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impartial achievement & avoidance games for generating finite groups ACGT Seminar at NAU Dana C. Ernst Northern Arizona University September 26 & October 3, 2017 Joint work with Bret Benesh and Nándor Sieben

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combinatorial game theory Intuitive Definition Combinatorial Game Theory (CGT) is the study of two-person games satisfying: ∙ Two players alternate making moves. ∙ No hidden information. ∙ No random moves. 1

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combinatorial game theory Combinatorial games ∙ Chess ∙ Go ∙ Connect Four ∙ Nim ∙ Tic-Tac-Toe ∙ X-Only Tic-Tac-Toe 2

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combinatorial game theory Combinatorial games ∙ Chess ∙ Go ∙ Connect Four ∙ Nim ∙ Tic-Tac-Toe ∙ X-Only Tic-Tac-Toe Non-combinatorial games ∙ Battleship (hidden information) ∙ Rock-Paper-Scissors (non-alternating and random) ∙ Poker (hidden information and random) 2

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impartial vs partizan Definition A combinatorial game is called impartial if the move options are the same for both players. Otherwise, the game is called partizan. 3

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impartial vs partizan Definition A combinatorial game is called impartial if the move options are the same for both players. Otherwise, the game is called partizan. Partizan ∙ Chess ∙ Go ∙ Connect Four ∙ Tic-Tac-Toe 3

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impartial vs partizan Definition A combinatorial game is called impartial if the move options are the same for both players. Otherwise, the game is called partizan. Partizan ∙ Chess ∙ Go ∙ Connect Four ∙ Tic-Tac-Toe Impartial ∙ Nim ∙ X-Only Tic-Tac-Toe 3

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our setup Comments ∙ We are interested in impartial games. ∙ We will require that game sequence is finite and there are no ties. ∙ Player that moves first is called α and second player is called β. ∙ Normal Play: The last player to move wins. ∙ Misère Play: The last player to move loses. 4

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nim Single-pile Nim Start with a pile of n stones. Each player chooses at least one stone from the pile. The player that takes the last stone wins. Game is denoted ∗n (called a nimber). . . . n 5

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nim Single-pile Nim Start with a pile of n stones. Each player chooses at least one stone from the pile. The player that takes the last stone wins. Game is denoted ∗n (called a nimber). . . . n Question Is there an optimal strategy for either player? 5

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nim Single-pile Nim Start with a pile of n stones. Each player chooses at least one stone from the pile. The player that takes the last stone wins. Game is denoted ∗n (called a nimber). . . . n Question Is there an optimal strategy for either player? Answer Boring: α always wins; just take the whole pile. 5

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nim Single-pile Nim Start with a pile of n stones. Each player chooses at least one stone from the pile. The player that takes the last stone wins. Game is denoted ∗n (called a nimber). . . . n Question Is there an optimal strategy for either player? Answer Boring: α always wins; just take the whole pile. Multi-pile Nim Start with k piles consisting of n1, . . . , nk stones, respectively. Each player chooses at least one stone from a single pile. The player that takes the last stone wins. Denoted ∗n1 + · · · + ∗nk . 5

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → (0, 2, 2) β → 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → (0, 2, 2) β → (0, 1, 2) α → 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → (0, 2, 2) β → (0, 1, 2) α → (0, 1, 1) β → 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → (0, 2, 2) β → (0, 1, 2) α → (0, 1, 1) β → (0, 1, 0) α → 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → (0, 2, 2) β → (0, 1, 2) α → (0, 1, 1) β → (0, 1, 0) α → Yay! (0, 0, 0) In this case, α wins. 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → (0, 2, 2) β → (0, 1, 2) α → (0, 1, 1) β → (0, 1, 0) α → Yay! (0, 0, 0) In this case, α wins. Question In general, is there an optimal strategy for either player? 6

