Game, Set, and Match A Personal Journeylee/centre15/centre15.pdfexagons and Other Mathematical...
Transcript of Game, Set, and Match A Personal Journeylee/centre15/centre15.pdfexagons and Other Mathematical...
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Game, Set, and Match
A Personal Journey
Carl LeeUniversity of Kentucky
Centre College — October 2015
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Introduction
As I reflect, I acknowledge that I was fortunate in several ways:
I have had a deep and abiding love of math since second grade.
My father owned some wonderful math books.
My family was loaded with intellectually curious and encouragingindividuals.
My math teachers were fabulous.
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Introduction
Some of my favorite early (pre-college) reading:
Martin Gardner’s many books and articles.
Ball and Coxeter, Mathematical Recreations and Essays.
Steinhaus, Mathematical Snapshots.
Cundy and Rollett, Mathematical Models.
Holden, Shapes, Space, and Symmetry.
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Introduction
The cumulative effect was an exposure to a broad range ofmathematics far beyond the conventional boundaries of standard highschool courses before I set foot in college.
I will focus on a selection of games that I encountered early on, andsome that I have come to know more recently, that offer lovelycontexts within which to meet some mathematical friends.
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GAME!
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Fifteen
A set of nine cards labeled 1 through 9 are placed face up on thetable. Two players alternately select cards to place face up in front ofthem. The first player to have, among their cards, a set of threenumbers that sum to 15 wins.
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Fifteen
Gwen Daniel
8 14 32 59
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Fifteen
Gwen Daniel8
14 32 59
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Fifteen
Gwen Daniel8 1
4 32 59
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Fifteen
Gwen Daniel8 14
32 59
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Fifteen
Gwen Daniel8 14 3
2 59
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Fifteen
Gwen Daniel8 14 32
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Fifteen
Gwen Daniel8 14 32 5
9
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Fifteen
Gwen Daniel8 14 32 59
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Fifteen
Gwen Daniel8 14 32 59
Gwen wins!
Now you try it!
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Fifteen
Gwen Daniel8 14 32 59
Gwen wins!Now you try it!
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Fifteen
Did this game “feel familiar” to you?
Perhaps it should be called Lo Shu. . .Or Tic-Tac-Toe!
8 1 63 5 74 9 2
This was one of my early encounters with the notion of isomorphism.Martin Gardner, Mathematical Carnival, Chapter 16.
(I had previously learned about magic squares in Ball (and Coxeter).)
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Fifteen
Did this game “feel familiar” to you?Perhaps it should be called Lo Shu. . .
Or Tic-Tac-Toe!
8 1 63 5 74 9 2
This was one of my early encounters with the notion of isomorphism.Martin Gardner, Mathematical Carnival, Chapter 16.
(I had previously learned about magic squares in Ball (and Coxeter).)
Carl Lee (UK) Game, Set, and MatchCentre College — October 2015 9 /
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Fifteen
Did this game “feel familiar” to you?Perhaps it should be called Lo Shu. . .Or Tic-Tac-Toe!
8 1 63 5 74 9 2
This was one of my early encounters with the notion of isomorphism.Martin Gardner, Mathematical Carnival, Chapter 16.
(I had previously learned about magic squares in Ball (and Coxeter).)
Carl Lee (UK) Game, Set, and MatchCentre College — October 2015 9 /
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![Page 20: Game, Set, and Match A Personal Journeylee/centre15/centre15.pdfexagons and Other Mathematical Diversions, Chapter 4. Carl Lee (UK) Game, Set, and Match Centre College | October 2015](https://reader034.fdocuments.in/reader034/viewer/2022050121/5f51971e97b67123be454e76/html5/thumbnails/20.jpg)
Fifteen
Did this game “feel familiar” to you?Perhaps it should be called Lo Shu. . .Or Tic-Tac-Toe!
8 1 63 5 74 9 2
This was one of my early encounters with the notion of isomorphism.Martin Gardner, Mathematical Carnival, Chapter 16.
(I had previously learned about magic squares in Ball (and Coxeter).)
Carl Lee (UK) Game, Set, and MatchCentre College — October 2015 9 /
54
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Three Dimensional Tic-Tac-Toe
Most children are familiar with the fact that when two experiencedplayers play Tic-Tac-Toe, the game ends in a tie. The second playermust remember to make the correct move in response to the firstmove. See Winning Ways for a complete analysis via a huge chart.
