The game of Scoring is very simple: the board is a strip of several squares (parameter
Heap size), on which there are placed several chips (whose number is controlled by
the parameter # Counters). Taking turns with your computer you drag chips (one at a time)
leftward until all are collected in the leftmost square. The last fellow to make a move wins.
(The loser is the first unable to make a move. Are the two conditions really the same?)
There is one more parameter (Max step) that determines the maximum allowed length of
a single move.
A game is impartial if, after a move, there is no way to tell which of the
players made this move. Games that are not impartial are called partisan. Chess, checkers and Tic-Tac-Toe are not impartial. Scoring, as well as most of the games at this site, is.
Returning to the game of Scoring, let's solve first the simplest case of a single chip.
Assume the maximum allowed move has length 3. I shall number the squares left to right starting
with 0. Consider several starting positions (depending on the square occupied by our single chip
at the beginning of the game.
| Position | Comment |
| | |
| 0 | Nothing can be moved. The first player loses |
| 1 | The first player can win in a single move. |
| 2 | Ditto. |
| 3 | Ditto. |
| 4 | Any move by the first player leaves a position encountered before: whoever has the move can win. |
| 5 | There is one single good move for the first player (it's the one that leaves the chip at the square #4)
such that regardless of the next (second) player's move, the first player will be able to win. |
| 6 | Ditto. |
| 7 | Ditto. |
| 8 | Any move of the first player leaves a position encountered before: whoever has the next move can win. |
Etc. Thus we see that squares 0, 4, 8 are bad to start with while all other squares give you a chance to play a winning
strategy. This observation leads to the standard definition:
| P-position | N-position |
| Every option leads to an N-position |
There is always at least one option that leads to a P-position |
P-position is good for the previous player, i.e. the one who has just made a move. N-position is good for the
next player, i.e. the one who is about to make a move. As we saw, positions 0, 4, 8,... are all P-position whereas 1, 2, 3, 5, 6,...
are N-positions. In more rigorous notations, let p denote a generic position.
F(p) = {position: one can get from p into a single move}.
If P is the set of all P-positions and N is the set of all N-positions, then the definition
is equivalent to
P = {p: F(p)
N}
N = {p: F(p)
P
}
For the game of Scoring with a single chip, P = {k(MS + 1): k = 0, 1, 2, ...}, where MS is the
value of the maximum step parameter. N = {{0, 1, ..., Length-1} - P}. Using modulo arithmetic,
Indeed, if the two chips are placed on the same square then the second player may assure a win by simply
repeating the moves of the first one. This is known as the Tweedledum & Tweedledee Principle. It shows, in particular, that
the chips on the board could not be considered independently. Each chip might be looked at as defining
a game of Scoring. Chips do not affect each other in the sense that for every chip p, F(p) does not
depend on where other chips are located. So, in a sense, we are looking at a sum of several Scoring
games. However, in the sum, individual games contribute to the new game while losing their identities.
The Tweedledum & Tweedledee Principle applies only in the case of two chips. However,
it's strongly reminiscent of a situation that may arise in the game of Nim.
The general theory has been developed in 1930s by R.Sprague and P.M.Grundy. To describe it we have to define
the Sprague-Grundy function. In a multichip game, position consists of several chips. However, F(p), the
set of followers, i.e. positions that can be obtained from p with a single move, is well defined. Moving backwards, we define g(p) = 0 for the final position p where all the chips are collected on the leftmost square. Now continue recursively:
g(p) = Mex(g(q)), minimum excludent
i.e., the minimum among all g(q) such that q
F(p).
(Somewhat similar construction appeared in the Wythoff's Nim.)
This is known as the Mex Rule.
As an example, for a single chip with the maximum step MS = 3 and positions numbered left-to-right starting with 0 as above, we get successively
- g(0) = 0, by defintion.
- g(1) = 1 since F(1) = {0}. (This is position 0, the only one attainable from position 1.)
- g(2) = 2 since F(2) = {0, 1}.
- g(3) = 3 since F(3) = {0, 1, 2}.
- g(4) = 0 since F(4) = {1, 2, 3}. The values of g on F(4) are {1, 2, 3} and the minimum that does not appear there is 0.
- g(5) = 1 since F(5) = {2, 3, 4}. The values of g on F(5) are {2, 3, 0} and the minimum that does not appear there is 1. Etc.
The value of a sum of several games is determined as the Nim-Sum of values of individual games. To determine g(p) assume p is the sum of games with the chips located on the squares p1, p2,... Then
g(p) = g(p1) ^ g(p2) ^ ...,
where ^ is the standard XOR operation. In the theory of
impartial games XOR is known under the alias of nim-sum. The reason for such a usage becomes apparent
from the theory of Nim. Furthermore, in analogy with (*), we have
P = {p: g(p) = 0} and N = {p: g(p) > 0}.
Note
Scoring generalizes to a broader class of games - Subtraction Games. After you mastered Scoring, this would be a natural next step.
Reference
- E.R.Berlekamp, J.H.Conway, R.K.Guy, Winning Ways for Your Mathematical Plays, v1, A K Peters, 2001.
- J.H.Conway, On Numbers And Games, A K Peters, 2001
- Aviezri S. Fraenkel, Scenic Trails Ascending From Sea-Level Nim to Alpine Chess, in Games of No Chance, R.J.Nowakowski, ed, MSRI 29, Cambridge Univ. Press, 1996
- R.K.Guy, fair game, Comap's Explorations in Mathematics, 1989
Copyright © 1996-2008 Alexander Bogomolny