SLIDE 1
Monotonic Sequence Games Bruce Sagan Department of Mathematics - - PowerPoint PPT Presentation
Monotonic Sequence Games Bruce Sagan Department of Mathematics - - PowerPoint PPT Presentation
Monotonic Sequence Games Bruce Sagan Department of Mathematics Michigan State University East Lansing, MI 48824-1027 sagan@math.msu.edu www.math.msu.edu/ sagan and The Otago Theory Group Department of Computer Science University of Otago
SLIDE 2
SLIDE 3
Outline
The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions
SLIDE 4
Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n].
SLIDE 5
Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n]. An increasing subsequence of length k is a copy of the pattern 12 . . . k in π ∈ Sn.
SLIDE 6
Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n]. An increasing subsequence of length k is a copy of the pattern 12 . . . k in π ∈ Sn. A decreasing subsequence of length k is a copy of the pattern k . . . 21 in π ∈ Sn.
SLIDE 7
Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n]. An increasing subsequence of length k is a copy of the pattern 12 . . . k in π ∈ Sn. A decreasing subsequence of length k is a copy of the pattern k . . . 21 in π ∈ Sn. A sequence of either type is monotone.
SLIDE 8
Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n]. An increasing subsequence of length k is a copy of the pattern 12 . . . k in π ∈ Sn. A decreasing subsequence of length k is a copy of the pattern k . . . 21 in π ∈ Sn. A sequence of either type is monotone.
- Ex. If π = 6 4 1 3 2 5 then 1 3 5 is an increasing sequence of
length 3 and 6 4 3 is a decreasing sequence of length 3.
SLIDE 9
Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n]. An increasing subsequence of length k is a copy of the pattern 12 . . . k in π ∈ Sn. A decreasing subsequence of length k is a copy of the pattern k . . . 21 in π ∈ Sn. A sequence of either type is monotone.
- Ex. If π = 6 4 1 3 2 5 then 1 3 5 is an increasing sequence of
length 3 and 6 4 3 is a decreasing sequence of length 3.
Theorem (Erd˝
- s-Szekeres, 1935)
Any π ∈ Smn+1 has either an increasing subsequence of length m + 1 or a decreasing subsequence of length n + 1.
SLIDE 10
Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n]. An increasing subsequence of length k is a copy of the pattern 12 . . . k in π ∈ Sn. A decreasing subsequence of length k is a copy of the pattern k . . . 21 in π ∈ Sn. A sequence of either type is monotone.
- Ex. If π = 6 4 1 3 2 5 then 1 3 5 is an increasing sequence of
length 3 and 6 4 3 is a decreasing sequence of length 3.
Theorem (Erd˝
- s-Szekeres, 1935)
Any π ∈ Smn+1 has either an increasing subsequence of length m + 1 or a decreasing subsequence of length n + 1.
- Ex. If m = 2 and n = 3 then mn + 1 = 7. A permutation in S7,
please!!
SLIDE 11
The Game (Harary-S-West, 1983). Given m, n ∈ Z≥0, players A and B form a sequence x1x2 . . . of elements of S = [mn + 1] by:
SLIDE 12
The Game (Harary-S-West, 1983). Given m, n ∈ Z≥0, players A and B form a sequence x1x2 . . . of elements of S = [mn + 1] by: Player A picks x1 ∈ S. Then player B picks x2 ∈ S − x1, etc.
SLIDE 13
The Game (Harary-S-West, 1983). Given m, n ∈ Z≥0, players A and B form a sequence x1x2 . . . of elements of S = [mn + 1] by: Player A picks x1 ∈ S. Then player B picks x2 ∈ S − x1, etc. The first player to form an increasing subsequence of length m + 1 or a decreasing subsequence of length n + 1 is the
- winner. By the previous theorem, a winner exists.