So try playing in three dimensions. Here is a representation:
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Three Dimensional Tic-Tac-Toe
Most children are familiar with the fact that when two experiencedplayers play Tic-Tac-Toe, the game ends in a tie. The second playermust remember to make the correct move in response to the firstmove. See Winning Ways for a complete analysis via a huge chart.
So try playing in three dimensions. Here is a representation:
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Three Dimensional Tic-Tac-Toe
Some winning combinations:
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Three Dimensional Tic-Tac-Toe
It is too easy for the first player to always win in 3× 3× 3tic-tac-toe, so it is more fun to play 4× 4× 4 tic-tac-toe.
(But Oren Patashnik, with a computer-assisted proof, showed thatthe first player still has a winning strategy.)
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Three Dimensional Tic-Tac-Toe
It is too easy for the first player to always win in 3× 3× 3tic-tac-toe, so it is more fun to play 4× 4× 4 tic-tac-toe.
(But Oren Patashnik, with a computer-assisted proof, showed thatthe first player still has a winning strategy.)
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Four Dimensional Tic-Tac-ToeSo let’s go to four dimensions.
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Four Dimensional Tic-Tac-ToeSo let’s go to four dimensions.
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Four Dimensional Tic-Tac-ToeSome winning combinations:
This was one of my early encounters with visualizing four-dimensionalobjects.Martin Gardner, Hexaflexagons and Other Mathematical Diversions,Chapter 4.
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Five Dimensional Tic-Tac-Toe
Now, how about a nice game of five-dimensional, 6× 6× 6× 6× 6,tic-tac-toe?
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Wrap-Around Tic-Tac-Toe
Let’s give all squares the same status and power as the center square,so that the center square is no longer so privileged.
In addition to the ordinary winning moves, include also brokendiagonals.
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Four Dimensional Wrap-Around Tic-Tac-ToeWinning combinations of three cells: They are either all in one“major row” of 27 squares or in three different “major rows.” Thesame is true for the “major columns” of 27 squares, the “minor rows”of 27 squares, and the “minor columns” of 27 squares. Now it’sprobably nearly impossible for the first player to lose!?
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Four Dimensional Wrap-Around Tic-Tac-ToeHow many squares can you fill in without creating a winningconfiguration?
This is a new game: Select, say, 12 squares, and try to find a winningcombination. Does this sound like fun?
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Four Dimensional Wrap-Around Tic-Tac-ToeHow many squares can you fill in without creating a winningconfiguration?
This is a new game: Select, say, 12 squares, and try to find a winningcombination. Does this sound like fun?
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SET!
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SETIt is isomorphic to the game of SET.
SET opens up nice issues in combinatorics. See, e.g.,http://homepages.warwick.ac.uk/staff/D.Maclagan/papers/
set.pdf. iPad app: https:
//itunes.apple.com/us/app/set-pro-hd/id381004916?mt=8.
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SETIt is isomorphic to the game of SET.
SET opens up nice issues in combinatorics. See, e.g.,http://homepages.warwick.ac.uk/staff/D.Maclagan/papers/
set.pdf. iPad app: https:
//itunes.apple.com/us/app/set-pro-hd/id381004916?mt=8.Carl Lee (UK) Game, Set, and Match
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MATCH!
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Nim
Two players alternately take a positive number of matches fromexactly one of the piles. The player who takes the very last match ofall (clears the table) wins.
I was introduced to this combinatorial game in high school, and westarted with piles of size 3, 5, and 7.Try it!
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Nim
Two players alternately take a positive number of matches fromexactly one of the piles. The player who takes the very last match ofall (clears the table) wins.
I was introduced to this combinatorial game in high school, and westarted with piles of size 3, 5, and 7.Try it!
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Nim
This is an example of a two-person, finite, deterministic game withcomplete information that cannot end in a tie.
For such games, there is a winning strategy for either the first playeror the second player. A strategy consists in identifying “goal”positions and always ending your turn on a goal position.
(Though in practice, determining goal positions may be very difficult.)
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Nim
This is an example of a two-person, finite, deterministic game withcomplete information that cannot end in a tie.