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nim Example Let’s play ∗1 + ∗2 + ∗2. Here’s a possible sequence. (1, 2, 2) α → (0, 2, 2) β → (0, 1, 2) α → (0, 1, 1) β → (0, 1, 0) α → Yay! (0, 0, 0) In this case, α wins. Question In general, is there an optimal strategy for either player? Answer Short answer is yes: write sizes of piles in binary, do binary addition without carry (XOR), and if possible, hand your opponent a sum of 0. If players make optimal moves, this is only possible for one of the players. 6

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impartial combinatorial games Definition An impartial game is a finite set X of positions together with a starting position and a collection {Opt(Q) ⊆ X | Q ∈ X} of possible options. 7

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impartial combinatorial games Definition An impartial game is a finite set X of positions together with a starting position and a collection {Opt(Q) ⊆ X | Q ∈ X} of possible options. ∙ Two players take turns choosing a single available option in Opt(Q) of current position Q. ∙ Player who encounters empty option set cannot move and loses. ∙ P-position: previous player (player that just moved) wins ∙ N-position: next player (player that is about to move) wins 7

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impartial combinatorial games Definition An impartial game is a finite set X of positions together with a starting position and a collection {Opt(Q) ⊆ X | Q ∈ X} of possible options. ∙ Two players take turns choosing a single available option in Opt(Q) of current position Q. ∙ Player who encounters empty option set cannot move and loses. ∙ P-position: previous player (player that just moved) wins ∙ N-position: next player (player that is about to move) wins From perspective of the player that is about to move, a P-position is a losing position while an N-position is a winning position. 7

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p-position vs n-position Examples ∙ ∗n is an N-position 8

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p-position vs n-position Examples ∙ ∗n is an N-position ∙ ∗1 + ∗1 is a P-position 8

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p-position vs n-position Examples ∙ ∗n is an N-position ∙ ∗1 + ∗1 is a P-position ∙ ∗1 + ∗2 is an N-position 8

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p-position vs n-position Examples ∙ ∗n is an N-position ∙ ∗1 + ∗1 is a P-position ∙ ∗1 + ∗2 is an N-position ∙ Empty X-Only Tic-Tac-Toe board is an N-position 8

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p-position vs n-position Examples ∙ ∗n is an N-position ∙ ∗1 + ∗1 is a P-position ∙ ∗1 + ∗2 is an N-position ∙ Empty X-Only Tic-Tac-Toe board is an N-position 8

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game sums Definition If G and H are games, then G + H is the game where each player makes a move in one of the games. Set of options: Opt G+H(S + T) := {Q + T | Q ∈ Opt G(S)} ∪ {S + R | R ∈ Opt H(T)} 9

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game sums Definition If G and H are games, then G + H is the game where each player makes a move in one of the games. Set of options: Opt G+H(S + T) := {Q + T | Q ∈ Opt G(S)} ∪ {S + R | R ∈ Opt H(T)} Theorem G + G is a P-position. 9

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game sums Definition If G and H are games, then G + H is the game where each player makes a move in one of the games. Set of options: Opt G+H(S + T) := {Q + T | Q ∈ Opt G(S)} ∪ {S + R | R ∈ Opt H(T)} Theorem G + G is a P-position. Proof Copy cat. 9

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game equivalence Definition G1 = G2 if and only if G1 + G2 is a P-position. Intuition: something akin to “copy cat” works. 10

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game equivalence Definition G1 = G2 if and only if G1 + G2 is a P-position. Intuition: something akin to “copy cat” works. Examples ∙ ∗1 + ∗1 = ∗0 10

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game equivalence Definition G1 = G2 if and only if G1 + G2 is a P-position. Intuition: something akin to “copy cat” works. Examples ∙ ∗1 + ∗1 = ∗0 since ∗1 + ∗1 + ∗0 is a P-position. 10

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game equivalence Definition G1 = G2 if and only if G1 + G2 is a P-position. Intuition: something akin to “copy cat” works. Examples ∙ ∗1 + ∗1 = ∗0 since ∗1 + ∗1 + ∗0 is a P-position. ∙ ∗1 + ∗2 = ∗3 10

