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Urban Larsson

Publications and source records attributed to Urban Larsson.

At least 37 records · Page 2Linked to original sources

Absolute Combinatorial Game Theory

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 happens in a broad and general fashion whenever a given game universe is {\em absolute}. Games in an absolute universe satisfy two properties, dubbed {\em parentality} and {\em saturation}, and we prove that the latter is implied by the former. Parentality means that any pair of non-empty finite sets of games is admissible as options, and saturation means that, given any game, the first player can be favored in a disjunctive sum. Game comparison is at the core of combinatorial game theory, and for example efficiency of potential reduction theorems rely on a local comparison. We distinguish between three levels of game comparison; superordinate (global), basic (semi-constructive) and subordinate (local) comparison. In proofs, a sometimes tedious challenge faces a researcher in CGT: in order to disprove an inequality, an explicit distinguishing game might be required. Here, we explain how this job becomes obsolete whenever a universe is absolute. Namely, it suffices to see if a pair of games satisfies a certain Proviso together with a Maintenance of an inequality.

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Game values of arithmetic functions

Arithmetic functions in Number Theory meet the Sprague-Grundy function from Combinatorial Game Theory. We study a variety of 2-player games induced by standard arithmetic functions, such as Euclidian division, divisors, remainders and relatively prime numbers, and their negations.

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Impartial games with entailing moves

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 {\sc top~entails}, an elegant ruleset introduced in the classical work Winning Ways, by Berlekamp Conway and Guy. Such rulesets fall outside the scope of the established normal play theory. Here, we axiomatize normal play via two new terminating games, $\infty$ (Left wins) and $\overline\infty$ (Right wins), and a more general theory is achieved. We define {\em affine impartial}, which extends classical impartial games, and we analyze their algebra by extending the established Sprague-Grundy theory, with an accompanying minimum excluded rule. Solutions of {\sc nimstring} and {\sc top~entails} are given to illustrate the theory.

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Atomic weights and the combinatorial game of Bipass

We define an all-small ruleset, Bipass, within the framework of normal-play combinatorial games. A game is played on finite strips of black and white stones. Stones of different colors are swapped provided they do not bypass one of their own kind. We find a surjective function from the strips to integer atomic weights (Berlekamp, Conway and Guy 1982) that measures the number of units in all-small games. This result provides explicit winning strategies for many games, and in cases where it does not, it gives narrow bounds for the canonical form game values. We prove that the game value *2 does not appear as a disjunctive sum of Bipass. Moreover, we find game values for some parametrized families of games, including an infinite number of strips of value *.

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Partition games

We introduce CUT, the class of 2-player partition games. These are NIM type games, played on a finite number of heaps of beans. The rules are given by a set of positive integers, which specifies the number of allowed splits a player can perform on a single heap. In normal play, the player with the last move wins, and the famous Sprague-Grundy theory provides a solution. We prove that several rulesets have a periodic or an arithmetic periodic Sprague-Grundy sequence (i.e. they can be partitioned into a finite number of arithmetic progressions of the same common difference). This is achieved directly for some infinite classes of games, and moreover we develop a computational testing condition, demonstrated to solve a variety of additional games. Similar results have previously appeared for various classes of games of take-and-break, for example octal and hexadecimal; see e.g. Winning Ways by Berlekamp, Conway and Guy (1982). In this context, our contribution consists of a systematic study of the subclass `break-without-take'.

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Discrete Richman-bidding Scoring Games

We study zero-sum (combinatorial) games, within the framework of so-called Richman auctions (Lazarus et al. 1996) namely, we modify the alternating play scoring ruleset Cumulative Subtraction (CS) (Cohensius et al. 2019), to a discrete bidding scheme (similar to Develin and Payne 2010). Players bid to move and the player with the highest bid wins the move, and hands over the winning bidding amount to the other player. The new game is dubbed Bidding Cumulative Subtraction (BCS). In so-called unitary games, players remove exactly one item out of a single heap of identical items, until the heap is empty, and their actions contribute to a common score, which increases or decreases by one unit depending on whether the maximizing player won the turn or not. We show that there is a unique bidding equilibrium for a much larger class of games, that generalize standard scoring play in the literature. We prove that for all sufficiently large heap sizes, the equilibrium outcomes of unitary BCS are eventually periodic, with period 2, and we show that the periodicity appears at the latest for heaps of sizes quadratic in the total budget.

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Cumulative subtraction games

We study zero-sum games, a variant of the classical combinatorial Subtraction games (studied for example in the monumental work "Winning Ways", by Berlekamp, Conway and Guy), called Cumulative Subtraction (CS). Two players alternate in moving, and get points for taking pebbles out of a joint pile. We prove that the outcome in optimal play (game value) of a CS with a finite number of possible actions is eventually periodic, with period $2s$, where $s$ is the size of the largest available action. This settles a conjecture by Stewart in his Ph.D. thesis (2011). Specifically, we find a quadratic bound, in the size of $s$, on when the outcome function must have become periodic. In case of two possible actions, we give an explicit description of optimal play. We generalize the periodicity result to games with a so-called reward function, where at each stage of game, the change of `score' does not necessarily equal the number of pebbles you collect.

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Golden games

We consider extensive form win-lose games over a complete binary-tree of depth $n$ where players act in an alternating manner. We study arguably the simplest random structure of payoffs over such games where 0/1 payoffs in the leafs are drawn according to an i.i.d. Bernoulli distribution with probability $p$. Whenever $p$ differs from the golden ratio, asymptotically as $n\rightarrow \infty$, the winner of the game is determined. In the case where $p$ equals the golden ratio, we call such a random game a \emph{golden game}. In golden games the winner is the player that acts first with probability that is equal to the golden ratio. We suggest the notion of \emph{fragility} as a measure for "fairness" of a game's rules. Fragility counts how many leaves' payoffs should be flipped in order to convert the identity of the winning player. Our main result provides a recursive formula for asymptotic fragility of golden games. Surprisingly, golden games are extremely fragile. For instance, with probability $\approx 0.77$ a losing player could flip a single payoff (out of $2^n$) and become a winner. With probability $\approx 0.999$ a losing player could flip 3 payoffs and become the winner.