For such games, there is a winning strategy for either the first playeror the second player. A strategy consists in identifying “goal”positions and always ending your turn on a goal position.
(Though in practice, determining goal positions may be very difficult.)
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Impartial Games
Nim is also an impartial game, meaning that from any position, bothplayers have the same move options.
How do we characterize these goal positions in impartial games?
Sprague-Grundy theory. Each position is assigned a nim value, ornimber. Final winning positions are given the nimber 0, and thenimber of every other position is the smallest nonnegative integerthat is not a nimber of an immediately succeeding position—this isthe mex rule (minimum excluded value).
The goal positions are those with nim value 0.
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Impartial Games
Nim is also an impartial game, meaning that from any position, bothplayers have the same move options.
How do we characterize these goal positions in impartial games?
Sprague-Grundy theory. Each position is assigned a nim value, ornimber. Final winning positions are given the nimber 0, and thenimber of every other position is the smallest nonnegative integerthat is not a nimber of an immediately succeeding position—this isthe mex rule (minimum excluded value).
The goal positions are those with nim value 0.
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Nimbers for Nim
Some nimbers for Nim positions:
Pile 1 Pile 2 Pile 3 Nimber0 0 0 00 0 1 10 0 2 20 0 3 30 1 1 00 1 2 30 1 3 20 2 2 00 2 3 11 1 1 11 1 2 21 1 3 31 2 2 11 2 3 0
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Nimbers for Nim—Nim Addition
Express the number of matches in each pile in binary, and then sumthese binary representations mod 2 for each digit. The result is thebinary representation of the position nimber.
Example: Position 3 5 7
3 0115 1017 1111 001
Since the nimber of this position is not zero, this is not a goalposition.
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Nimbers for Nim—Nim Addition
Express the number of matches in each pile in binary, and then sumthese binary representations mod 2 for each digit. The result is thebinary representation of the position nimber.
Example: Position 3 5 7
3 0115 1017 1111 001
Since the nimber of this position is not zero, this is not a goalposition.
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Impartial Games
This was one of my early encounters with binary representations,combinatorial games, and recursive definitions, as well as seeingcombinatorial problems that are simple to explain but as yet have nosolution. It also provides a nice context for proofs by mathematicalinduction.
Ball and Coxeter.Martin Gardner, Hexaflexagons and Other Mathematical Diversions,Chapter 15; Mathematical Carnival, Chapter 16.
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The Graph Destruction GameFor many impartial games nimbers may be difficult to determine.
Start with a graph (network). Players alternately erase either a vertexor an edge of the graph. (If a vertex is erased, then all of the edgesincident to that vertex must also be erased.) The winner is the playerthat erases the last remnant of the graph.
Robert Riehemann (Thomas More College) found a method tocompute the nimbers for all bipartite graphs. To the best of myknowledge, the problem is still open for general graphs.
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The Graph Destruction GameFor many impartial games nimbers may be difficult to determine.
Start with a graph (network). Players alternately erase either a vertexor an edge of the graph. (If a vertex is erased, then all of the edgesincident to that vertex must also be erased.) The winner is the playerthat erases the last remnant of the graph.
Robert Riehemann (Thomas More College) found a method tocompute the nimbers for all bipartite graphs. To the best of myknowledge, the problem is still open for general graphs.
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A Partisan Game — Checker StacksThis partisan (not impartial) game begins with some stacks of redand black checkers. Two players, Red and Black, alternately select achecker of their color from exactly one stack, removing it and allcheckers above it. The winner is the player who removes the lastchecker of all (clears the table).
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Checker StacksFor this game we have numbers instead of nimbers! Assign values topiles in a special way, and then add these values in the ordinary way:
Pile 1: −2 + 12− 1
4+ 1
8+ 1
16= −25
16
Pile 2: 3− 12− 1
4= 9
4
Pile 3: −1 + 12
+ 14− 1
8= −3
8
Total: 516
If Black (Red) can move to a position with nonnegative (nonpositive)value, Black (Red) can win.
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Checker StacksFor this game we have numbers instead of nimbers! Assign values topiles in a special way, and then add these values in the ordinary way:
Pile 1: −2 + 12− 1
4+ 1
8+ 1
16= −25
16
Pile 2: 3− 12− 1
4= 9
4
Pile 3: −1 + 12
+ 14− 1
8= −3
8
Total: 516
If Black (Red) can move to a position with nonnegative (nonpositive)value, Black (Red) can win.
