Lecturenotes 19
Lecturenotes 19
IE619 2023
URBAN LARSSON
1. Lecture 1
Combinatorial games are games without chance and with no hidden in-
formation. The motivation of the field is traditional recreational rulesets
such as Chess, Go, Checkers, Tic Tac Toe and more. Games such as
Poker, Whist and Black Jack are disqualified because they involved
hidden cards, and for example Yahtzee, Pachisi and Monopoly are dis-
qualified because play depends on the outcome of a dice. We follow some
more axioms, as listed:
(1) There is a game board (a set of positions) and some ruleset that
determines how given pieces are played;
(2) there are two players, and one of them is the starting player;
(3) the players take turns moving;
(4) every game terminates;
(5) these are win/loss games and a player who cannot move loses.
Item (5) is usually called normal-play. This convention is based on the
goodness of movability. It is never bad to have more move options. The
axioms give us a means to predict who is winning a given game in perfect
play. Namely, we can use a method attributed to Ernst Zermelo [Z1913]
(who is also the father of set theory and the axiom of choice etc.) often
called backward induction. This method will be reviewed in Lecture 3.
The first combinatorial game that appears in the literature is Nim [B1902].
A finite number of beans are split into heaps. For example, a starting po-
sition could be four heaps of sizes 2, 3, 4 and 5 beans respectively. Let us
denote this position by (2, 3, 4, 5). The current player choses one of the
heaps and removes at lest one bean, and at most the whole heap. This is
a normal-play game, so the player with the last move wins. Bouton discov-
ered a method to find a winning move if there is one. The tool is called
nim addition, and it is performed as follows. Write the heap sizes in binary,
and add without carry, that is each column adds to 0 if and only if it con-
tains an even number of 1s. Let us compute the nim-sum of our sample game:
1
2 URBAN LARSSON
1 0 1
1 0 0
0 1 1
⊕ 0 1 0
0 0 0
The nim-sum is 0. The meaning of this in terms of Nim play is that the
player who does not start wins in optimal/perfect play. Every move is losing.
Let us say, for example, that the first player removed three beans from the
third heap. Then the new position is (2, 3, 1, 5). And, by using nim-addition
on that position, we obtain
1 0 1
0 0 1
0 1 1
⊕ 0 1 0
1 0 1
by each move, must reduce its distance to the lower left square, denoted by
(0, 0).
Suppose that the Queen is placed on position (4, 5). The equivalent
Wythoff Nim position is two heaps, one of size 4 and the other of size
5. The set of options is {(x, 5), (4, y), (4 − t, 5 − t) | 0 6 x 6 3, 0 6 y 6 4, 1 6
t 6 4}. See Figure 1.
0
0 9 0 9 0 9
(1,√2), (3, 5), (8, 13), . . ..1 The Golden Section is the irrational number φ =
1+ 5
2 ≈ 1.618. It is well known that FFn−1 n
→ φ, as n → ∞. Moreover, we
note a possible pattern: for all n, Bn − An = n. The most famous solution
of the game is even more elegant.
Theorem 1 ([W1907]). For all non-negative integers n,
(An , Bn ) = (bnφc, bnφ2 c),
where bxc denotes the largest integer smaller than or equal to x.
We will prove this in a later class. And we will include other appealing
theorem statements (see Lectures 10 and 11). The main tool will be the
so-called Wythoff Properties as defined in Lecture 3.
n An B n
0 0 0
1 1 2
2 3 5
3 4 7
4 6 10
5 8 13
6 9 15
7 11 18
2. Lecture 2
The two players of a combinatorial game are usually called Left (female
and positive) and Right (male and negative). A sum of the combinatorial
games G, H, K and M , is defined as the composite game where, at each
stage of play, the current player picks one of the components G, H, K or
M and makes a move in that component (see Lecture 4 for a more formal
treatment). We write this sum of games as G + H + K + M . For example,
if player Left starts and plays in the H component, then the next position
is G + H L + K + M . Next, player Right picks one of the components and
plays his move, for example to G + H L + K R + M , and so on. The game
continues until there is no move in either component. As usual, in normal
play, the player who cannot move, loses.
The rulesets are at the core of combinatorial game theory. A ruleset
does not need to come with a starting position (and given a ruleset one can
1"The Fibonacci numbers were first described in Indian mathematics, as early as 200
BC in work by Pingala on enumerating possible patterns of Sanskrit poetry formed from
syllables of two lengths." Wikipedia.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 5
3. Lecture 3
This section is loaded with proofs. First, we prove Zermelo’s theorem in
our setting of normal-play with no draw games. This is the first fundamental
result of Combinatorial Game Theory (CGT), Theorem 2. Then we move on
to a proof of Bouton’s classical result on the game of Nim. And after that, in
Theorem 4, we prove that the ‘not so classical’ Wythoff Properties define the
6 URBAN LARSSON
“P 6→ P ”: We prove that, for any n > 0, (an , bn ) does not have an option
of the same form. We use (iii), (iv) and (v) to exhaust all possibilities. Sup-
pose that a player removes from a single heap to say (ai , bn ). Then, since b
is increasing, bi 6= bn . If they remove from a single heap to (bi , bn ), then (iv)
contradicts that this be of the desired form. If they remove from a single
heap to say (an , bi ), then again, since b is increasing, bi 6= bn . If they remove
from a single heap to (an , ai ), then by (iv) this option is not of the same form.
If they remove the same number m from both heaps, then by (iii) the posi-
tion cannot be of the form (ai , bi ). Namely bn −m−an +m = n > i = bi −ai .
4. Lecture 4
Let us prove that normal-play games are a group structure, that is, every
game has an inverse. In the next lecture we will see that this is a main
tool for constructive game comparison. In this spirit, we will here define the
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 9
The standard convention is the total order “Left” > “Right”, that is, Left
is the “maximizer” and Right is the “minimizer”. This induces the Outcome
Diamond
N P
G\H L P N R
L L L ? ?
