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impartial achievement & avoidance games for generating finite groups NAU Department of Mathematics & Statistics Colloquium Dana C. Ernst Northern Arizona University April 7, 2015 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. Note CGT should not be confused with the branch of economics called game theory. 1

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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. 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. ∙ When analyzing games, we will assume that both players make optimal moves. ∙ 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 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. (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 Is there an optimal strategy for either player? Answer Short answer is yes: whittle down to an even number of piles with a single stone. If players make optimal moves, this is only possible for one of the players. 6

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x-only tic-tac-toe Start with a single ordinary Tic-Tac-Toe board. Place a single X in any empty square. The first player to get 3 in a row wins. Example α → X β → X X α → X X X β → X X X X α → X X X X X Boom, α wins. Optimal Play If α plays in the middle square, the game is over quickly. 7

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x-only tic-tac-toe Multi-Board X-Only Tic-Tac-Toe Suppose there are k boards. ∙ Normal Play: Players place an X in any open square on a single board. Once a board has 3 in row, that board is removed from play. The player that gets 3 in a row on the last remaining board wins. ∙ Notakto: In the misère version, the player to get three in a row on the last remaining board loses. Optimal Play ∙ For Notakto, a complete analysis involves an 18 element commutative monoid. Check out “The Secrets of Notakto: Winning at X-only Tic-Tac-Toe” at http://arxiv.org/abs/1301.1672. ∙ Also, check out the free iPad app called Notakto. 8

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increasing rigor 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. Note that positions are games in there own right. Definition Given a position, two possible states: ∙ 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. 9

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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 ∙ X-Only Tic-Tac-Toe board with X in middle is an P-position ∙ Two empty X-Only Tic-Tac-Toe boards is an P-position 10

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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) := {Q + H | Q ∈ Opt(G)} ∪ {G + S | S ∈ Opt(H)} Theorem G + G is a P-position. Proof Copy cat. 11

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game equivalence Definition G1 = G2 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 iff G1 + H and G2 + H have the same outcome for all H. 12

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minimum excludant Definition If A is a set of ordinals, then mex(A) is the smallest ordinal not in A. Examples ∙ mex({0, 1, 2, 4, 5}) = 3 ∙ mex({1, 3}) = 0 ∙ mex({0, 1}) = 2 ∙ mex(∅) = 0 13

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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 14

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sprague–grundy theorem Theorem Every game is equivalent to a single Nim pile: G = ∗ nim(G). Examples ∙ ∗1 + ∗1 = ∗ nim(∗1 + ∗1) = ∗0 ∙ ∗1 + ∗2 = ∗ nim(∗1 + ∗2) = ∗3 Theorem β wins G iff G = ∗0. 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. 15

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achievement & avoidance games on finite groups Let G be a finite nontrivial group. Players take turns picking a new element gi ∈ G. Generate game (achievement) GEN(G): First player to build ⟨g1, g2, . . . , gi⟩ = G wins. Do Not Generate game (avoidance) DNG(G): The position ⟨g1, g2, . . . , gi⟩ = G is not allowed. Terminal positions are the maximal subgroups of G. Both games introduced by F. Harary in 1987. 16

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gen for cyclic groups Example GEN(Zn) is boring. Let’s look at GEN(Z6) with non-optimal play. Choice Set Generated a4 {a4, a2, e} a3 {a4, a2, e, a3, a, a5} In this case, β wins. However, α could have won immediately by choosing a or a5. Optimal play for Zn α can always win GEN(Zn) in one move by choosing any ak, where n and k are relatively prime. 17

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gen for dihedral groups Example Let’s look at GEN(D4). Choice Set Generated r2 {r2, e} e {r2, e} f {r2, e, f, r2f} r D4 β wins! 18

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dng for arbitrary groups Theorem (F.W. Barnes, 1988) Let G be any finite nontrivial group. Then α wins DNG(G) iff there is a g ∈ G such that ∙ ⟨g⟩ has an odd number of elements; ∙ ⟨g⟩ ̸= G; ∙ ⟨g, h⟩ = G for all non-identity elements h ∈ G such that h2 = e. Otherwise, β wins. Corollary ∙ α wins DNG(Zn) iff n is odd or not a multiple of 4. Otherwise, β wins. ∙ α wins DNG(Dn) iff n odd. Otherwise, β wins. 19

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exploring nim-numbers ∅ ∗0 {0} ∗1 {2} ∗1 {0, 2} ∗0 ∅ ∗1 {1} ∗0 {0} ∗2 {2} ∗2 {3} ∗0 {0, 1} ∗0 {0, 2} ∗1 {0, 3} ∗0 {1, 2} ∗0 {2, 3} ∗0 {0, 1, 2} ∗0 {0, 2, 3} ∗0 DNG(Z4) = ∗0 GEN(Z4) = ∗1 20

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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 21

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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 22

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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 23

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general results for dng 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 If |G| is even, then GEN(G) is one of ∗0, ∗1, ∗2, ∗3, ∗4. 24

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general results for dng Theorem (Benesh, Ernst, Sieben) Let G be a finite nontrivial group. ∙ If |G| = 2, then DNG(G) = ∗1. ∙ If |G| is odd, then DNG(G) = ∗1. ∙ If |Φ(G)| is even, then DNG(G) = ∗0. ∙ If every maximal subgroup of G is even, then DNG(G) = ∗0. ∙ If the even maximal subgroups cover G, then DNG(G) = ∗0. ∙ Otherwise, DNG(G) = ∗3. Using our “checklist” criteria, we have completely characterized DNG for nilpotent, generalized dihedral, generalized quaternion, Coxeter (includes symmetric groups), alternating, and some Rubik’s cube groups. 25

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future work Open questions ∙ What is spectrum of GEN(G)? ∙ What is GEN(G) for generalized dihedral? (In progress) ∙ Are there nice results for products and quotients? (In progress) ∙ Is it possible to characterize the nim-numbers of GEN(G) in terms of covering conditions by maximal subgroups similar to what we did for DNG(G)? (In progress) Thanks! 26