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Asymptotically Efficient Multi-Unit Auctions via Posted Prices

We study the asymptotic average-case efficiency of static and anonymous posted prices for $n$ agents and $m(n)$ multiple identical items with $m(n)=o\left(\frac{n}{\log n}\right)$. When valuations are drawn i.i.d from some fixed continuous distribution (each valuation is a vector in $\Re_+^m$ and independence is assumed only across agents) we show: (a) for any "upper mass" distribution there exist posted prices such that the expected revenue and welfare of the auction approaches the optimal expected welfare as $n$ goes to infinity; specifically, the ratio between the expected revenue of our posted prices auction and the expected optimal social welfare is $1-O\left(\frac{m(n)\log n}{n}\right)$, and (b) there do not exist posted prices that asymptotically obtain full efficiency for most of the distributions that do not satisfy the upper mass condition. When valuations are complete-information and only the arrival order is adversarial, we provide a "tiefree" condition that is sufficient and necessary for the existence of posted prices that obtain the maximal welfare. This condition is generically satisfied, i.e., it is satisfied with probability $1$ if the valuations are i.i.d.~from some continuous distribution.

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Progress on misère dead ends: game comparison, canonical form, and conjugate inverses

This paper addresses several significant gaps in the theory of restricted misère play (Plambeck, Siegel 2008), primarily in the well-studied universe of dead-ending games, $\mathcal{E}$ (Milley, Renault 2013); if a player run out of moves in $X\in \mathcal E$, then they can never move again in any follower of $X$. A universe of games is a class of games which is closed under disjunctive sum, taking options and conjugates. We use novel results from absolute combinatorial game theory (Larsson, Nowakowski, Santos 2017) to show that $\mathcal{E}$ and the universe $\mathcal{D}\subset \mathcal{E}$ of dicot games (either both, or none of the players can move) have 'options only' test for comparison of games, and this in turn is used to define unique reduced games (canonical forms) in $\mathcal{E}$. We develop the reductions for $\mathcal{E}$ by extending analogous work for $\mathcal{D}$, in particular by solving the problem of reversibility through ends in the larger universe. Finally, by using the defined canonical forms in $\mathcal{E}$ and $\mathcal{D}$, we prove that both of these universes, as well as the subuniverse of impartial games, have the conjugate property: every inverse game is obtained by swapping sides of the players.

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The switch operators and push-the-button games: a sequential compound over rulesets

We study operators that combine combinatorial games. This field was initiated by Sprague-Grundy (1930s), Milnor (1950s) and Berlekamp-Conway-Guy (1970-80s) via the now classical disjunctive sum operator on (abstract) games. The new class consists in operators for rulesets, dubbed the switch-operators. The ordered pair of rulesets (R 1 , R 2) is compatible if, given any position in R 1 , there is a description of how to move in R 2. Given compatible (R 1 , R 2), we build the push-the-button game R 1 R 2 , where players start by playing according to the rules R 1 , but at some point during play, one of the players must switch the rules to R 2 , by pushing the button ". Thus, the game ends according to the terminal condition of ruleset R 2. We study the pairwise combinations of the classical rulesets Nim, Wythoff and Euclid. In addition, we prove that standard periodicity results for Subtraction games transfer to this setting, and we give partial results for a variation of Domineering, where R 1 is the game where the players put the domino tiles horizontally and R 2 the game where they play vertically (thus generalizing the octal game 0.07).

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Two-Player Tower of Hanoi

The Tower of Hanoi game is a classical puzzle in recreational mathematics (Lucas 1883) which also has a strong record in pure mathematics. In a borderland between these two areas we find the characterization of the minimal number of moves, which is $2^n-1$, to transfer a tower of $n$ disks. But there are also other variations to the game, involving for example real number weights on the moves of the disks. This gives rise to a similar type of problem, but where the final score seeks to be optimized. We study extensions of the one-player setting to two players, invoking classical winning conditions in combinatorial game theory such as the player who moves last wins, or the highest score wins. Here we solve both these winning conditions on three heaps.

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Playability and arbitrarily large rat games

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

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Endgames in bidding chess

Bidding chess is a chess variant where instead of alternating play, players bid for the opportunity to move. Generalizing a known result on so-called Richman games, we show that for a natural class of games including bidding chess, each position can be assigned rational upper and lower values corresponding to the limit proportion of money that Black (say) needs in order to force a win and to avoid losing, respectively. We have computed these values for all three-piece endgames, and in all cases, the upper and lower values coincide. Already with three pieces, the game is quite complex, and the values have denominators of up to 138 digits.

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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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A misère play $\star$-operator

We study the $\star$-operator (Larsson et al. 2011) of impartial vector subtraction games (Golomb 1965). Here we extend the notion to the misère-play convention, and prove convergence and other properties; notably more structure is obtained under misère-play as compared with the normal-play convention (Larsson 2012).

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Eternal Picaria

Picaria is a traditional board game, played by the Zuni tribe of the American Southwest and other parts of the world, such as a rural Southwest region in Sweden. It is related to the popular children's game of Tic-tac-toe, but the 2 players have only 3 stones each, and in the second phase of the game, pieces are slided, along specified move edges, in attempts to create the three-in-a-row. We provide a rigorous solution, and prove that the game is a draw; moreover our solution gives insights to strategies that players can use.

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Hopeful windows and fractals in cellular automata and 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.

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