P L P N R
N ? N ? ?
R ? R ? R
If both outcomes are L then Left can obviously follow her winning strate-
gies in both components, individually and independently of who starts, and
analogously for Right. If one of the components is a P-position, then the
other component will determine the outcome of the sum, namely, if the first
player plays in the P-position, then the other player can respond there in a
manner that they will get the last move in that component. Hence the first
player can be forced to ‘open’ the other component. A P-position cannot
affect the outcome in a disjunctive sum.
The following example explains some question marks in the table.
Example 5. Suppose o(G) = o(H) = N . This holds if, for example G =
H = ∗, a single heap of Nim. Then o(G+H) = P. We could also have G = ∗
and H = ∗2. Then o(G + H) = N . Hence the question-mark is motivated
in this case. If G ∈ L and H ∈ N , we could have H = {0 | −100} and
G = 1, with G + H ∈ R. But we could also have H = ∗ and G = 1, which
would give G + H ∈ L . Suppose that G ∈ L and H ∈ R. We could
have G = 1 + ∗ and H = −1 which gives G + H ∈ N . On the other hand
G = 1 and H = −1 gives G + H ∈ P. Similarly G = 10 and H = −1
gives G + H ∈ L , while G = 1 and H = −10 gives G + H ∈ R. Hence, all
outcomes are possible. The other question marks are similar.
So far, we have used the notion of a sum of games in an intuitive way.
Now we will present the standard formal way. The disjunctive sum of games
is defined in a recursive manner.
Definition 6 (Disjunctive Sum). Consider games G and H. Then G + H =
G + H L , GL + H | G + H R , GR + H , where X + G = {X + G : X ∈ X },
if X is a set of games.
Let us define the partial order of games.
Definition 7 (Partial Order). Consider games G and H. Then G > H if,
for all games X, o(G + X) > o(H + X). And G = H if G > H and H > G.4
4A partial order is a relation that satisfies 1. Reflexivity (aRa); 2. Antisymmetry (if
aRb and bRa then a=b); 3. Transitivity (if aRb and bRc then aRc). It is easy to prove
that our definition satisfies these axioms. Then it easily follows that ‘=’ is an equivalence
relation, which satisfies Reflexivity, Symmetry (aRb implies bRa) and Transitivity). One
has to check first that the axioms 1-3 hold for the partial order of outcomes. But this is
also easy to check.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 11
This is the desired refinement of the partial order of the outcomes. Namely,
it assures Left that the game G is no worse for her than the game H, if
played in any arbitrary disjunctive sum. However, it might appear that
almost all games would remain incomparable with such a strong notion of a
partial order. And moreover, the definition is non-constructive, so there is no
algorithm that could determine the relation between two games, unless one
can find another equivalent way of expressing the partial order. And indeed,
that this is possible will be our second fundamental theorem of combinatorial
games. The first major tool is that the games constitute a group structure,
and we will prove that in the next lecture. The negative of a game will be
the game where the players have swapped roles. Let us give the recursive
definition here, and prove its consistency in the next lecture.
Definition 8. Consider a game G. Then the negative of G is −G =
−GR | −GL .
5. Lectures 5 and 6
Let us begin with an example of a negative of a game (Definition 8). In
terms of game trees, let
G=
Then
−G =
where we have omitted to expand the Right options since they are symmetric.
This game form can, with some patience, and as an exercise, be drawn as a
large game tree. But it should be equivalent to 0, as, starting with G+(−G),
the previous player can mimic the current player at each stage, until the
current player cannot move. This is covered by Theorem 10, which will be
our first application of Definition 7. It will establish that the set of all games
together with the disjunctive sum operator constitutes a (partially ordered)
group structure.
An abelian group, (G, +), satisfies five properties.
• Neutral Element: There exists an element, 0 ∈ G, such that for all
G ∈ G, 0 + G = G;
• Closure: for all G, H ∈ G, G + H ∈ G;
• Negative: for all G ∈ G, there exist an element ‘−G’ such that
G + (−G) = 0;
• Commutativity: for all G, H ∈ G, G + H = H + G;
• Associativity: for all G, H, K ∈ G, (G + H) + K = G + (H + K).
Suppose now that (G, +) is our set of games together with the disjunctive
sum operator. All properties, except “Negative” are easy exercises.
The following decomposition of the outcomes will be useful.
Definition 9. Let L = (L, L), P = (R, L), N = (L, R) and R =
(R, R). The first (second) coordinate declares who wins if Left (Right)
starts. Similarly, for a given game G, write o(G) = (oL (G), oR (G)), where
oL (G), oR (G) ∈ {L, R} denotes who wins in perfect play depending on who
starts.
Theorem 10. For any game G, G + (−G) = 0.
Proof. We have to demonstrate that, for any game G, for all games X,
o(G − G + X) = o(X). The proof is by induction on G − G + X. If Left
cannot play in X, then oL (X) = R. Similarly, if Left cannot play in X, then
oL (G − G + X) = R, because, if Left can play in G − G, then Right can
mimic, and so on, which ultimately leads to Right getting the last move in
G − G. The base case is analogous for the function oR .
Suppose that the statement holds for all options of G. For example, if GR
is a Right option of G, then GR − GR = 0. If Left has an option in X, then
there are two cases to consider, namely oL (X) = L or oL (X) = R.
Suppose first that oL (X) = L, and consider the game G − G + X. Suppose
that Left’s winning move in X is to X L . We claim that oR (G−G+X L ) = L.
Namely, if Right plays to G − G + X LR , then Left wins by induction (Right
does not have a winning move in X L ). And if Right plays in the ‘G−G’ part,
then Left can mimic. This would result in GR − GR = 0 or GL − GL = 0,
by induction.
