatorial games:
Lessons in Play: An Introduction to Combinatorial Games
The outcome class of a game may be decided recursively by the outcome classes of its options One can refer to the following table: It is not difficult to see that in an impartial game, we have ONLY P-positions and N-positions. No position in an impartial game can have outcome L or R. Lessons in Play: An Introduction to Combinatorial Games
If P is a poset with a greatest element g, then the game on poset P is always won by the first player
Graph Games
A game (position) G is defined by its options G = {GL | GR} where GL and GR are the set of Left and Right options respectively. A Left (Right) option of a game position refers to a position to which Left (Right) may move to starting from that position Often, positions decompose into components during game play, in which case players need to choose a component to play in and a disjunctive sum is defined accordingly In other words, the disjunctive sum of two games G and H is the game where a player chooses one of the games and makes a move in it (expressed as G + H) The negative of a game G (written as - G) (also defined recursively later) is the game G with the roles of the players interchanged (The moves that can be made by Left may be played by Right and vice versa)
Consider a set S containing positions from a ruleset. This set is referred to as a hereditarily closed set of positions of a ruleset (HCR) if it remains closed under Left or Right options—meaning, if s ∈ S then every option of s is also in S.
This equality relation between games induce equivalence classes and there is a "smallest" game G 0 that is a representative of this equivalence class of a game (say G). This smallest game is called the canonical form or game value of G There are two important rules to simplify a game G to its canonical form called Domination and Simplicity rules
BLUE-RED Hackenbush is a game where players start with drawing a ground line and several line segments, that are directly or via a chain of other line segments, connected to the ground, Players take turns to cut (erase) a line segment of their after which line segments no longer connected to the ground fall apart automatically. The first player unable to move loses One of the players can ONLY cut the red segments whereas the other only blue