SLIDE 14
The Game (Harary-S-West, 1983). Given m, n ∈ Z≥0, players A and B form a sequence x1x2 . . . of elements of S = [mn + 1] by: Player A picks x1 ∈ S. Then player B picks x2 ∈ S − x1, etc. The first player to form an increasing subsequence of length m + 1 or a decreasing subsequence of length n + 1 is the
- winner. By the previous theorem, a winner exists.
- Ex. Let m = 1 and n = 3 so [mn + 1] = [4]. Let’s play!!
SLIDE 15
The Game (Harary-S-West, 1983). Given m, n ∈ Z≥0, players A and B form a sequence x1x2 . . . of elements of S = [mn + 1] by: Player A picks x1 ∈ S. Then player B picks x2 ∈ S − x1, etc. The first player to form an increasing subsequence of length m + 1 or a decreasing subsequence of length n + 1 is the
- winner. By the previous theorem, a winner exists.
- Ex. Let m = 1 and n = 3 so [mn + 1] = [4]. Let’s play!!
Note that the game is symmetric in m and n.
SLIDE 16
The Game (Harary-S-West, 1983). Given m, n ∈ Z≥0, players A and B form a sequence x1x2 . . . of elements of S = [mn + 1] by: Player A picks x1 ∈ S. Then player B picks x2 ∈ S − x1, etc. The first player to form an increasing subsequence of length m + 1 or a decreasing subsequence of length n + 1 is the
- winner. By the previous theorem, a winner exists.
- Ex. Let m = 1 and n = 3 so [mn + 1] = [4]. Let’s play!!
Note that the game is symmetric in m and n.
Theorem
The winner of the game on [mn + 1] where m ≤ n is: m\n 1 2 3 4 5 6 7 A A A A A A A A 1 B A B A B A B 2 A A A A A A 3 A A A A ? 4 A ? ? ? where the patterns continue in each of the first 3 rows.
SLIDE 17
Outline
The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions
SLIDE 18
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
SLIDE 19
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
SLIDE 20
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π =
I : ǫ,
SLIDE 21
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4
I : ǫ, 4,
SLIDE 22
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2
I : ǫ, 4, 2,
SLIDE 23
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5
I : ǫ, 4, 2, 2 5,
SLIDE 24
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3
I : ǫ, 4, 2, 2 5, 2 3,
SLIDE 25
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1
I : ǫ, 4, 2, 2 5, 2 3, 1 3,
SLIDE 26
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6
SLIDE 27
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi,
SLIDE 28
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi,
SLIDE 29
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 30
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 31
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 32
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 33
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 34
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 35
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 36
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, j = length of a longest increasing subsequence ending at xi, Similarly build a decreasing list D by reversing the inequalities.
SLIDE 37
Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:
- 1. Initially I = ǫ, the empty sequence.
- 2. If I = y1y2 . . . when xi is picked, have xi replace the smallest
yj > xi or append xi to the right end of I if no such yj exists.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 Since 6 was placed in the third column of I we have an increasing subsequence of length three ending at 6, e.g., 2 3 6.
Theorem (Schensted, 1961)
If xi is placed in column j of I, and in column k of D j = length of a longest increasing subsequence ending at xi, k = length of a longest decreasing subsequence ending at xi. Similarly build a decreasing list D by reversing the inequalities.
SLIDE 38
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows:
SLIDE 39
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R,
SLIDE 40
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B,
SLIDE 41
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
SLIDE 42
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1
SLIDE 43
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
SLIDE 44
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
SLIDE 45
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
SLIDE 46
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
SLIDE 47
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
SLIDE 48
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
1
P
3
P
5
B ,
SLIDE 49
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
1
P
3
P
5
B ,
1
P
3
P
6
P
SLIDE 50
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
1
P
3
P
5
B ,
1
P
3
P
6
P R and P are called redish and draining red is R ← ǫ, P ← B.
SLIDE 51
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
1
P
3
P
5
B ,
1
P
3
P
6
P R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R.