Suppose next that oL (X) = R, that is, Left does not have a winning option
in X played alone. In the game G − G + X, if Left plays her losing move in
the X-component, then Right can respond locally to G − G + X LR and win
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 13
• G = H if and only if G − H ∈ P;
• G > H if and only if G − H ∈ L ;
• G < H if and only if G − H ∈ R;
• G H if and only if G − H ∈ N .
Proof. For the first item, apply Theorem 11 for G > H and H > G. The
6 G,
other items are similar, namely apply Theorem 11 for G > H and H >
G 6> H and H > G, and G 6> H and H 6> G respectively.
In Corollary 12, it is instructive to revisit the outcome diamond, and in-
stead of outcomes put games born by day 1 as representatives of the outcome
classes.
∗ 0
−1
6. Lecture 6
Here we will insert the approved projects from this workshop type lecture.
Some of the lectures in this course are of the form workshop/tournaments etc.
Anyone has a latex version of their rulesets with some analysis? Nov 11 2024:
we still plan to do this, but it had to be after your projects presentations
are finished, and preferably (but not necessarily) before final exam. Please
prepare any latex code and submit online, if you have the time!
7. Lecture 7
Here we discuss the two reduction theorems on combinatorial games; they
concern domination and reversibility. We will show that together they imply,
for any game G, the existence of a unique reduced form, usually referred to
as the canonical form, the game value, or just the value of G. We state the
results in terms of Left options, and the symmetric statement in terms of
Right options has an analogous statement and proof. These two results are
nice applications of the Second Fundamental Theorem and its corollary.
Let us start with some examples. If G = {1, 2, 3 | ∗}, then Left should
ignore the Left options 1 and 2, and hence G = {3 | ∗}. This guess can
be verified by using Corollary 12 as follows. The previous player wins
{1, 2, 3 | ∗} + {∗ | −3}, by mimic strategy, unless Left starts and plays in
the first component to 1 − G or 2 − G. Then Right responds to 1 − 3 or
2 − 3 and wins. This is all good, but note that we found a simpler form of G
by guess work. Domination is better in that it achieves the same result but
without guessing a simpler equivalent form.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 15
Proof. Suppose, by induction, that this holds true for all game trees of rank
smaller than n. Let us prove that, then it holds for a game G of rank n.
By the induction hypothesis, we may assume that every option of G is in its
unique reduced form.
Claim: We can pair the options of G0 and G00 , such that for each option G0L
there is a G00L such that G0L = G00L (and similarly for Right).
But then, since these options are in reduced forms, by induction, since
they are equal they must be identical. Hence, G0 and G00 must also be
identical.
For example, the game 0 is born by day 0, ∗, -1 and 1 are born at day
1. Together with 0, they form the same partial order as the above Outcome
Diamond. There are 22 games born by day 2 (See Figure 3). There are 1474
games born by day 3. The number of games born by day 4 is huge, recently
estimated between 1028 and 10185 , by Koki Suetsugu. The number of games
born by day 5 is unknown.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 17
1 1∗
1
2 {1 | ∗} {1 | 0}
↑ ↑∗ {1 | 0, ∗}
0 ∗ ∗2 ±1
↓ ↓ ∗ {0, ∗ | −1}
− 21 {∗ | −1} {0 | −1}
−1 −1∗
−2
8. Lecture 8
Chomp is an impartial game played with an m by n chocolate bar (see
Figure 4). The lower left piece is poisoned, and the player who chomps it
loses (it is a normal play game: think that the poisoned piece is not present).
The game is played as follows: point at a remaining piece and chomp off
everything above and to the right of that piece. A classical strategy stealing
argument shows that the first player has a winning strategy for Chomp
played on a rectangular grid. However, nobody fully understands optimal
play, unless the grid is a square.
18 URBAN LARSSON
Pingala Nim is played on one heap of pebbles. The first player can
remove any positive number of pebbles, except the whole heap. Any other
move is restricted by taking at most twice the number of pebbles that the
previous player removed. The Pingala (Fibonacci) numbers are defined by
F0 = 0, F1 = 1, and if n > 2, Fn+2 = Fn+1 + Fn . Thus, the sequence is
0, 1, 2, 3, 5, 8, 13, 21, . . ..
Theorem 18. The first player loses Pingala Nim if the heap size is a
Pingala (Fibonacci) number.
The proof of that result uses a classical result on Pingala numbers, namely:
every positive integer decomposes uniquely as a sum of non-consecutive Pin-
gala numbers. For example 11 = 8 + 3, 23 = 21 + 2, 30 = 21 + 8 + 1. We
call such a decomposition the ZOL-decomposition of a natural number (the
result was independently discovered by Zeckendorf, Ostrowski and Lekkerk-
erker). The result has a more detailed formulation, which will be useful in
the proof.
One basic property of ZOL-numeration is that by adding 1, to a word of
alternating 1s and 0s of length k results in the word of length k+1 of the form
10 . . . 0. For example 101 + 1 = 1000 and 1010 + 1 = 10000. That is, in this
numeration, we have 10k − 1 = (10)k/2 , if k is even, and 10k = (10)(k−1)/2 ,
if k is odd. Let us call this property ZOL-carry.
Theorem 19. The first player wins if and only if they can remove the small-
est number in the ZOL-decomposition of the heap size.
Notice that this statement includes the previous one, since the starting
player is not allowed to remove the whole heap. In the example 11 = 8 + 3,
the first player removes 3, and then the second player has to move from the
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 19
9. Lecture 9
We review the famous Sprague-Grundy Theory. It says that, for any im-
partial normal play game G, there is a nim-heap h such that played together
G + h ∈ P. Moreover, the proof provides a constructive way to find that
nim heap. The minimal exclusive function, abbreviated ‘mex’ finds the nim-
value of a given game. The mex-function is defined as follows. Let X ⊂ N0
be a strict subset of the non-negative integers. Then mexX = N0 \ X. For
example mex{0, 1, 3, 5, 17} = 2 and mex{1} = 0. As a motivation, before
the proof, let us draw a game tree and compute its equivalent nim-value
via the mex-algorithm. Recursively, it computes the nim-values on every
sub-position, via the mex-rule, until it finds the root, and assigns its nimber.
