Indistinguishability Quotient
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In
combinatorial game theory Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Research in this field has primarily focused on two-player games in which a ''position'' ev ...
, and particularly in the theory of
impartial game In combinatorial game theory, an impartial game is a game in which the allowable moves depend only on the position and not on which of the two players is currently moving, and where the payoffs are symmetric. In other words, the only difference be ...
s in
misère Misère ( French for "destitution"), misere, nullo, bettel, betl, or (German for "beggar"; equivalent terms in other languages include , and ) is a bid in various card games, and the player who bids misère undertakes to win no tricks or as f ...
play, an indistinguishability quotient is a
commutative monoid In abstract algebra, a monoid is a set equipped with an associative binary operation and an identity element. For example, the nonnegative integers with addition form a monoid, the identity element being . Monoids are semigroups with identity ...
that generalizes and localizes the
Sprague–Grundy theorem In combinatorial game theory, the Sprague–Grundy theorem states that every impartial game under the normal play convention is equivalent to a one-heap game of nim, or to an infinite generalization of nim. It can therefore be represented ...
for a specific game's rule set. In the specific case of misere-play impartial games, such commutative monoids have become known as misere quotients.


Example: Misere Nim variant

Suppose the game of
Nim Nim is a mathematical combinatorial game in which two players take turns removing (or "nimming") objects from distinct heaps or piles. On each turn, a player must remove at least one object, and may remove any number of objects provided they all ...
is played as usual with heaps of objects, but that at the start of play, every heap is restricted to have either one or two objects in it. In the normal-play convention, players take turns to remove any number of objects from a heap, and the last player to take an object from a heap is declared the winner of the game; in Misere play, that player is the loser of the game. Regardless of whether the normal or misere play convention is in effect, the outcome of such a position is necessarily of one of two types: ; N : The Next player to move has a forced win in best play; or ; P : The Previous player to move has a forced win. We can write down a commutative monoid presentation for the misere quotient of this 1- and 2-pile Nim game by first recasting its conventional
nimber In mathematics, the nimbers, also called Grundy numbers (not to be confused with Grundy chromatic numbers), are introduced in combinatorial game theory, where they are defined as the values of heaps in the game Nim. The nimbers are the ordin ...
-based solution into a multiplicative form, and then modifying that slightly for misere play.


Normal-play analysis

The
nimber In mathematics, the nimbers, also called Grundy numbers (not to be confused with Grundy chromatic numbers), are introduced in combinatorial game theory, where they are defined as the values of heaps in the game Nim. The nimbers are the ordin ...
s that occur in the normal play of such positions are *0, *1, *2, and *3. These four nim values combine according to the
Klein four-group In mathematics, the Klein four-group is an abelian group with four elements, in which each element is Involution (mathematics), self-inverse (composing it with itself produces the identity) and in which composing any two of the three non-identi ...
: :\begin + & \ast 0 & \ast 1 & \ast 2 & \ast 3 \\ \hline \ast 0 & \ast 0 & \ast 1 & \ast 2 & \ast 3 \\ \ast 1 & \ast 1 & \ast 0 & \ast 3 & \ast 2 \\ \ast 2 & \ast 2 & \ast 3 & \ast 0 & \ast 1 \\ \ast 3 & \ast 3 & \ast 2 & \ast 1 & \ast 0 \end The Klein four-group is also defined by the commutative
group presentation In mathematics, a presentation is one method of specifying a group. A presentation of a group ''G'' comprises a set ''S'' of generators—so that every element of the group can be written as a product of powers of some of these generators—and ...
: \mathrm = \langle a,b \mid a^2 = b^2 = 1 \rangle. The elements of \mathrm = \ can be thought of as in one-to-correspondence with the nim values \ that occur in the play of this simplified Nim game; they combine exactly in the same way. So far, this formal introduction of the Klein four-group has added nothing new to the conventional analysis of 1- and 2-pile Nim using nimbers and nim-addition. Instead, we have merely recast the theory into a multiplicative form.


Misere-play analysis

The advantage of the multiplicative form is that it allows us to write down a similar solution for the misere quotient of Nim played with heaps of size one and two only. We introduce the commutative
monoid presentation In algebra, a presentation of a monoid (or a presentation of a semigroup) is a description of a monoid (or a semigroup) in terms of a set of generators and a set of relations on the free monoid (or the free semigroup ) generated by . The monoid ...
: \mathrm = \langle a, b \mid a^2 = 1, \ b^3 = b \rangle. whose six elements are \. The solution to the correct play of misere Nim was already fully described by Bouton in 1902. In the final sentence of that paper, Bouton writes that in misere Nim, "the safe combinations are the same as before, except that an odd number of piles, each containing one, is now safe e, is an P-position while an even number of ones is not safe e, is an N-position" The misere quotient formulation above is easily seen to be equivalent in the case of Nim played with heaps of size one and two only.


Formal definition

Suppose A is a set of impartial combinatorial games that is finitely-generated with respect to disjunctive sums and closed in both of the following senses: (1) Additive closure: If G and H are games in A, then their disjunctive sum G + H is also in A. (2) Hereditary closure: If G is a game in A and H is an option of G, then H is also in A. Next, define on A the indistinguishability congruence ≈ that relates two games G and H if for every choice of a game X in A, the two positions G+X and H+X have the same outcome (i.e., are either both first-player wins in best play of A, or alternatively are both second-player wins). One easily checks that ≈ is indeed a congruence on the set of all disjunctive position sums in A, and that this is true regardless of whether the game is played in normal or misere play. The totality of all the congruence classes form the indistinguishability quotient. If A is played as a normal-play (last-playing winning) impartial game, then the congruence classes of A are in one-to-one correspondence with the nim values that occur in the play of the game (themselves determined by the
Sprague–Grundy theorem In combinatorial game theory, the Sprague–Grundy theorem states that every impartial game under the normal play convention is equivalent to a one-heap game of nim, or to an infinite generalization of nim. It can therefore be represented ...
). In misere play, the congruence classes form a
commutative monoid In abstract algebra, a monoid is a set equipped with an associative binary operation and an identity element. For example, the nonnegative integers with addition form a monoid, the identity element being . Monoids are semigroups with identity ...
, instead, and it has become known as a misere quotient.


Algorithms for computing misere quotients

Many more complicated and intricate misere quotients have been calculated for various impartial games, and particularly for
octal games Octal games are a subclass of heap games that involve removing tokens (game pieces or stones) from heaps of tokens. They have been studied in combinatorial game theory as a generalization of Nim, Kayles, and similar games. Revised and reprinte ...
. A general-purpose algorithm for computing the misere quotient monoid presentation of a given a finite set of misere impartial game positions has been devised by Aaron N. Siegel and is described in its Appendix C.


See also

*
Sprague–Grundy theorem In combinatorial game theory, the Sprague–Grundy theorem states that every impartial game under the normal play convention is equivalent to a one-heap game of nim, or to an infinite generalization of nim. It can therefore be represented ...
*
Genus theory {{multiple issues, {{confusing, date=March 2009 {{more citations needed, date=January 2019 In the mathematical theory of games, genus theory in impartial games is a theory by which some games played under the misère play convention can be anal ...


References

{{Refend


External links

* http://miseregames.org/ Combinatorial game theory