The $\mathscr{P}$-position sets of some combinatorial games have special combinatorial structures. For example, the $\mathscr{P}$-position set of the hexad game, first investigated by Conway and Ryba, is the block set of the Steiner system $S(5, 6, 12)$ in the shuffle numbering, $\mathcal{D}_{\text{sh}}$. There were, however, few known games related to Steiner systems like the hexad game. For a given Steiner system, we construct a game whose $\mathscr{P}$-position set is its block set.
By using constructed games, we obtain the following two results. First, we characterize $\mathcal{D}_{\text{sh}}$ among the 5040 isomorphic $S(5, 6, 12)$ with point set $\{0, 1, \ldots, 11\}$. For each $S(5, 6, 12)$, our construction produces a game whose $\mathscr{P}$-position set is its block set. From $\mathcal{D}_{\text{sh}}$, we obtain the hexad game, and this game is characterized as a unique game with the minimum number of positions among the obtained 5040 games. Second, we characterize projective Steiner triple systems by using game distributions. Here, the game distribution of a Steiner system $\mathcal{D}$ is the frequency distribution of the numbers of positions in games obtained from Steiner systems isomorphic to $\mathcal{D}$. We find that the game distribution of an $S(t, t + 1, v)$ can be decomposed into symmetric components and that a Steiner triple system is projective if and only if its game distribution has a unique symmetric component.
We introduce an impartial combinatorial game on Steiner triple systems called Nofil. Players move alternately, choosing points of the triple system. If a player is forced to fill a block on their turn, they lose. We explore the play of Nofil on all Steiner triple systems up to order 15 and a sampling for orders 19, 21, and 25. We determine the optimal strategies by computing the nim-values for each game and its subgames. The game Nofil can be thought of in terms of play on a corresponding hypergraph. As game play progresses, the hypergraph shrinks and will eventually be equivalent to playing t…
A combinatorial characterization of resolvable Steiner 2-$(v,k,1)$ designs embeddable as maximal arcs in a projective plane of order $(v-k)/(k-1)$ is proved, and a generalization of a conjecture by Andries Brouwer \cite{Br} is formulated.
This paper answers a fundamental question in the theory of Steiner operations (StOps) as defined and studied in the monograph, "Global Methods for Combinatorial Isoperimetric Problems" (GMCIP). StOps are morphisms for combinatorial isoperimetric problems, analogous to Steiner symmetrization for continuous isoperimetric problems. The usefulness of a StOp, Phi, a function from the power set of V (a finite set) to the power set of V, depends on having an efficient representation of its range. In GMCIP the problem was treated case-by-case. In each case the StOp induced a partial order, P, on V so …
Poetry of Repetition: Constructing Verse through Combinatorial Design Theory
School of Arts and Sciences, The University of Notre Dame Australia(澳大利亚圣母大学艺术与科学学院);School of Humanities and Social Sciences, Sheridan Institute of Higher Education(谢里登高等教育学院人文与社会科学学院)
In Combinatorial Game Theory, the fundamental relation of game equivalence, denoted by $=$, is introduced early on and overrides the notion of set equality. We explore what happens if set equality is given its due before game equivalence is introduced.
Genetic programming is the practice of evolving formulas using crossover and mutation of genes representing functional operations. Motivated by genetic evolution we develop and solve two combinatorial games, and we demonstrate some advantages and pitfalls of using genetic programming to investigate Grundy values. We conclude by investigating a combinatorial game whose ruleset and starting positions are inspired by genetic structures.
We examine short combinatorial games for three or more players under a new play convention in which a player who cannot move on their turn is the unique loser. We show that many theorems of impartial and partizan two-player games under normal play have natural analogues in this setting. For impartial games with three players, we investigate the possible outcomes of a sum in detail, and determine the outcomes and structure of three-player Nim.
We define a natural equivalence relation on collections of cards from the card game SET, and enumerate some of the equivalence classes, vastly generalizing the standard game. On this basis, we describe several alternative games for the SET deck, including the game of STUN, in which the goal is to find three cards with exactly two values in each attribute.
