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ALFONSO GRACIASAZ

Disclaimer: These notes are a sketch of the lectures delivered at Mathcamp 2009

containing only the denitions and main results. The lectures also included moti-

vation, exercises, additional explanations, and an opportunity for the students to

discover the patterns by themselves, which is always more enjoyable than merely

reading these notes.

1. The games we will analyze

We will study combinatorial games. These are games:

with two players, who take turns moving,

with complete information (for example, there are no cards hidden in your hand that

only you can see),

deterministic (for example, no dice or ipped coins),

guaranteed to nish in a nite amount of time,

without loops, ties, or draws,

where the rst player who cannot move loses.

In this course, we will specically concentrate on impartial combinatorial games. Those

are combinatorial games in which the legal moves for both players are the same.

2. Nim

Rules of nim:

We play with various piles of beans.

On their turn, a player removes one or more beans from the same pile.

Final position: no beans left.

Notation:

A P-position is a previous player win, e.g. (0,0,0), (1,1,0).

An N-position is a next player win, e.g. (1,0,0), (2,1,0).

We win by always moving onto P-positions.

Denition. Given two natural numbers a and b, their nim-sum, written a b, is

calculated as follows:

write a and b in binary,

add them without carrying, i.e., for each position digit,

0 0 = 1 1 = 0, 0 1 = 1 0 = 1.

Example: 5 6 =?

1

in binary

5 = 101

6 = 110

5 6 = 011 = 3

Theorem: A position (a, b, c) in nim is a P-position if and only if a b c = 0.

Proof. To prove it, we need to check three things:

(1) The nal position (0, 0, 0) has nim-sum zero.

(2) If we start in a position with nim-sum zero, then we cannot move into another position

with nim-sum zero.

(3) If we start in a position with nim-sum non-xero, then we can always move into at

least one position with nim-sum zero.

Denitions:

Given two game positions G

1

and G

2

, their sum G

1

+ G

2

consists of playing both

games together: on their turn a player chooses whether to move in G

1

or in G

2

.

When a player can no longer move anywhere, they lose.

Example: n-pile nim is the sum of n games of 1-pile nim.

Two game positions G

1

and G

2

are equivalent if the outcome of G

1

+H is the same

as the outcome of G

2

+H for any other game position H. We write G

1

= G

2

.

A nimber is a game position G which is equivalent to one pile of nim with n beans;

n is called the nim value of G.

Theorem: [MEX rule] Every position of an impartial game is a nimber!

Specically, let G be a position of an impartial game. Write down the list of nim values of

all the positions that are followers of G. The nim value of G is the smallest number not on

that list.

4. Example: subtraction games

Let S be a set of natural numbers. For this example, S = {1, 3, 4}. Rules:

We play with various piles of beans.

On their turn, a player removes 1, 3, or 4 beans from the same pile.

This game is the sum of various subtraction games with only one pile. We only need to

calculate the nim values of one pile of beans for this game. We do this using the mex rule.

Position Moves Nim values of moves Nim value of position

0 - - 0

1 0 0 1

2 1 1 0

3 2, 0 0, 0 1

4 3, 1, 0 1, 0, 0 2

5 4, 2, 1 2, 0, 1 3

6 5, 3, 2 3, 1, 0 2

7 6, 4, 3 2, 2, 1 0

8 7, 5, 4 0, 3, 2 1

If you continue the above table, you will nd the nim values for this subtraction game are

periodic with period 7, and with values:

Number of beans (mod 7) 0 1 2 3 4 5 6

Nim value 0 1 0 1 2 3 2

Example: What is the winning move from (10, 20, 30) for this subtraction game?

Subtraction game Reduce mod 7 Equivalent nim

Initial position (10, 20, 30) (3, 6, 2) (1, 2, 0)

5. Example: chomp

Rules:

We play with a rectangular grid (or, better, a chocolate bar).

The SW square is poisonous and cannot be eaten.

On their move, a player eats one non-poisonous square. When they do that, they

also have to eat all the squares that lie to the N of that square, to the E of that

square, and everything in between.

Things we know about chomp:

Starting from a full rectangle, there is always a winning move (i.e., the starting

position is N), but we do not know what it is!

Given any specic nite position, we can use the mex rule to calculate its nim value

and nd a winning move. However, we do not know of any general formula or pattern.

Examples of open questions:

What is the winning move from an n m rectangle?

What is the nim value of an n m rectangle?

Challenge: (Candy available for the rst complete answer).

Find the winning strategy from the sum of a 4 4 chomp board and a 3 3 chomp board.

Note: The distribution of nim values among chomp boards looks a bit chaotic. If you

want to see some of them, I have posted a bunch at

http://www.math.toronto.edu/alfonso/chomp.pdf

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