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game equivalence Definition G1 = G2 if and only if G1 + G2 is a P-position. Intuition: something akin to “copy cat” works. Examples ∙ ∗1 + ∗1 = ∗0 since ∗1 + ∗1 + ∗0 is a P-position. ∙ ∗1 + ∗2 = ∗3 since ∗1 + ∗2 + ∗3 is a P-position. 10

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game equivalence Definition G1 = G2 if and only if G1 + G2 is a P-position. Intuition: something akin to “copy cat” works. Examples ∙ ∗1 + ∗1 = ∗0 since ∗1 + ∗1 + ∗0 is a P-position. ∙ ∗1 + ∗2 = ∗3 since ∗1 + ∗2 + ∗3 is a P-position. Theorem G1 = G2 if and only if G1 + H and G2 + H have the same outcome for all H. 10

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minimum excludant Definition If A is a finite subset of nonnegative integers, then mex(A) is the smallest nonnegative integer not in A. 11

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minimum excludant Definition If A is a finite subset of nonnegative integers, then mex(A) is the smallest nonnegative integer not in A. Examples ∙ mex({0, 1, 2, 4, 5}) = 3 ∙ mex({1, 3}) = 0 ∙ mex({0, 1}) = 2 ∙ mex(∅) = 0 11

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nim-number of a game Definition If G is a game, then nim(G) := mex({nim(Q) | Q ∈ Opt(G)}). This is a recursive definition. We start computing with terminal positions (empty option set). 12

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nim-number of a game Definition If G is a game, then nim(G) := mex({nim(Q) | Q ∈ Opt(G)}). This is a recursive definition. We start computing with terminal positions (empty option set). Examples ∙ nim(∗0) = mex(∅) = 0 ∙ nim(∗1) = mex({nim(∗0)}) = mex({0}) = 1 ∙ nim(∗2) = mex({nim(∗0), nim(∗1)}) = mex({0, 1}) = 2 ∙ nim(∗n) = n ∙ nim(∗1 + ∗1) = mex({nim(∗1)}) = mex({1}) = 0 ∙ nim(∗1 + ∗2) = mex({nim(∗2), nim(∗1), nim(∗1 + ∗1)}) = mex({2, 1, 0}) = 3 12

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sprague–grundy theorem Theorem (Sprague–Grundy) Every game is equivalent to a single Nim pile: G = ∗ nim(G) 13

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sprague–grundy theorem Theorem (Sprague–Grundy) Every game is equivalent to a single Nim pile: G = ∗ nim(G) Big Picture Fundamental problem in the theory of impartial combinatorial games is the determination of the nim-number of the game. 13

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sprague–grundy theorem Theorem (Sprague–Grundy) Every game is equivalent to a single Nim pile: G = ∗ nim(G) Big Picture Fundamental problem in the theory of impartial combinatorial games is the determination of the nim-number of the game. We can think of nim-numbers as “isomorphism” classes of games. 13

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sprague–grundy theorem Theorem (Sprague–Grundy) Every game is equivalent to a single Nim pile: G = ∗ nim(G) Big Picture Fundamental problem in the theory of impartial combinatorial games is the determination of the nim-number of the game. We can think of nim-numbers as “isomorphism” classes of games. Theorem 2nd player β wins G if and only if G = ∗0. 13

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achievement games on finite groups Let G be a finite (possibly trivial) group. 14

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achievement games on finite groups Let G be a finite (possibly trivial) group. Generate Game For the achievement game GEN(G): 14

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achievement games on finite groups Let G be a finite (possibly trivial) group. Generate Game For the achievement game GEN(G): ∙ 1st player chooses any g1 ∈ G. ∙ At kth turn, designated player selects gk ∈ G \ {g1, . . . , gk−1} to create position {g1, . . . , gk}. ∙ Player wins on the nth turn if ⟨g1, . . . , gn⟩ = G. 14

