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Richard J. Nowakowski

Publications and source records attributed to Richard J. Nowakowski.

27 records · Page 2Linked to original sources

Simplicial Complexes are Game Complexes

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 isomorphic game trees, and hence equal game values. We also study a subclass of SP-games corresponding to flag complexes, showing that there is always a game whose corresponding complex is a flag complex no matter which board it is played on.

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Simultaneous Combinatorial Game Theory

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 sum. In this paper, the players move simultaneously in a combinatorial game. Three sums are considered which are defined by the termination rules: (i) one component does not have a simultaneous move; (ii) no component has a simultaneous move; (iii) one player has no move in any component. These are combined with a winning convention which is either: (i) based on which player has moves remaining; or (ii) the greatest score. In each combination, we show that equality of games induces an equivalence relation and the equivalence classes are partially ordered. Also, where possible, given games $A$ and $B$, we give checks to determine if Left prefers to replace $A$ by $B$ in a sum.

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When game comparison becomes play: Absolutely Categorical Game Theory

Absolute Universes of combinatorial games, as defined in a recent paper by the same authors, include many standard short normal- misère- and scoring-play monoids. In this note we show that the class is categorical, by extending Joyal's construction of arrows in normal-play games. Given $G$ and $H$ in an Absolute Universe $U$, we study instead the Left Provisonal Game $[G, H]$, which is a normal-play game, independently of the particular Absolute Universe, and find that $G\longrightarrow H$ (implying $G\succcurlyeq H$) corresponds to the set of winning strategies for Left playing second in $[G,H]$. By this we define the category ${\bf LNP(U)}$.

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Finding Golden Nuggets by Reduction

We introduce a class of normal play partizan games, called Complementary Subtraction. Let $A$ denote your favorite set of positive integers. This is Left's subtraction set, whereas Right subtracts numbers not in $A$. The Golden Nugget Subtraction Game has the $A$ and $B$ sequences, from Wythoff's game, as the two complementary subtraction sets. As a function of the heap size, the maximum size of the canonical forms grows quickly. However, the value of the heap is either a number or, in reduced canonical form, a switch. We find the switches by using properties of the Fibonacci word and standard Fibonacci representations of integers. Moreover, these switches are invariant under shifts by certain Fibonacci numbers. The values that are numbers, however, are distinct, and we find a polynomial time bit characterization for them, via the ternary Fibonacci representation.

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Games and Complexes I: Transformation via Ideals

Placement games are a subclass of combinatorial games which are played on graphs. We will demonstrate that one can construct simplicial complexes corresponding to a placement game, and this game could be considered as a game played on these simplicial complexes. These complexes are constructed using square-free monomials.

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Games and Complexes II: Weight Games and Kruskal-Katona Type Bounds

A strong placement game $G$ played on a board $B$ is equivalent to a simplicial complex $Δ_{G,B}$. We look at weight games, a subclass of strong placement games, and introduce upper bounds on the number of positions with $i$ pieces in $G$, or equivalently the number of faces with $i$ vertices in $Δ_{G,B}$, which are reminiscent of the Kruskal-Katona bounds.

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Guaranteed Scoring Games

The class of Guaranteed Scoring Games (GS) are two-player combinatorial games with the property that Normal-play games (Conway et. al.) are ordered embedded into GS. They include, as subclasses, the scoring games considered by Milnor (1953), Ettinger (1996) and Johnson (2014). We present the structure of GS and the techniques needed to analyze a sum of guaranteed games. Firstly, GS form a partially ordered monoid, via defined Right- and Left-stops over the reals, and with disjunctive sum as the operation. In fact, the structure is a quotient monoid with partially ordered congruence classes. We show that there are four reductions that when applied, in any order, give a unique representative for each congruence class. The monoid is not a group, but in this paper we prove that if a game has an inverse it is obtained by `switching the players'. The order relation between two games is defined by comparing their stops in \textit{any} disjunctive sum. Here, we demonstrate how to compare the games via a finite algorithm instead, extending ideas of Ettinger, and also Siegel (2013).

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When waiting moves you in scoring combinatorial games

Combinatorial Scoring games, with the property `extra pass moves for a player does no harm', are characterized. The characterization involves an order embedding of Conway's Normal-play games. Also, we give a theorem for comparing games with scores (numbers) which extends Ettinger's work on dicot Scoring games.

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Misère-play Hackenbush Sprigs

A Hackenbush Sprig is a Hackenbush String with the ground edge colored green and the remaining edges either red or blue. We show that in canonical form a Sprig is a star-based number (the ordinal sum of star and a dyadic rational) in misère-play, as well as in normal-play. We find the outcome of a disjunctive sum of Sprigs in misère-play and show that it is the same as the outcome of that sum plus star in normal-play. Along the way it is shown that the sum of a Sprig and its negative is equivalent to 0 in the universe of misère-play dicotic games, answering a question of Allen.

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