This is an impartial game so the directions of the slopes do not matter.
0 0
0 0 0 0
0 0
20 URBAN LARSSON
0 1 0
1 0 0 0 1 0
0 0
2 0 1 0 2
1 0 0 0 1 0
0 0
3 0 1
2 0 1 0 2
1 0 0 0 1 0
0 0
3 0 1
2 0 1 0 2
1 0 0 0 1 0
0 0
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 21
10. Lecture 10
Subtraction is a generalization of Nim defined by a subtraction set S ⊂
N. The move options from a heap of size x is the set {x−s | s ∈ S, x−s > 0}.
For example, if S = {1, 3, 4, 7}, then the first few outcomes and nimbers are
as follows:
x 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
o(x) P N P N N N N N P N P N N N N N
nim(x) 0 1 0 1 2 3 2 3 0 1 0 1 2 3 2 3
We conclude that both the outcomes and the nimbers are periodic, with
period length 8, and starting at the heap of size 0. How do we know this? It
follows by observing a repetition of the content of 7 consecutive squares in
either row. Why this ‘window’ size of 7? This is because this is the maximum
size of a subtraction. This idea assists us in the proof that any subtraction
game on a finite subtraction set has an eventually periodic outcome.6
6Consider a sequence s = (s ) indexed by the non-negative integers. Then s is ‘even-
i
tually periodic’ if one can decompose the sequence in a finite part (si )i6k , the preperiod,
and an infinite part (si )i>k , the periodic part, for which there is a p such that for all
i > k, si = si+p . If k = 0 we say that the sequence is purely periodic, or just periodic.
22 URBAN LARSSON
Proof. By the mex rule, since a ruleset S has (at most) |S| options, the largest
nimber that can occur is ∗(|S| + 1). The rest of the proof is analogous to
that of Theorem 22.
Many ‘small’ rulesets have period length equal to the sum of two of the
possible subtractions. In our example: 7 + 1 = 8. But there are excep-
tions. For example, the ruleset S = {2, 5, 7} has period length 22. Moreover
many games in Subtraction have a preperiod before the eventual behavior
settles. An early example is S = {2, 4, 7}. What is its preperiod and period?
Let us return to Wythoff Nim. We start with a recap that includes a to
do list. There are several representations of the P-positions of Wythoff
Nim. Let us list a few.
(1) Geometric Approach: A recursive painting of N -positions illumi-
nates smallest missing P-positions. (done)
(2) A mex-Algorithm: This was briefly mentioned in the classes, but not
yet included in these notes. (will do)
(3) Golden Section: We have stated the result in Lecture 1, but not yet
proved it. (will do)
(4) Wythoff Properties: We listed five properties that uniquely define the
Wythoff sequences. Proof included in Lecture ?, but not yet done in
class.
(5) ZOL-numeration: The P-positions have a nice interpretation in the
ZOL-numeration mentioned in the discussion of Fibonacci Nim
(will do here)
(6) A Morphism on Words: Lecture 11.
Let us do (5). First we construct a small table of the first positive integers
in ZOL-numeration. We use the binary notation with F2 = 1 as the small-
est ‘digit’, so for example 7 = 5 + 2 = F5 + F3 = 1010 and 13 = F7 = 100000.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 23
n ZOL(n)
1 1
2 10
3 100
4 101
5 1000
6 1001
7 1010
8 10000
9 10001
10 10010
The bold numbers are those that end in an even number of 0s. That is,
1, 3, 4, 6, 8, 9, . . .. We note that those coincide with those in the A-sequence
of Wythoff Nim’s P-positions. The B-sequence is obtained by adjoining
a ‘0’ to the right of the numbers in the A-sequence. And indeed, this is our
next theorem.
Theorem 24. In ZOL-numeration An (Bn ) is the nth number that ends with
an even (odd) number of 0s, and, in this numeration, for all n, Bn = An 0.
And notice that ZOL(Bn ) ends in an odd number of 0s, because ZOL(n)
does so. The second case is similar, but it requires a small trick, namely
ZOL(Bn ) = ZOL(An ) + ZOL(n)
= ZOL(n − 1)1 + ZOL(n)
= ZOL(n − 1)1 + ZOL(n − 1) + 1
= ZOL(n − 1)0 + ZOL(n − 1) + 2
= ZOL(n − 1)00 + 2
= ZOL(n − 1)10
= ZOL(An )0.
Here it is important to observe that each line is a valid ZOL-representation.
In particular, ZOL(n − 1)10 is valid, by the following implication: if ZOL(n)
ends in an even number of 0s, then ZOL(n−1) does not end in a “1”. Namely,
if ZOL(n) ends in a “1” then remove it to obtain ZOL(n − 1). Otherwise
argue by ZOL-carry as explained in this footnote.7
Proof of Claim. It is clear that all positive integers that end in an even
number of 0s in the ZOL-representation are represented. Therefore it suf-
fices to establish that going from n to n + 1 implies that the claimed ZOL-
representation of An is increasing. If ZOL(n) and ZOL(n + 1) end in the
same parity of 0s, there is nothing to prove. Thus there are two cases to
check:
(i) ZOL(n) odd and ZOL(n + 1) even;
(ii) ZOL(n) even and ZOL(n + 1) odd.
For item (i) it is immediate by the statement that An+1 − An = 1. For
item (ii), going from even to odd when n → n + 1, it must be the case that
ZOL(n) ends in a “1”, that is the rules of ZOL-carry applies. SImilar to the
second case above one can see that in this case An+1 − An = 2.
The corresponding table begins like this:
n ZOL(n) An ZOL(An )
1 1 1 1
2 10 3 100
3 100 4 101
4 101 6 1001
5 1000 8 10000
6 1001 9 10001
11. Lecture 11
In this lecture we will start talking about game temperature.