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achievement games on finite groups Let G be a finite (possibly trivial) group. Generate Game For the achievement game GEN(G): ∙ 1st player chooses any g1 ∈ G. ∙ At kth turn, designated player selects gk ∈ G \ {g1, . . . , gk−1} to create position {g1, . . . , gk}. ∙ Player wins on the nth turn if ⟨g1, . . . , gn⟩ = G. Positions of GEN(G) are subsets of terminal positions, which are certain generating sets of G. 14

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match-up Name: LeBron James Bret Benesh Height: 6’8” 6’5” Weight: 260 lbs 180 lbs Age: 32 years >32 years Salary: $30.96 million/year $0 million/year Accolades: 3x NBA Champion Never had a cavity 4x NBA MVP Sagittarius 2x Olympic gold medalist 11x NBA All-Star 15

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lebron vs bret: game one GEN on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret 16

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lebron vs bret: game one GEN on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 16

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lebron vs bret: game one GEN on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) 16

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lebron vs bret: game one GEN on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) (1, 2) {(1, 2, 3), (1, 3, 2), (1, 2)} S3 16

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lebron vs bret: game one GEN on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) (1, 2) {(1, 2, 3), (1, 3, 2), (1, 2)} S3 16

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lebron vs bret: game one GEN on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) (1, 2) {(1, 2, 3), (1, 3, 2), (1, 2)} S3 16

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avoidance games on finite groups Let G be a finite nontrivial group. Do Not Generate Game For the avoidance game DNG(G): ∙ 1st player chooses g1 ∈ G such that ⟨g1⟩ ̸= G. ∙ At the kth turn, designated player selects gk ∈ G \ {g1, . . . , gk−1} such that ⟨g1, . . . , gk⟩ ̸= G to create position {g1, . . . , gk}. ∙ Player that cannot select an element without building a generating set is loser. Positions of DNG(G) are exactly the non-generating subsets of G and terminal positions are the maximal subgroups of G. 17

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lebron vs bret: game two DNG on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret 18

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lebron vs bret: game two DNG on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 18

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lebron vs bret: game two DNG on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) 18

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lebron vs bret: game two DNG on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) e {(1, 2, 3), (1, 3, 2), e} Z3 18

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lebron vs bret: game two DNG on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) e {(1, 2, 3), (1, 3, 2), e} Z3 18

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lebron vs bret: game two DNG on S3 = {e, (1, 2), (1, 3), (2, 3), (1, 2, 3), (1, 3, 2)} LeBron P ⟨P⟩ Bret (1, 2, 3) {(1, 2, 3)} Z3 {(1, 2, 3), (1, 3, 2)} Z3 (1, 3, 2) e {(1, 2, 3), (1, 3, 2), e} Z3 18

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lebron vs bret: game three DNG on D4 = ⟨r, s⟩ = {e, r, r2, r3, s, rs, r2s, r3s} LeBron P ⟨P⟩ Bret 19

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lebron vs bret: game three DNG on D4 = ⟨r, s⟩ = {e, r, r2, r3, s, rs, r2s, r3s} LeBron P ⟨P⟩ Bret {r2} Z2 r2 19

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lebron vs bret: game three DNG on D4 = ⟨r, s⟩ = {e, r, r2, r3, s, rs, r2s, r3s} LeBron P ⟨P⟩ Bret {r2} Z2 r2 r3 {r2, r3} Z4 19

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lebron vs bret: game three DNG on D4 = ⟨r, s⟩ = {e, r, r2, r3, s, rs, r2s, r3s} LeBron P ⟨P⟩ Bret {r2} Z2 r2 r3 {r2, r3} Z4 {r2, r3, e} Z4 e 19

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lebron vs bret: game three DNG on D4 = ⟨r, s⟩ = {e, r, r2, r3, s, rs, r2s, r3s} LeBron P ⟨P⟩ Bret {r2} Z2 r2 r3 {r2, r3} Z4 {r2, r3, e} Z4 e r {r2, r3, e, r} Z4 19

