Monotonic Sequence Games Bruce Sagan Department of Mathematics - - PowerPoint PPT Presentation

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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


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SLIDE 1

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 Dunedin, New Zealand www.cs.otago.ac.nz May 9, 2007

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SLIDE 2

The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions

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SLIDE 3

Outline

The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions

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SLIDE 4

Let [n] = {1, 2, . . . , n}, and Sn = symmetric group of permutations π of [n].

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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.

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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.

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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.

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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.

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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.

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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!!

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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:

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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.

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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.
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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!!
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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.

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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.

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SLIDE 17

Outline

The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions

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SLIDE 18

Play the same game with [mn + 1] replaced by Q. As π = x1x2 . . . is built, also build the increasing list I:

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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.

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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,

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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,

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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,

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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,

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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,

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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,

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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

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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,

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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
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.

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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
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
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
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
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
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
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
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.

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SLIDE 38

Build a combined list C by assigning colors red (R), blue (B), and purple (P) to the xi as follows:

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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,

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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
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.

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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
SLIDE 68

Outline

The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions

slide-69
SLIDE 69

Let G be a 2-person, “last player to move wins” game with no draw positions.

slide-70
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
SLIDE 98

Outline

The Game on an Interval The Game on the Rationals Eine Kleine Game Theory Open Questions

slide-99
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
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
SLIDE 101

(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?

Theorem (Otago-S)

If N ≥ mn + 1 then the winner playing on the Boolean algebra BN is B.