Sylver Coinage
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Sylver coinage is a
mathematical game A mathematical game is a game whose rules, strategies, and outcomes are defined by clear mathematical parameters. Often, such games have simple rules and match procedures, such as Tic-tac-toe and Dots and Boxes. Generally, mathematical games ne ...
for two players, invented by
John H. Conway John Horton Conway (26 December 1937 – 11 April 2020) was an English people, English mathematician active in the theory of finite groups, knot theory, number theory, combinatorial game theory and coding theory. He also made contributions to ...
. It is discussed in chapter 18 of '' Winning Ways for Your Mathematical Plays''. This article summarizes that chapter. The two players take turns naming positive
integers An integer is the number zero (), a positive natural number (, , , etc.) or a negative integer with a minus sign ( −1, −2, −3, etc.). The negative numbers are the additive inverses of the corresponding positive numbers. In the language ...
greater than 1 that are not the sum of nonnegative multiples of previously named integers. The player who cannot name such a number loses. For instance, if player A opens with 2, B can win by naming 3. Sylver coinage is named after James Joseph Sylvester, who proved that if ''a'' and ''b'' are
relatively prime In mathematics, two integers and are coprime, relatively prime or mutually prime if the only positive integer that is a divisor of both of them is 1. Consequently, any prime number that divides does not divide , and vice versa. This is equivale ...
positive integers, then (''a'' âˆ’ 1)(''b''  − 1) âˆ’ 1 is the largest number that is not a sum of nonnegative multiples of ''a'' and ''b''. Thus, if ''a'' and ''b'' are the first two moves in a game of sylver coinage, this formula gives the largest number that can still be played. More generally, if the
greatest common divisor In mathematics, the greatest common divisor (GCD) of two or more integers, which are not all zero, is the largest positive integer that divides each of the integers. For two integers ''x'', ''y'', the greatest common divisor of ''x'' and ''y'' is ...
of the moves played so far is ''g'', then only finitely many multiples of ''g'' can remain to be played, and after they are all played then ''g'' must decrease on the next move. Therefore, every game of sylver coinage must eventually end. When a sylver coinage game has only a finite number of remaining moves, the largest number that can still be played is called the
Frobenius number The coin problem (also referred to as the Frobenius coin problem or Frobenius problem, after the mathematician Ferdinand Frobenius) is a mathematical problem that asks for the largest monetary amount that cannot be obtained using only coins of ...
, and finding this number is called the
coin problem The coin problem (also referred to as the Frobenius coin problem or Frobenius problem, after the mathematician Ferdinand Frobenius) is a mathematical problem that asks for the largest monetary amount that cannot be obtained using only coins of ...
.


Example

A sample game between A and B: * A opens with 5. Now neither player can name 5, 10, 15, .... * B names 4. Now neither player can name 4, 5, 8, 9, 10, or any number greater than 11. (Example: 27 = 4·3 + 5·3) * A names 11. Now the only remaining numbers are 2, 3, 6, and 7. * B names 6. Now the only remaining numbers are 2, 3, and 7. * A names 7. Now the only remaining numbers are 2, and 3. * B names 2. Now the only remaining numbers is 3. * A names 3, leaving nothing for B, and wins. Each of A's moves was to a winning position.


Analysis

Unlike many similar mathematical games, sylver coinage has not been completely solved, mainly because many positions have infinitely many possible moves. Furthermore, the main theorem that identifies a class of winning positions, due to R. L. Hutchings, guarantees that such a position has a winning strategy but does not identify the strategy. Hutchings's Theorem states that any of the
prime number A prime number (or a prime) is a natural number greater than 1 that is not a product of two smaller natural numbers. A natural number greater than 1 that is not prime is called a composite number. For example, 5 is prime because the only ways ...
s 5, 7, 11, 13, …, wins as a first move, but very little is known about the subsequent winning moves: these are the only winning openings known. When the
greatest common divisor In mathematics, the greatest common divisor (GCD) of two or more integers, which are not all zero, is the largest positive integer that divides each of the integers. For two integers ''x'', ''y'', the greatest common divisor of ''x'' and ''y'' is ...
of the moves that have been made so far is 1, the remaining set of numbers that can be played will be a
finite set In mathematics, particularly set theory, a finite set is a set that has a finite number of elements. Informally, a finite set is a set which one could in principle count and finish counting. For example, :\ is a finite set with five elements. T ...
, and can be described mathematically as the set of gaps of a
numerical semigroup In mathematics, a numerical semigroup is a special kind of a semigroup. Its underlying set is the set of all nonnegative integers except a finite number and the binary operation is the operation of addition of integers. Also, the integer 0 must b ...
. Some of these finite positions, including all of the positions after the second player has responded to one of Hutchings' winning moves, allow a special move that Sicherman calls an "ender". An ender is a number that may only be played immediately: playing any other number would rule it out. If an ender exists, it is always the largest number that can still be played. For instance, after the moves (4,5), the largest number that can still be played is 11. Playing 11 cannot rule out any smaller numbers, but playing any of the smaller available numbers (1, 2, 3, 6, or 7) would rule out playing 11, so 11 is an ender. When an ender exists, the next player can win by following a
strategy-stealing argument In combinatorial game theory, the strategy-stealing argument is a general argument that shows, for many two-player games, that the second player cannot have a guaranteed winning strategy. The strategy-stealing argument applies to any symmetric game ...
. If one of the non-ender moves can win, the next player takes that winning move. And if none of the non-ender moves wins, then the next player can win by playing the ender and forcing the other player to make one of the other non-winning moves. However, although this argument proves that the next player can win, it does not identify a winning strategy for the player. After playing a prime number that is 5 or larger as a first move, the first player in a game of sylver coinage can always win by following this (non-constructive) ender strategy on their next turn. If there are any other winning openings, they must be 3-
smooth number In number theory, an ''n''-smooth (or ''n''-friable) number is an integer whose prime factors are all less than or equal to ''n''. For example, a 7-smooth number is a number whose every prime factor is at most 7, so 49 = 72 and 15750 = 2 × 32 à ...
s (numbers of the form for non-negative integers and ). For, if any number that is not of this form and is not prime is played, then the second player can win by choosing a large prime factor of . The first few 3-smooth numbers, 1, 2, 3, 4, 6, 8, 9, and 12, are all losing openings, for which complete strategies are known by which the second player can win. By
Dickson's lemma In mathematics, Dickson's lemma states that every set of n-tuples of natural numbers has finitely many minimal elements. This simple fact from combinatorics has become attributed to the American algebraist L. E. Dickson, who used it to prove a re ...
(applied to the pairs of exponents of these numbers), only finitely many 3-smooth numbers can be winning openings, but it is not known whether any of them are. offered a $1000 prize for determining who wins in the first unsolved case, the opening move 16, as part of a set of prize problems also including
Conway's 99-graph problem In graph theory, Conway's 99-graph problem is an unsolved problem asking whether there exists an undirected graph with 99 vertices, in which each two adjacent vertices have exactly one common neighbor, and in which each two non-adjacent vertices ...
, the minimum spacing of
Danzer set In geometry, a Danzer set is a set of points that touches every convex body of unit volume. Ludwig Danzer asked whether it is possible for such a set to have bounded density. Several variations of this problem remain unsolved. Density One way t ...
s, and the thrackle conjecture.


References

* * * * * * * {{cite journal , first=James J. , last=Sylvester , authorlink=James Joseph Sylvester , department=Mathematical Questions , journal= Educational Times , volume=41 , year=1884 , page=21 , title= Question 7382


External links


The Sylver Coinage Page
Mathematical games Combinatorial game theory Recreational mathematics