But let us first complete the Wythoff story with items (2) and (6) in
Lecture 10.
Theorem 25. Let the A and B be the increasing sequences that define
Wythoff Nim’s P-positons. For all n ∈ N0 , let
(
an = mex{ai , bi | 0 6 i < n};
bn = an + n.
Then, for all n, an = An and bn = Bn .
Proof. The Wythoff Properties are all satisfied by definition, (i) is immediate.
That the a-sequence is increasing as in (ii) follows by the definition of mex.
Item (iii) is obvious. Item (iv) can be verified by an inductive argument.
Namely, suppose that bn−1 is the largest element in {ai , bi | 0 6 i < n}. Then
bn = an + n > bn−1 , by using also (ii). Hence there can be no collision.
The Fibonacci Morphism ϕ : {0, 1}∗ → {0, 1}∗ is defined by,8
(
ϕ(0) = 01;
ϕ(1) = 0.
If the initial seed is 0, then ϕ generates the infinite Fibonacci word, ω.
This word is generated recursively as follows:
ϕ(0) = 01;
ϕ(01) = 010;
ϕ(010) = 01001;
ϕ(01001) = 01001010,
and so on. Note that ϕ(010) = ϕ(0)ϕ(01), and so on. That is ω =
limn→∞ ϕn (0), where, for all n > 0, for all x ∈ {0, 1}∗ , ϕn (x) = ϕn−1 (ϕ(x)),
where ϕ0 (x) = x. We index the letters in ω by N. We get ω1 = 0, ω2 =
1, ω3 = 0, ω4 = 0, ω5 = 1, and so on. The morphism ϕ has many interest-
ing properties. For example, for all n ∈ N0 , the lengths of the words ϕn (0)
correspond to the Fibonacci numbers Fn+2 .
The following result relates the occurrences of the 0s and 1s in this word
with the P-positions of Wythoff Nim.
Theorem 26. For all n ∈ N, An equals the index of the nth “0” in ω, and
for all n, Bn equals the index of the nth “1” in ω.
8The set of possible finite words on a finite set of letters X is denoted by X ∗ . A function
f : X ∗ → X ∗ is a morphism, under concatenation, if for all v, w ∈ X ∗ , f (vw) = f (v)f (w).
26 URBAN LARSSON
Anticollision: Since α and β are irrationals, if bnαc < x < b(n + 1)αc and
bmβc < x < b(m + 1)βc, for an integer x, we get nα < x < (n + 1)α − 1 and
mβ < x < (m + 1)β − 1. Thus, n + m < x/α + x/β < n + m + 2 − 1/α − 1/β.
That is, n + m < x < n + m + 1, where all entries are integers, which is
impossible.
Let us prove Theorem 1 by using the Wythoff Properties from page 7. Let
us recall them here:
(i) (a0 , b0 ) = (0, 0);
(ii) for all n, an+1 > an ;
(iii) for all n, bn − an = n;
(iv) for all n, m > 0, an 6= bm ;
(v) for all x ∈ N, there exists an n such that an = x or bn = x.
Proof of Theorem 1. By Theorem 1 and Theorem 4, it suffices to justify
that, for all non-negative integers n, (an , bn ) = (bnφc, bnφ2 c). Item (i) is
immediate by setting n = 0. Item (ii) is immediate, because 1 < φ. And
(iii) follows from φ2 = φ + 1. Items (iv) and (v) follow from Theorem 27
Similarly the mex-description in Theorem 25 easily follows from the Wythoff
Properties (check this!). For Theorems 24 and 26 the interesting Wythoff
Property is the shift property (iii).
Game temperature. There are cold games, there are tepid games and there
are hot games. Hackenbush is an example of a ruleset for which all games
are cold. The game is played with red or blue pieces stacked upon each other
in various directions. Red can remove red pieces and Right can remove blue
pieces. Any piece that ceases to have a connection to the ground falls off
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 27
and is no longer part of the game. Let us list a few examples together with
their game values (they will studied later in this section).
12. Lecture 12
Numbers. Let us start by defining cold games; they are all numbers. We
use the word ‘numbers’ interchangeably in two ways, either as usual, or as
defined here, where ‘numbers’ are a special type of games. This abuse (or
double use) of language is due to that games that are numbers will inherit
their basic properties from our standard total order and arithmetics.
Definition 28 (Number). The game G is a number, if for all options GL
and GR , GL < GR , and all options are numbers.
Theorem 29. Consider a number G. Then, for all options, GL < G < GR .
Proof. Note that oL (G − GL ) = L, because she can play to GL − GL (this is
true for all games, not just numbers). We must prove that oR (G − GL ) = L,
if G is a number. Right can play to some GR − GL > 0 (a Left win), by
assumption, so assume instead that he plays to some G − GLL . Then, since
GL is a number, induction gives oR (GL − GLL ) = L.
Consider two games G and H. Then G is simpler than H, if its canonical
form has smaller birthday than that of the canonical form of H.
28 URBAN LARSSON
We will show that the non-zero canonical form numbers have a one-to-one
correspondence with the dyadic rationals, that is all rationals of the form 2mk ,
for odd m, k ∈ N. That is, later on we will be able to identify the games
that are numbers with the dyadic rationals and 0. The dyadic game forms
are defined as follows.
Definition 30 (Dyadic Game). For all k ∈ N0 , let the game 1/2k =
k−1 . The game m/2k is m copies of 1/2k in a disjunctive sum.
0 | 1/2
If k = 0, then this definition provides all integer games (note that 0 | 1/2−1 =
{0 | 2} = 1). If k > 1, then this says that 1/2 = {0 | 1}, 1/4 = {0 | 1/2},
and so on.
We can prove a couple of nice properties of the dyadic games.
Theorem 31. For all k ∈ N,
(a) 1/2k > 0;
(b) 1/2k > 1/2` , if ` > k;
(c) 1/2k + 1/2k = 1/2 k−1
m−1 ;
m m+1
(d) for all m, 2k = 2k | 2k
, and this game is in canonical form.