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Checker StacksWhat about infinitely tall piles (or infinitely many piles)?
Pile 1:
23
Pile 2: ∞
Pile 3: ε
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Checker StacksWhat about infinitely tall piles (or infinitely many piles)?
Pile 1: 23
Pile 2:
∞
Pile 3: ε
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Checker StacksWhat about infinitely tall piles (or infinitely many piles)?
Pile 1: 23
Pile 2: ∞
Pile 3:
ε
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Checker StacksWhat about infinitely tall piles (or infinitely many piles)?
Pile 1: 23
Pile 2: ∞
Pile 3: ε
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Surreal Numbers
This serves as an entry point into John Conway’s surreal numbers, anextension of the reals including infinite numbers and infinitesimals,which can be further extended to the theory of combinatorial games.
See Donald Knuth, Surreal Numbers: How Two Ex-Students Turnedon to Pure Mathematics and Found Total Happiness.
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Surreal Numbers
Martin Gardner, in Mathematical Magic Show: “I believe it is theonly time a major mathematical discovery has been published first ina work of fiction.” “. . . It is an astonishing feat of legerdemain. Anempty hat rests on a table made of a few axioms of standard settheory. Conway waves two simple rules in the air, then reaches intoalmost nothing and pulls out an infinitely rich tapestry of numbersthat form a real and closed field. Every real number is surrounded bya host of new numbers that lie closer to it than any other “real”value does. The system is truly “surreal.””
John Conway, On Numbers and Games.Berlekamp, Conway, and Guy, Winning Ways for your MathematicalPlays.Gardner, Penrose Tiles to Trapdoor Ciphers, Chapter 4.
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Adding Games
To negate a game, reverse the roles of the two players.
Adding games:To play G + H , when it is your turn, make a valid move in exactlyone of the games.Both Nim and Checker Stacks are sums of (boring) single pile games.
What is “chess minus chess”?
How do you multiply games?
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Adding Games
To negate a game, reverse the roles of the two players.
Adding games:To play G + H , when it is your turn, make a valid move in exactlyone of the games.
Both Nim and Checker Stacks are sums of (boring) single pile games.
What is “chess minus chess”?
How do you multiply games?
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Adding Games
To negate a game, reverse the roles of the two players.
Adding games:To play G + H , when it is your turn, make a valid move in exactlyone of the games.Both Nim and Checker Stacks are sums of (boring) single pile games.
What is “chess minus chess”?
How do you multiply games?
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Adding Games
To negate a game, reverse the roles of the two players.
Adding games:To play G + H , when it is your turn, make a valid move in exactlyone of the games.Both Nim and Checker Stacks are sums of (boring) single pile games.
What is “chess minus chess”?
How do you multiply games?
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Adding Games
To negate a game, reverse the roles of the two players.
Adding games:To play G + H , when it is your turn, make a valid move in exactlyone of the games.Both Nim and Checker Stacks are sums of (boring) single pile games.
What is “chess minus chess”?
How do you multiply games?
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Hex (or Nash)Players alternately place black and white stones on a diamond-shapedboard made of hexagonal tiles. The first player to create aconnecting path between the two sides of their color wins.
Online: http://www.lutanho.net/play/hex.html
iPad app: https://itunes.apple.com/gb/app/hex-nash-free/
id417433369?mt=8.Carl Lee (UK) Game, Set, and Match
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HexThere cannot be a tie (think about this!), so either there is a winningstrategy for the first player or one for the second player.
Theorem: There is a winning strategy for the first player.Proof: Assume to the contrary that there is a winning strategy forthe second player. The first player can then win by the followingmethod. Place a first stone anywhere, ignore its presence, and thenplay pretending to be the second player, using the second playerwinning strategy. The extra stone cannot hurt. If later play demandsplaying in that spot, then mentally acknowledge the presence of thestone, and place a stone somewhere else, ignoring its presence. Inthis way the first player will win the game, contradicting that thesecond player can force a win. Therefore the second player does nothave a winning strategy, so the first player does.
But nobody knows what the winning strategy is!
