Something is definitely wrong. If the game has a linear winning strategy, then it is tractable. What's going on? Well, we describe a two-person game which has a definite winner, that is, a player who can force a win in a finite number of moves, and we determine the winner in linear time. Moreover, the winner's winning moves can be computed in linear time, yet the game is highly intractable. In particular, at each step, except the very last ones, a player can make the length of play arbitrarily long.
Unfortunately, the space for this summary is too small to contain a proof that these properties are not contradictory.
We study a game where two players take turns selecting points of a convex geometry until the convex closure of the jointly selected points contains all the points of a given winning set. The winner of the game is the last player able to move. We develop a structure theory for these games and use it to determine the nim number for several classes of convex geometries, including one-dimensional affine geometries, vertex geometries of trees, and games with a winning set consisting of extreme points.
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 study a three-player variation of the impartial avoidance game introduced by Anderson and Harary. Three players take turns selecting previously-unselected elements of a finite group. The losing player is the one who selects an element that causes the set of jointly-selected elements to be a generating set for the group, with the previous player winning and the remaining player coming in second place. We describe the winning strategy for these games on cyclic, dihedral, and nilpotent groups.
Consider a $n \times n$ tic-tac-toe board. In each field of the board, draw a smaller $n\times n$ tic-tac-toe board. Now let super tic-tac-toe (STTT) be a game where each player's move dictates which field on the larger board a player must make their next move. We will play an impartial game of STTT where each player uses X. We define a set of actions on a game board which gives rise to a group-action on the game that creates equivalent games. We will discuss how the structure of this group-action forms a Dihedral group.
A group of students in 7-9 grades are inventing combinatorial impartial games. The games are played on graphs, piles, and grids. We found winning positions, optimal strategies, and other interesting facts about the games.
We settle two long-standing complexity-theoretical questions-open since 1981 and 1993-in combinatorial game theory (CGT). We prove that the Grundy value (a.k.a. nim-value, or nimber) of Undirected Geography is PSPACE-complete to compute. This exhibits a stark contrast with a result from 1993 that Undirected Geography is polynomial-time solvable. By distilling to a simple reduction, our proof further establishes a dichotomy theorem, providing a "phase transition to intractability" in Grundy-value computation, sharply characterized by a maximum degree of four: The Grundy value of Undirected Geog…
Combinatorial Game Theory has also been called `additive game theory', whenever the analysis involves sums of independent game components. Such {\em disjunctive sums} invoke comparison between games, which allows abstract values to be assigned to them. However, there are rulesets with {\em entailing moves} that break the alternating play axiom and/or restrict the other player's options within the disjunctive sum components. These situations are exemplified in the literature by a ruleset such as {\sc nimstring}, a normal play variation of the classical children's game {\sc dots \& boxes}, and {…
Two players alternate moves in the following impartial combinatorial game: Given a finitely generated abelian group $A$, a move consists of picking some nonzero element $a \in A$. The game then continues with the quotient group $A/ \langle a \rangle$. We prove that under the normal play rule, the second player has a winning strategy if and only if $A$ is a square, i.e. $A$ is isomorphic to $B \times B$ for some abelian group $B$. Under the misère play rule, only minor modifications concerning elementary abelian groups are necessary to describe the winning situations. We also compute the nimber…
Node Kayles is a well-known two-player impartial game on graphs: Given an undirected graph, each player alternately chooses a vertex not adjacent to previously chosen vertices, and a player who cannot choose a new vertex loses the game. The problem of deciding if the first player has a winning strategy in this game is known to be PSPACE-complete. There are a few studies on algorithmic aspects of this problem. In this paper, we consider the problem from the viewpoint of fixed-parameter tractability. We show that the problem is fixed-parameter tractable parameterized by the size of a minimum ver…