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lebron vs bret: game three DNG on D4 = ⟨r, s⟩ = {e, r, r2, r3, s, rs, r2s, r3s} LeBron P ⟨P⟩ Bret {r2} Z2 r2 r3 {r2, r3} Z4 {r2, r3, e} Z4 e r {r2, r3, e, r} Z4 19

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lebron vs bret: game three DNG on D4 = ⟨r, s⟩ = {e, r, r2, r3, s, rs, r2s, r3s} LeBron P ⟨P⟩ Bret {r2} Z2 r2 r3 {r2, r3} Z4 {r2, r3, e} Z4 e r {r2, r3, e, r} Z4 19

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some history ∙ 1987: Harary and Anderson determine outcomes for abelian groups. 20

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some history ∙ 1987: Harary and Anderson determine outcomes for abelian groups. ∙ 1988: Barnes establishes element-based criteria for who wins DNG, assorted GEN results. 20

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some history ∙ 1987: Harary and Anderson determine outcomes for abelian groups. ∙ 1988: Barnes establishes element-based criteria for who wins DNG, assorted GEN results. ∙ 2014: Ernst and Sieben determine nim-numbers (and hence outcomes) for cyclic, dihedral, abelian. 20

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some history ∙ 1987: Harary and Anderson determine outcomes for abelian groups. ∙ 1988: Barnes establishes element-based criteria for who wins DNG, assorted GEN results. ∙ 2014: Ernst and Sieben determine nim-numbers (and hence outcomes) for cyclic, dihedral, abelian. ∙ 2016: Benesh, Ernst, and Sieben establish subgroup-based criteria for the determination of nim-numbers (and hence outcomes) for DNG, characterize spectrum of nim-numbers for DNG, determine nim-numbers for GEN and DNG for a variety of groups including generalized dihedral, symmetric, and alternating groups. 20

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representative game trees ∅ ∗3 {(23)} ∗2 {()} ∗0 {(123)} ∗1 {(12), (23)} ∗0 {(), (23)} ∗1 {(23), (123)} ∗0 {(), (123)} ∗2 {(123), (132)} ∗2 {(), (12), (23)} ∗0 {(), (23), (123)} ∗0 {(), (123), (132)} ∗1 {(23), (123), (132)} ∗0 {(), (23), (123), (132)} ∗0 Representative game tree for GEN(S3) = ∗3 21

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structure diagrams ∅ ∗3 {2} ∗0 {0} ∗2 {3} ∗1 {2, 4} ∗1 {0, 2} ∗1 {0, 3} ∗0 {0, 2, 4} ∗0 DNG(Z6) 3 2 1 0 0 1 Structure diagram 22

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simplified structure diagrams Z1 Z2 Z6 Z6 Z6 Z6 Z3 Z3 Z3 Z3 Z3 × Z3 0 1 (1,0,1) {(0,0,1),(1,3,2)} 0 1 (0,0,1) {(0,0,1)} 0 1 0 1 0 1 0 1 3 2 3 2 3 2 3 2 1 0 (1,1,0) ∅ (0,0,1) ∅ (1,3,2) {(0,0,1),(1,1,0)} 0 1 0 1 3 2 1 0 DNG(Z6 × Z3) 23

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simplified structure diagrams Simplified structure diagrams for dihedral groups 24

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nim-numbers for cyclic groups Theorem (Ernst, Sieben) If n ≥ 2, then nim(GEN(Zn)) = nim(DNG(Zn)) + 1. 25

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nim-numbers for cyclic groups Theorem (Ernst, Sieben) If n ≥ 2, then nim(GEN(Zn)) = nim(DNG(Zn)) + 1. Theorem (Ernst, Sieben) If n ≥ 2, then DNG(Zn) =              ∗1, n = 2 ∗1, n ≡2 1 ∗0, n ≡4 0 ∗3, n ≡4 2 and GEN(Zn) =              ∗2, n = 2 ∗2, n ≡2 1 ∗1, n ≡4 0 ∗4, n ≡4 2 25