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HexThere cannot be a tie (think about this!), so either there is a winningstrategy for the first player or one for the second player.
Theorem: There is a winning strategy for the first player.
Proof: Assume to the contrary that there is a winning strategy forthe second player. The first player can then win by the followingmethod. Place a first stone anywhere, ignore its presence, and thenplay pretending to be the second player, using the second playerwinning strategy. The extra stone cannot hurt. If later play demandsplaying in that spot, then mentally acknowledge the presence of thestone, and place a stone somewhere else, ignoring its presence. Inthis way the first player will win the game, contradicting that thesecond player can force a win. Therefore the second player does nothave a winning strategy, so the first player does.
But nobody knows what the winning strategy is!
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HexThere cannot be a tie (think about this!), so either there is a winningstrategy for the first player or one for the second player.
Theorem: There is a winning strategy for the first player.Proof: Assume to the contrary that there is a winning strategy forthe second player. The first player can then win by the followingmethod. Place a first stone anywhere, ignore its presence, and thenplay pretending to be the second player, using the second playerwinning strategy. The extra stone cannot hurt. If later play demandsplaying in that spot, then mentally acknowledge the presence of thestone, and place a stone somewhere else, ignoring its presence. Inthis way the first player will win the game, contradicting that thesecond player can force a win. Therefore the second player does nothave a winning strategy, so the first player does.
But nobody knows what the winning strategy is!
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HexThere cannot be a tie (think about this!), so either there is a winningstrategy for the first player or one for the second player.
Theorem: There is a winning strategy for the first player.Proof: Assume to the contrary that there is a winning strategy forthe second player. The first player can then win by the followingmethod. Place a first stone anywhere, ignore its presence, and thenplay pretending to be the second player, using the second playerwinning strategy. The extra stone cannot hurt. If later play demandsplaying in that spot, then mentally acknowledge the presence of thestone, and place a stone somewhere else, ignoring its presence. Inthis way the first player will win the game, contradicting that thesecond player can force a win. Therefore the second player does nothave a winning strategy, so the first player does.
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Hex
This is a striking example of a nonconstructive proof by contradiction.
Story of playing against Claude Berge. . .
See Gale’s paper on “The Game of Hex and Brouwer’s Fixed PointTheorem, ”http://www.math.pitt.edu/~gartside/hex_Browuer.pdf.
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Hex
This is a striking example of a nonconstructive proof by contradiction.
Story of playing against Claude Berge. . .
See Gale’s paper on “The Game of Hex and Brouwer’s Fixed PointTheorem, ”http://www.math.pitt.edu/~gartside/hex_Browuer.pdf.
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Hex
This is a striking example of a nonconstructive proof by contradiction.
Story of playing against Claude Berge. . .
See Gale’s paper on “The Game of Hex and Brouwer’s Fixed PointTheorem, ”http://www.math.pitt.edu/~gartside/hex_Browuer.pdf.
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Misere Hex
This time, the first player to create a path loses!
Theorem: The first player has a winning strategy on an n × n boardwhen n is even, and the second player has a winning strategy when nis odd. Furthermore, the losing player has a strategy that guaranteesthat every cell of the board must be played before the game ends.
Lagarias and Sleator in Berlekamp and Rodgers, The Mathemagicianand Pied Puzzler.
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Misere Hex
This time, the first player to create a path loses!
Theorem: The first player has a winning strategy on an n × n boardwhen n is even, and the second player has a winning strategy when nis odd. Furthermore, the losing player has a strategy that guaranteesthat every cell of the board must be played before the game ends.
Lagarias and Sleator in Berlekamp and Rodgers, The Mathemagicianand Pied Puzzler.
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GaleThe game of Gale (or Bridg-It) is similar to Hex in that it cannot tieand an identical proof by contradiction justifies the existence of awinning strategy for the first player.
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Gale
Unlike Hex, however, an easily described winning strategy is known(Oliver Gross).
Gardner, New Mathematical Diversions from Scientific American,Chapter 18.
iPad app for Gale: https://itunes.apple.com/app/id520227043
Generalization: Shannon’s Switching Game.
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Research on Games and Theorems into Games
Choose or invent a game and try to find the goal positions.
Turn theorems into games. Example: The six personacquaintanceship theorem.