SLIDE 52
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
1
P
3
P
5
B ,
1
P
3
P
6
P R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
SLIDE 53
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
1
P
3
P
5
B ,
1
P
3
P
6
P R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
SLIDE 54
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P,
2
P
4
B ,
2
P
5
P,
2
R
3
P
5
B,
1
P
3
P
5
B ,
1
P
3
P
6
P R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 55
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 56
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ,
4
P, R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 57
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P, R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 58
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B , R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 59
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ , R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 60
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ ,
2
P
5
P, R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 61
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ ,
2
P↑
5
P, R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 62
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ ,
2
P↑
5
P,
2
R
3
P
5
B, R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 63
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ ,
2
P↑
5
P, ↑
2
R
3
P
5
B, R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 64
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ ,
2
P↑
5
P, ↑
2
R
3
P
5
B,
1
P
3
P
5
B , R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 65
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ ,
2
P↑
5
P, ↑
2
R
3
P
5
B,
1
P
3
P
5
B↑ , R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 66
Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows: xi ∈ I and xi ∈ D = ⇒ color xi with R, xi ∈ I and xi ∈ D = ⇒ color xi with B, xi ∈ I and xi ∈ I = ⇒ color xi with P.
- Ex. π = 4 2 5 3 1 6
I : ǫ, 4, 2, 2 5, 2 3, 1 3, 1 3 6 D : ǫ, 4, 4 2, 5 2, 5 3, 5 3 1, 6 3 1 C : ǫ, ↑
4
P,
2
P
4
B↑ ,
2
P↑
5
P, ↑
2
R
3
P
5
B,
1
P
3
P
5
B↑ ,
1
P
3
P
6
P R and P are called redish and draining red is R ← ǫ, P ← B. B and P are called bluish and draining blue is B ← ǫ, P ← R. Algorithm for C.
- 1. Initially C = ǫ.
- 2. Each xi inserts a P into the corresponding space of C.
- 3. Drain red from the closest redish element to the right of the
new P (if any), and drain blue from the closest bluish element to the left of the new P (if any).
SLIDE 67
Theorem (Otago-S)
The winner of the game on Q where m ≤ n is: m\n 1 2 3 4 5 6 7 A A A A A A A A 1 B B B B B B B 2 A B A B A B 3 A A A A A 4 A A A A where the patterns continue in each of the first 5 rows.
SLIDE 68
Outline
The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions
SLIDE 69
Let G be a 2-person, “last player to move wins” game with no draw positions.
SLIDE 70
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v.
SLIDE 71
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g
SLIDE 72
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g
SLIDE 73
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g
SLIDE 74
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g Let ℓ(v) = N if the next player wins from position v, P if the previous player wins from position v.
SLIDE 75
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g Let ℓ(v) = N if the next player wins from position v, P if the previous player wins from position v. Now label all terminal v ∈ T with P,
SLIDE 76
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g P P P Let ℓ(v) = N if the next player wins from position v, P if the previous player wins from position v. Now label all terminal v ∈ T with P,
SLIDE 77
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g P P P Let ℓ(v) = N if the next player wins from position v, P if the previous player wins from position v. Now label all terminal v ∈ T with P, and work upwards using: (i) if there is a P-child of v then let ℓ(v) = N
SLIDE 78
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g N N P N P P Let ℓ(v) = N if the next player wins from position v, P if the previous player wins from position v. Now label all terminal v ∈ T with P, and work upwards using: (i) if there is a P-child of v then let ℓ(v) = N
SLIDE 79
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g N N P N P P Let ℓ(v) = N if the next player wins from position v, P if the previous player wins from position v. Now label all terminal v ∈ T with P, and work upwards using: (i) if there is a P-child of v then let ℓ(v) = N (ii) if all children of v are N then let ℓ(v) = P
SLIDE 80
Let G be a 2-person, “last player to move wins” game with no draw positions. The game tree, T of G has nodes v = positions of G, children of v = all positions reachable in one move from v. If the same position w is a child of both v and v′ then identify the copies of w to get a (di)graph T. Ex. T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❆ ❆ ❆ ✁ ✁✁ ❆ ❆ ❆ s s s s s s
a b c d e e f g g T =
s
- ❅
❅ ❅ s s ✁ ✁✁ ❅ ❅ ❅
- ❆
❆ ❆ s s s s
a b c d e f g P N N P N P P Let ℓ(v) = N if the next player wins from position v, P if the previous player wins from position v. Now label all terminal v ∈ T with P, and work upwards using: (i) if there is a P-child of v then let ℓ(v) = N (ii) if all children of v are N then let ℓ(v) = P
SLIDE 81
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
SLIDE 82
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
SLIDE 83
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
SLIDE 84
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
Suppose B wins, so ℓ(ǫ) = P.