Proof. For (a) we prove that Left wins playing first or second. Playing first,
she wins in her first move. Playing second, she wins by induction, since
Right plays to 1/2k−1 . The base case is the game 1 when k = 0.
For (b), we prove that Left wins 1/2k − 1/2` , if ` > k. Left wins playing
first to 1/2k − 1/2`−1 , by induction, or by mimic. If Right starts, he loses, by
(a), by playing to 1/2k , and he loses by induction, by playing to 1/2k−1 −1/2` .
For (c), we prove that 1/2k + 1/2k − 1/2k−1 ∈ P. If Right starts, he plays
either to 1/2k + 1/2k > 0, by (a), or he plays to 1/2k + 1/2k−1 − 1/2k−1 =
1/2k > 0, by (a). If Left starts, she plays either to 1/2k − 1/2k−1 < 0, or
1/2k − 1/2k−2 < 0, both by (b).
For (d), we prove that
m−1 m+1 m
k
| k
− k
2 2 2
is a P-position. If Left starts by playing to m−1 − m , then Right can respond
2k 2k
to m−1
2k
− m−1
2k
= 0. If Left starts by playing to m−1 2k
| m+1
2k
− m−1
2k
1
− 2k−1 ,
m+1 m−1 1 2 1
then Right can play to 2k − 2k − 2k−1 = 2k − 2k−1 = 0. Similarly, if Right
starts by playing to m+12k
− 2mk , then Left can play to 2mk − 2mk = 0. And if Right
plays in the second sum-component, then Left responds to m−1 2k
− m−1
2k
= 0.
Next we prove that this is the canonical form. There is no domination since
there is only one option. The Left option is reversible, since its Right option
m−2 1
2k
+ 2k−1 = 2mk , but when we replace it with its set of Left options, we find
by induction that gives again the same option. Hence, no further reduction
is possible.
Let us define the nonnegative integers and dyadic rationals recursively via
their birthdays as in Figure 6 (the negative ones are analogously defined).
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 29
2 1/2
First think of them in the usual way as we know from high school. We will
establish that this construction follows the birthdays of the corresponding
games that are numbers. We start with D0 = {0}, D1+ = {0, 1}, D2+ =
{0, 1/2, 1, 2}, D3+ = {0, 1/4/, 1/2, 3/4, 1, 3/2, 2, 3},
D4+ = D3+ ∪ {1/8, 3/8, 5/8, 7/8, 5/4, 7/4, 5/2, 4}
= {0, 1/8, 1/4/, 3/8, 1/2, 5/8, 3/4, 7/8, 1, 5/4, 3/2, 7/4, 2, 5/2, 3, 4}.
n o
+
In general Dn+ = Dn−1 ∪ n, di +d2 i+1 | di , di+1 ∈ Dn−1
+
. For all n, let Dn− =
{−x : x ∈ Dn+ }. If we let n →S∞, then this construction gives all integers
and dyadic rationals. Let D = n Dn .
Observe, that, by construction, if x, y ∈ Dn , with x < y, then there is a
unique z, such that x < z < y, and z ∈ Di for some smallest i < n. This is
the simplest dyadic between x and y.
Theorem 32 (Number Simplicity). Consider a number game G. Then G
equals the simplest dyadic x such that, for all options GL and GR , GL < x <
GR . And x is the canonical form of G.
Proof. By induction, we may assume that all options of G are simplest form
dyadic games. Then, we may use domination to single out one Left and one
Right option such that G = GL | GR . Since G is a number, we know that
GL < G < G R .
Suppose next that x is the simplest dyadic such that
(3) GL < x < G R .
We demonstrate that G − x ∈ P.
We begin by proving that oL (G − x) = R. By assumption GL − x < 0.
Hence, suppose instead that Left starts by playing to G − xR . Since xR is
simpler than x, then, by (3), either,
(a) xR 6> GL , or
30 URBAN LARSSON
(b) xR 6< GR .
Observe that all games are numbers, so no two games are fuzzy. If (a) then,
because x is a number, then x < xR 6 GL < x, which is impossible. If (b),
then Right can respond to GR − xR 6 0, and win.
Secondly, let us prove that oR (G − x) = L. If Right plays to GR − x > 0,
he loses. Suppose therefore that Right plays to G − xL . Since xL is simpler
than x, by (3) (and by no two numbers fuzzy), either
(a) xL 6 GL < x, or
(b) xL > GR > x.
In case of (a), Left can respond to GL − xL > 0, and win. The case (b)
contradicts that x is a number.
For the last part we may write x = 2mk = m−1 | m+1 , so xL = m−1
2k 2k 2k
=
n
n−1 n+1 LR n+1 m
2j
= 2j
| 2j
, for n odd. Hence x = 2j
> 2k
, with equality only
if j = k − 1 and m − 1 = n/2, in which case xLRL = m−1 2k
. And otherwise
reversibility is not possible. And there is no domination.
13. Lecture 13
Number avoidance means that, in a disjunctive sum of games, every player
avoids playing in a number component, unless there is nothing else to do.
There is a slick symbol for “Left wins playing first", that is “Right does not
win playing second": 0 G has the same meaning as 0 6> G. The following
are general lemmas.
Lemma 33. Let G = GL | GR , and let H = GL , A | GR , with A G.
Then G = H.
Proof. A mimic strategy suffices to prove that G − H ∈ P, unless Right
plays to G − A. But then the result follows by G − A 0; Left wins playing
first.
Lemma 34. For any game G, and all left options GL , GL G.
Proof. The game GL − G 0, since Right wins playing first to GL − GL .
We are aiming to prove a “translation property” for numbers. This is also
a strong version of “number avoidance”: you do not play in a number unless
there is nothing else to do.
Theorem 35 (Weak Number Avoidance). If Left can win G + x, where x is
a number and G is not a number, then she has a winning move of the form
GL + x.