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Some More Recent Games
Minecrafthttps://minecraft.net .
From the website of this currently popular game: “Minecraft is agame about breaking and placing blocks. At first, people builtstructures to protect against nocturnal monsters, but as the gamegrew players worked together to create wonderful, imaginativethings.”
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Minecraft Redstone Computer
You can build digital computers within Minecraft! And many playersare learning how to do this. (This is what I would be doing if I wereback in high school.)
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Minecraft Redstone Computer
Some videos:
http://www.youtube.com/watch?v=_kSnrT75uyk
Tutorial series:http://www.youtube.com/playlist?list=PLAB22555094B9D077
Someone has even built a computer within Minecraft that itself playsMinecraft!
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Games for Research
Game playing is being used as a tool to draw large numbers of peopleinto working on and solving problems connected to scientific research.NPR article:http://www.npr.org/2013/03/05/173435599/
wanna-play-computer-gamers-help-push-frontier-of-brain-research
Center for Game Science:http://www.centerforgamescience.org/site
“The Center for Game Science focuses on solving hard problemsfacing humanity today in a game based environment. Most of theseproblems are thus far unsolvable by either people alone or bycomputer-only approaches. We pursue solutions with acomputational and creative symbiosis of humans and computers.”
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FolditFoldit: http://fold.it/portal
Research level protein folding problems.
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EyewireEyewire: http://eyewire.org
“EyeWire is a game where you map the 3D structure of neurons. Byplaying EyeWire, you help map the retinal connectome and contributeto the neuroscience research conducted by Sebastian Seung’sComputational Neuroscience Lab at MIT. The connectome is a mapof all the connections between cells in the brain. Rather thanmapping and entire brain, we’re starting with a retina.”
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Galaxy ZooGalaxy Zoo: http://www.galaxyzoo.org
”To understand how galaxies formed we need your help to classifythem according to their shapes. If you’re quick, you may even be thefirst person to see the galaxies you’re asked to classify.”
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What I Have No Time to Tell you About
Solitaire games and puzzles; the Soma Cube and Conway’s Cube
Logic games; Wff ’n’ Proof
Mathematical magic tricks; the Kruskal Count
Two-person zero-sum games and linear programming; Kuhn’sPoker
Dynamic programming; the game of Risk
Multiperson cooperative and noncooperative games; Shapleyvalue
Etc.
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Questions and Challenges
How anomalous was my experience with mathematics outsidethe standard curriculum?
What can (or should) we do to broaden students’ experience ofthe sense and scope of mathematics before (or after) they entercollege?
Games and other areas of recreational mathematics offer portalsto some serious mathematics. How can (or should) this bebetter exploited?
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A Few References
Ball and Coxeter, Mathematical Recreations and Essays.
Berlekamp, Conway, and Guy, Winning Ways for yourMathematical Plays.
Conway, On Numbers and Games.
Cundy and Rollett, Mathematical Models.
Martin Gardner’s many books and articles, including TheColossal Book of Mathematics: Classic Puzzles, Paradoxes, andProblems, and Martin Gardner’s Mathematical Games onsearchable CD-ROM.
Holden, Shapes, Space, and Symmetry.
Knuth, Surreal Numbers.
Steinhaus, Mathematical Snapshots.
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Images
Game of Set:http://sphotos-a.xx.fbcdn.net/hphotos-snc7/429302_
10151045504031090_345331807_n.png
Nim: http:
//www.gadial.net/wp-content/uploads/2012/05/nim.jpg
Hex: http://mathworld.wolfram.com/images/eps-gif/
HexGame_1000.gif
Gale: http://kruzno.com/test2images/turn24b.jpg
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Images
Minecraft Computer:http://jdharper.com/blog/wp-content/uploads/HLIC/
135f16156e9269aef638111dae649ede.png
Foldit: http://msnbcmedia.msn.com/i/MSNBC/Components/
Photo/_new/111107-coslog-foldit-1145a.jpg
Eyewire: http://blog.eyewire.org/wp-content/gallery/
image-gallery/
synapse-discovered-by-eyewire-gamers.jpg
Galaxy: http://zoo1.galaxyzoo.org/images/tutorial/
example_face_on_spiral.jpg
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GAME OVER!
Thank you!
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GAME OVER!Thank you!
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