This paper studies a single-suit version of the card game War on a finite deck of cards. There are varying methods of how players put the cards that they win back into their hands, but we primarily consider randomly putting the cards back and deterministically always putting the winning card before the losing card. The concept of a \emph{passthrough} is defined, which refers to a player playing through all cards in their hand from a particular point in the game. We consider games in which the second player wins during their first passthrough. We introduce several combinatorial objects related …
We define a two-player combinatorial game in which players take alternate turns; each turn consists on deleting a vertex of a graph, together with all the edges containing such vertex. If any vertex became isolated by a player's move then it would also be deleted. A player wins the game when the other player has no moves available. We study this game under various viewpoints: by finding specific strategies for certain families of graphs, through using properties of a graph's automorphism group, by writing a program to look at Sprague-Grundy numbers, and by studying the game when played on rand…
The study of combinatorial games is intimately tied to the study of graphs, as any game can be realized as a directed graph in which players take turns traversing the edges until reaching a sink. However, there have heretofore been few efforts towards analyzing game graphs using graph theoretic metrics and techniques. A set $S$ of vertices in a graph $G$ resolves $G$ if every vertex in $G$ is uniquely determined by the vector of its distances from the vertices in $S$. A metric basis of $G$ is a smallest resolving set and the metric dimension is the cardinality of a metric basis. In this articl…
In a Take-Away Game on hypergraphs, two players take turns to remove the vertices and the hyperedges of the hypergraphs. In each turn, a player must remove either a single vertex or a hyperedge. When a player chooses to remove one vertex, all of the hyperedges that contain the chosen vertex are also removed. When a player chooses to remove one hyperedge, only that chosen hyperedge is removed. Whoever removes the last vertex wins the game. Following from the winning strategy for the Take-Away Impartial Combinatorial Games on only Oddly Uniform or only Evenly Uniform Hypergraphs, this paper is a…
We develop a theory of combinatorial games that is appropriate for describing positions in Hex and other monotone set coloring games. We consider two natural conditions on such games: a game is monotone if all moves available to both players are good, and passable if in each position, at least one player has at least one good move available. The latter condition is equivalent to saying that if passing were permitted, no player would benefit from passing. Clearly every monotone game is passable, and we prove that the converse holds up to equivalence of games. We give some examples of how this t…
Combinatorial game theory (CGT), as introduced by Berlekamp, Conway and Guy, involves two players who move alternately in a perfect information, zero-sum game, and there are no chance devices. Also the games have the finite descent property (every game terminates in a finite number of moves). The two players are usually called Left and Right. The games often break up into components and the players must choose one of the components in which to play. One main aim of CGT is to analyze the components individually (rather than analyzing the sum as a whole) then use this information to analyze the …
We propose a unifying additive theory for standard conventions in Combinatorial Game Theory, including normal-, misère- and scoring-play, studied by Berlekamp, Conway, Dorbec, Ettinger, Guy, Larsson, Milley, Neto, Nowakowski, Renault, Santos, Siegel, Sopena, Stewart (1976-2019), and others. A game {\em universe} is a set of games that satisfies some standard closure properties. Here, we reveal when the fundamental game comparison problem, ``Is $G\su H$?'', simplifies to a constructive `local' solution, which generalizes Conway's foundational result in ONAG (1976) for normal-play games. This ha…
We consider three variants of a partisan combinatorial game between two players, Left and Right, played on an undirected simple graph. Left is able to delete vertices (and incident edges) while Right is able to delete edges. This natural extension of a similar impartial game gives a clear advantage to one player by allowing them the ability to play on a small subgraph which the other player can not. Our last variant removes this advantage by assuming a move is valid for one player if and only if the other player has a valid move on the same graph. In this case, we show that the ability to remo…
We introduce a one-person game that we call Padlock Solitaire which resembles the well-known clock solitaire card game. Analyzing variants of this game we obtain simple proofs of some classical results of combinatorics including ballot theorems and the enumeration of spanning trees in various graphs and hypergraphs.
In 1973 Fraenkel discovered interesting sequences which split the positive integers. These sequences became famous, because of a related unsolved conjecture. Here we construct combinatorial games, with `playable' rulesets, with these sequences constituting the winning positions for the second player. Keywords: Combinatorial game, Fraenkel's conjecture, Impartial game, Normal play, Playability, Rational modulus, Splitting sequences
We illustrate how one can use basic combinatorial theory and computer programming technique (Python) to analyze the combinatorial game: Mahjong. The results confirm some folklore concerning the game, and expose some unexpected results. Related results and possible future research in connection to artificial intelligence are mentioned. Readers interested in the subject may further develop the techniques to deepen the study of the game, or study other combinatorial games.
This paper studies 2-player impartial combinatorial games, where the outcomes correspond to updates of cellular automata (CA) which generalize Wolfram's elementary rule 60 and rule 110 (Cook 2004). The games extend the class of \emph{triangle placing games} (Larsson 2013) where at each stage of the game the previous player has the option to block certain hopeful moves of the next player. We also study fractals and partial convergence in a subclass of the CA.
Strong placement games (SP-games) are a class of combinatorial games whose structure allows one to describe the game via simplicial complexes. A natural question is whether well-known invariants of combinatorial games, such as "game value", appear as invariants of the simplicial complexes. This paper is the first step in that direction. We show that every simplicial complex encodes a certain type of SP-game (called an "invariant SP-game") whose ruleset is independent of the board it is played on. We also show that in the class of SP-games isomorphic simplicial complexes correspond to isomorphi…
The notions of symmetry and anonymity in strategic games have been formalized in different ways in the literature. We propose a combinatorial framework to analyze these notions, using group actions. Then, the same framework is used to define partial symmetries in payoff matrices. With this purpose, we introduce the notion of the role a player plays with respect to another one, and combinatorial relations between roles are studied. Building on them, we define relations directly between players, which provide yet another characterization of structural symmetries in the payoff matrices of strateg…