Proof. Quiz.
This result is a consequence of the following result, but it turns out that
we need Theorem 35 to prove an important lemma. We must be careful to
not run into cycles.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 31
14. Lecture 14
Combinatorial game theory has min/max type functions that are also
common in classic game theory. Here they are called the Left- and Right
stops respectively:
Definition 36. The Left- and Right stops are,
(
x, if G = x is a number,
Ls(G) = L
max Rs(G ), otherwise.
(
x, if G = x is a number,
Rs(G) = R
min Rs(G ), otherwise.
These functions are useful in many way to analyze our games. In partic-
ular, we get a very slick proof of the Number Translation Theorem. It will
depend on some more lemmas though.
Lemma 37. For any game G, Ls(G) > Rs(G).
Proof. The proof is by way of contradiction. Suppose Ls(G) < Rs(G). Then
there is a dyadic number x such that Ls(G) < x < Rs(G). Here we can use
weak number avoidance. If Left starts in the game G − x, then, if she has
a winning move it is to some GL − x. Similarly, unless GL is a number, if
Right has a winning move it must be of the form GLR − x. And so on. But
then, since Ls(G) − x < 0 by assumption, Right wins when Left starts G − x.
Similarly, by using 0 < Rs(G)−x we obtain that Left wins when Right starts
G − x. Therefore G = x, a number, which contradicts Ls(G) < Rs(G).
Lemma 38. For any games G and H, Rs(G + H) > Rs(G) + Rs(H).
Proof. In the game G + H, if Right starts by playing to GR + H, then,
unless GR is a number, Left can respond to GRL + H, and if Right starts by
playing to G + H R , then Left can respond to G + H RL . Then use induction.
If GR = x is a number, then Rs(G + H) = x + Ls(H) > Rs(G) + Rs(H), by
Lemma 37.
Lemma 39. For any game G that is not number, there is a Left option GL
such that Rs(GL − G) > 0.
32 URBAN LARSSON
Proof. We get
(4) Rs(GL − G) > Rs(GL ) + Rs(−G)
(5) = Rs(GL ) − Ls(G)
(6) = Ls(G) − Ls(G) = 0,
where (4) is by Lemma 38, and (6) is by assuming that GL is such that
Ls(G) = Rs(GL ).
Lemma 40. Suppose that G is such that Rs(G) > 0. Then Left wins G + x,
if x is a positive number.
Proof. Clearly this holds if G is a number. Suppose Right starts by playing
in the G component. Then, unless GR is a number, Left has a response GRL
such that Rs(GRL ) > 0. Use induction. If GR is a number, then this number
is no smaller than 0, and so Left wins G + x. If Right starts by playing in
the x component, to say G + xR , then we can use induction, since xR > x
(or use weak avoidance). If Left starts, observe that Lemma 37 implies that
Ls(G) > Rs(G) > 0. That is, she has a move such that Rs(GL ) > 0. Now
use induction.
Let us restate the result we are aiming at.
Theorem 41 (Number Translation - Number Avoidance). Suppose that x
aL number Rgame, and G is a game that is not a number. Then, G + x =
is
G +x|G +x .
Proof. By definition of disjunctive sum,
G + x = GL + x, G + xL | GR + x, G + xR .
Mostly we omit the part “with respect to numbers”, but as we will see later
there is an infinite hierarchy of games that are infinitesimals with respect to
each other. We have already observed that the the game ∗ is an infinitesimal.
However ∗ is confused with 0. The following two results are perhaps more
remarkable.
Theorem 45. Fix a positive integer n. Then, for all positive integers m
↑n > m · ↑n+1 .
Proof. Exercise!
1 = {0 | {0 | −1}}
and Miny,
1 = {{1 | 0} | 0}
Theorem 46. There are positive infinitesimals, with respect to any upti-
mal ↑n .
Adding one more blue domino in the middle gives us the game in Figure 9.
Let this game be G2 . This game has the value
G2 = {0, {0| − 1} | 1, ∗}
The Left option {0| − 1} is reversible and 1 < ∗. Thus,
G2 = {0 | ∗}
= ↑
Figure 7. G = 2
1
Figure 8. G1 = 2
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 35
Figure 9. G2 = ↑
We can compare this game with any number, say 1. We find that 1 > ↑. We
want to find out how many ↑s it might take for the value to be more than
1, if possible at all. Actually, by induction, we can prove that, ∀n > 1,
1 > n · ↑.
The game ↑ is an infinitesimal. It has a very small game value, infinites-
imally small with respect to the dyadic rationals. Consider the sequence
1, 1/2, 1/4, 1/8, . . .. It rapidly tends to 0, right? Well, in the amazing world
of combinatorial games, there is some space between this infinite sequence
that ‘converges to 0’, and the game 0. And now we will demonstrate what
this means.
Now, let’s add one more blue domino in the middle so that, now there
are three blue dominoes in between two red domino. See figure 10. Let this
game be G3 .
G3 = {0, {0| − 2} | {0| − 1}, ∗}
The second Left option is reversible and the second Right option is dominated
by {0| − 1}.
G3 = {0 | {0| − 1}}
= 1
This type of games are called T iny and it is a type of infinitesimal. This
particular game is Tiny(1) written as 1 .
Definition 48. For all G > 0, the games G and G are defined by
G = {0 | {0 | − G}} and − (G) = G = {{G | 0} | 0}.
We can prove that ↑ > 1 . Moreover, we have the following theorem.
Theorem 49. 1 is infinitesimally small with respect to ↑. That is, ∀n > 1,
↑ > n · 1 .
Proof. We want to find the outcome of ↑ + n · 1 where 1 = {{1 | 0} | 0}.
Figure 10. G3 = 1
−→
−→
a
(8) > φ.
b − ka
Then b−ka
a < φ−1 . And so
b − (k − 1)a b − ka
= +1
a a
< φ−1 + 1
= φ.