SLIDE 85
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P
Suppose B wins, so ℓ(ǫ) = P.
SLIDE 86
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii).
SLIDE 87
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii).
SLIDE 88
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i).
SLIDE 89
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P.
SLIDE 90
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P.
SLIDE 91
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P. So ℓ(P2) = ℓ(RPB) = N by (ii).
SLIDE 92
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P N N
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P. So ℓ(P2) = ℓ(RPB) = N by (ii).
SLIDE 93
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P N N
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P. So ℓ(P2) = ℓ(RPB) = N by (ii). So ℓ(PBP) = ℓ(PRP) = P by (i) and symmetry.
SLIDE 94
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P N N P P
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P. So ℓ(P2) = ℓ(RPB) = N by (ii). So ℓ(PBP) = ℓ(PRP) = P by (i) and symmetry.
SLIDE 95
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P N N P P
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P. So ℓ(P2) = ℓ(RPB) = N by (ii). So ℓ(PBP) = ℓ(PRP) = P by (i) and symmetry. So ℓ(P2B) = ℓ(RPB2) = ℓ(R2PB) = ℓ(RP2) = N by (ii).
SLIDE 96
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P N N P P N N N N
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P. So ℓ(P2) = ℓ(RPB) = N by (ii). So ℓ(PBP) = ℓ(PRP) = P by (i) and symmetry. So ℓ(P2B) = ℓ(RPB2) = ℓ(R2PB) = ℓ(RP2) = N by (ii).
SLIDE 97
(i)
r ✟✟ ❅❍ ❍ r r r r r
N P
(ii)
r ✟✟ ❅❍ ❍ r r r r r
P N N N N N
Theorem (Otago-S)
The winner of the game on Q where m = n ≥ 3 is A.
- Proof. Part of the top of T is
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
ǫ P PB RP P2 PBP RPB PRP P2B RPB2 R2PB RP2
t t
- ❅
❅ t t ❅ ❅
- ❆
❆ ❆ ✁ ✁ ✁ t ✟✟✟ ❍ ❍ ❍ t t t
- ❅
❅
- ❅
❅ ✏✏✏✏ ✏
- ❅
❅ P P P P P t t t t
P N P P N N P P N N N N
Suppose B wins, so ℓ(ǫ) = P. So ℓ(P) = N by (ii). So ℓ(PB) = P or ℓ(RP) = P by (i). But m = n and PB, RP are symmetric so ℓ(PB) = ℓ(RP) = P. So ℓ(P2) = ℓ(RPB) = N by (ii). So ℓ(PBP) = ℓ(PRP) = P by (i) and symmetry. So ℓ(P2B) = ℓ(RPB2) = ℓ(R2PB) = ℓ(RP2) = N by (ii). This contradicts ℓ(RPB) = N
SLIDE 98
Outline
The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions
SLIDE 99
(1) Who wins the game for general m, n on either [mn + 1] or Q? In appears as if A wins except when m or n is small.
SLIDE 100
(1) Who wins the game for general m, n on either [mn + 1] or Q? In appears as if A wins except when m or n is small. (2) What can be said about playing on other partially ordered sets?
SLIDE 101