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nim-numbers for dihedral groups Theorem (Ernst, Sieben) For n ≥ 3, we have DNG(Dn) = { ∗3, n ≡2 1 ∗0, n ≡2 0 and GEN(Dn) =        ∗3, n ≡2 1 ∗0, n ≡4 0 ∗1, n ≡4 2 26

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nim-numbers for abelian groups Theorem (Ernst, Sieben) If G is a finite nontrivial abelian group, then DNG(G) =              ∗1, G is nontrivial of odd order ∗1, G = Z2 ∗3, G = Z2 × Z2k+1 with k ≥ 1 ∗0, else GEN(G) =                              ∗2, |G| is odd and d(G) ≤ 2 ∗1, |G| is odd and d(G) ≥ 3 ∗2, G = Z2 ∗1, G = Z4k with k ≥ 1 ∗4, G = Z4k+2 with k ≥ 1 ∗1, G = Z2 × Z2 × Zm × Zk for m, k odd ∗0, else 27

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general results Theorem (Ernst, Sieben) ∙ If G is any finite nontrivial group, then DNG(G) is ∗0, ∗1, or ∗3. 28

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general results Theorem (Ernst, Sieben) ∙ If G is any finite nontrivial group, then DNG(G) is ∗0, ∗1, or ∗3. ∙ If |G| is odd and nontrivial, then GEN(G) is ∗1 or ∗2. 28

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general results Theorem (Ernst, Sieben) ∙ If G is any finite nontrivial group, then DNG(G) is ∗0, ∗1, or ∗3. ∙ If |G| is odd and nontrivial, then GEN(G) is ∗1 or ∗2. Conjecture (In Progress) If |G| is even, then GEN(G) is one of ∗0, ∗1, ∗2, ∗3, ∗4. 28

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general results for dng Theorem (Benesh, Ernst, Sieben) Let G be a finite nontrivial group. ∙ If all maximal subgroups are even, then DNG(G) = ∗0. ∙ If all maximal subgroups are odd, then DNG(G) = ∗1. ∙ If mixed maximal subgroups, then ∙ If the even maximals cover G, then DNG(G) = ∗0. ∙ If the even maximals do not cover G, then DNG(G) = ∗3. 29

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general results for dng Theorem (Benesh, Ernst, Sieben) Let G be a finite nontrivial group. ∙ If all maximal subgroups are even, then DNG(G) = ∗0. ∙ If all maximal subgroups are odd, then DNG(G) = ∗1. ∙ If mixed maximal subgroups, then ∙ If the even maximals cover G, then DNG(G) = ∗0. ∙ If the even maximals do not cover G, then DNG(G) = ∗3. Using our “checklist” criteria, we have completely characterized DNG for nilpotent, generalized dihedral, generalized quaternion, symmetric, Coxeter, alternating, and some Rubik’s cube groups. 29

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intuition for dng Big Picture for DNG ∙ The players just race to fill up one maximal subgroup M. ∙ The beginning of the game is a struggle to determine M. ∙ α wants |M| to be odd. ∙ β wants |M| to be even. 30

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intuition for dng Big Picture for DNG ∙ The players just race to fill up one maximal subgroup M. ∙ The beginning of the game is a struggle to determine M. ∙ α wants |M| to be odd. ∙ β wants |M| to be even. Strategy ∙ α wants to pick an element not in any maximal subgroups of even order. ∙ β wants to pick an involution. 30

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future work What’s left to work on? ∙ Wrap up spectrum of GEN? ∙ Wrap up characterization of GEN for nilpotent groups? ∙ Are there nice results for products and quotients? ∙ Is it possible to characterize the nim-numbers of GEN in terms of covering conditions by maximal subgroups similar to what we did for DNG? ∙ What about other “closure systems”? We are currently tinkering with convex hulls of finitely many points in the plane. Thanks! 31