Suppose next that the current player is in a position of the form (a, b),
with 1 6 b/a < φ. Then there is only one move option, namely (b − a, a),
and it follows that
b−a b
= −1
a a
<φ−1
= φ−1 .
a
And hence, b−a > φ.
value and the rcf are intangible for a human eye. As usual, we are looking
for information of how to play well games in a disjunctive sum. There is a
classical strategy called hotstrat, which says: play in the hottest component.
This is often the best strategy, but not always.10 A brief introduction to
Temperature Theory is the topic of the next section.
The reduced canonical forms for the games in Example 62 are rcfG =
{{2 | 1} | −1}, rcf(H) = 1, and rcf(g) = 0. We will study the meaning of
these statements in what comes, and we will define all concepts accordingly.
First we define the equivalence classes modulo inf, and state a main theorem
with tools of efficient computation pf equivalent games. Then, we define the
reductions modulo inf, and at last we state a result of uniqueness of the end
result of these reductions. By the way, there are many hot games for which
rcf(G) 6= G. For example G0 = {{2 | 1∗} | −1} is hot and in canonical form,
but rcf(G0 ) = {{2 | 1} | −1}.
The equivalence relation modulo infinitesimals is defined as follows.
Definition 63 (Equivalence Mod Inf). Consider game G and H. Then
G =inf H, if, for all positive numbers x, −x < G − H < x.
The games G and H are ‘infinitesimally close’ if G =inf H, and this is
also often called “equivalent modulo infinitesimals”. Similarly, for games G
and H, G >inf H if G − H > −x for all positive numbers x. Note that the
relation >inf is a partial order; this is the partial order modulo infinitesimals.
The first result simplifies game comparison modulo infinitesimals, since
showing G >inf H is equivalent to showing G − H >inf 0.
Theorem 64 (Constructive Rcf). The following are equivalent.
(1) G >inf 0;
(2) R(G) > 0;
(3) G > for some infinitesimal .
The first item is Definition 63; the second and third items are efficient
constructive tools, and they often appear in proofs and examples.
Definition 65 (Inf-reduction). Let G be a game.
(1) Suppose A, B ∈ GL . Then A inf-dominates B, if A >inf B.
(2) The Left option GL is inf-reversible (through GLR ), if G >inf GLR
for some Right option GLR .
Theorem 66 (Domination Mod Inf). Assume that G is not equal to a num-
ber and suppose that G0 is obtained by removing some inf-dominated option
(either Left or Right). Then G =inf G0 .
Example: the game {1, 1∗ | 0} =inf {1 | 0}, since 1 inf-dominates 1∗.
10Good examples of when it fails uses the concept of over heating (a type of ‘inverse’
of cooling), but we do not have the time to cover that topic in this course. Please see
instead [S2013].
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2023 43
so their thermographs should look different, right? And they do, the first
game has temperature −1, and the mast continues down below the picture,
whereas the second picture has temperature 0, because it is a tepid game,
and that is illustrated by the fact that the bottom of the mast rests at the
horizontal line, at the top of a trivial thermograph. It is easy to see that the
location of the mast is the mean value of these two games.
which Left player has budget 1 and the tiebreaker marker. In (2, ∗, 1), Left
V V
is bidding the amount 1. Then for both choices of Right, Left will win the
bid and make a move in the game ∗. The current bidding game is (2, 0, 0).
Now Left will bid 0 and for all choices of Right, Right will win the bid and
have to make a move in the game 0. Since, Right cannot move, therefore
Left wins the game.
V
Bid V
Left
(2, ∗, 1) (1, 0) (2, 0, 0)
Bid Left
Bid
V Right
(1, 1) (0, 0 or 1) LEFT
The following result ensures that by the introduction of bidding, there will
not be any mixed strategy equilibrium.
The next result shows that corresponding to every feasible outcome, there
is a bidding game.
Theorem 80 (Main Theorem). Consider any total budget TB ∈ N0 . An
outcome, say ω, is feasible if and only if there is a game G such that o(G) =
ω.
For more details see [KLRU2022] and [KLRU2023].
References
[ANW2007] M. H. Albert, R. J. Nowakowski, and D. Wolfe. Lessons in Play, A K Peters,
Ltd., 2007.
[BCG1982] E. R. Berlekamp, J. H. Conway, R.K. Guy, Winning ways, 1-2 Aca-
demic Press, London (1982). Second edition, 1-4. A. K. Peters, Wellesley/MA
(2001/03/03/04).
[B1902] C. L. Bouton, Nim, A Game with a Complete Mathematical Theory Ann. of
Math. (2) 3 (1901/02), no. 1-4, 35–39.
[C1976] C1976) John H. Conway. On Numbers and Games. Acad. Press, 1976.
[CD1969] Alfred J. Cole and A. J. T. Davie, A game based on the Euclidean algorithm
and a winning strategy for it, The Mathematical Gazette, volume 53, (1969), 354–357.
[KLRU2022] Prem Kant, Urban Larsson, Ravi K. Rai, and Akshay V. Upasany, Bidding
combinatorial games, preprint arXiv:2207.08073.
[KLRU2023] Prem Kant, Urban Larsson, Ravi K. Rai, and Akshay V. Upasany. Con-
structive comparison in bidding combinatorial games, preprint arXiv:2207.11596.
[LN2023] U. Larsson, R. J. Nowakowski, Atomic weights and the combinatorial game of
bipass, Discr. Math. 346, (2023)
[W1907] W.A. Wythoff, A modification of the game of Nim, Nieuw Arch. Wisk. 7 (1907)
199–202.
[Z1913] Ernst Zermelo. Uber eine anwendung der mengenlehre auf die theorie des
schachspiels. In Proceedings of the fifth international congress of mathematicians,
volume 2, pages 501–504. Cambridge Univ. Press, (1913).
[S2013] A. N. Siegel, Combinatorial Game Theory, American Math. Society, 2013.