LECTURE NOTES IN COMBINATORIAL GAME THEORY,
IE619 2025
URBAN LARSSON
IEOR, IITB
1. Axioms, Nim and Wythoff Nim
Combinatorial games are games without chance and with no hidden in-
formation. The motivation of the field is traditional recreational rulesets
such as Chess, Go, Checkers, Tic Tac Toe and more. Games such
as Poker, Whist and Black Jack are disqualified because they involve
hidden cards, and for example Yahtzee, Pachisi and Monopoly are dis-
qualified because play depends on the outcome of a dice. We follow some
more axioms, as listed:
(1) There is a game board (a set of positions) and some ruleset that
determines how given pieces are played;
(2) there are two players, and one of them is the starting player;
(3) the players take turns moving;
(4) every game terminates;
(5) these are win/loss games and a player who cannot move loses.
Item (5) is usually called normal-play. This convention is based on the
goodness of movability. It is never bad to have more move options. The
axioms give us a means to predict who is winning a given game in perfect
play. Namely, we can use a method attributed to Ernst Zermelo [Z1913]
(who is also the father of set theory and the axiom of choice etc.) often
called backward induction. This method will be reviewed in Lecture 3.
The first combinatorial game that appears in the literature is Nim [B1902].
A finite number of beans are split into heaps. For example, a starting position
could be four heaps of sizes 2, 3, 4 and 5 beans respectively. Let us denote
this position by (2, 3, 4, 5). The current player choses one of the heaps and
removes at lest one bean, and at most the whole heap. This is a normal-play
game, so the player with the last move wins.
Bouton discovered a method to find a winning move if there is one. The
tool is called nim addition, and it is performed as follows. Write the heap
sizes row-wise in binary, and add without carry, that is each column adds
to 0 if and only if it contains an even number of 1s. Let us compute the
nim-sum of our sample game:
1
2 URBAN LARSSON IEOR, IITB
1 0 1
1 0 0
0 1 1
⊕ 0 1 0
0 0 0
The nim-sum is 0. The meaning of this in terms of Nim play is that the
player who does not start wins in optimal/perfect play. Every move is losing.
Let us say, for example, that the first player removed three beans from the
third heap. Then the new position is (2, 3, 1, 5). And, by using nim-addition
on that position, we obtain
1 0 1
0 0 1
0 1 1
⊕ 0 1 0
1 0 1
Since the nim-sum is non-zero, there is a Nim move to a position such
that the nim-sum becomes zero. That is the idea of Bouton’s theory. Here,
there is only one winning move, namely take all beans from the heap of size
five.
Bouton’s proof demonstrates that, given any starting position, and given
best play by both players, exactly one of the players is able to play to a
0-position in every move (until the game ends). Later, in Theorem 3, we
prove this in general.
It is easy to prove this in case of two heaps, and it was discovered in class,
namely, if the starting position is (m, n), with say m < n, then the winning
first move is to (m, m). The next position will be of the form (m, k), for some
0 ⩽ k < m, which is of the ‘same form’ as the first position. Namely, the
heaps are of different sizes. Exactly one of the players can, by every move,
give the two heaps the same size. Note that this implies that the nim-sum
is 0, so indeed it is a special case of the above more general idea.
Let N = {1, 2, . . .} denote the positive integers, and let N0 = N ∪ {0}
denote the non-negative integers.
Later, we will use the common ∗-notation for Nim heaps. That is, ∗ is
a Nim heap of size one, ∗2 is a Nim heap of size two, and in general, for
n ∈ N = {1, 2, . . .}, ∗n is a Nim heap of size n.
The second ruleset is Wythoff’s variation of Nim, which is called Wythoff
Nim [W1907] or sometimes Corner the Lady or Corner the Queen. It
is played on two heaps and the rules are as in Nim, or instead, a player may
remove the same number of beans from both heaps, at least one from each
heap, and and most twice the number of beans of the smaller heap. This
game can equivalently be represented by a single Queen of Chess, which,
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 3
by each move, must reduce its distance to the lower left square, denoted by
(0, 0).
Suppose that the Queen is placed on position (5, 4). The equivalent
Wythoff Nim position is two heaps, one of size 5 and the other of size
4. The set of options is {(5, y), (x, 4), (5 − t, 4 − t) | 0 ⩽ y ⩽ 4, 0 ⩽ x ⩽ 3, 1 ⩽
t ⩽ 4}. See Figure 1.
Figure 1. The figures illustrate typical move options of
Corner the Queen. The lower left corner represents the
terminal position (0, 0).
An elegant method of finding the so-called P-positions (Previous player
wins) is to recursively paint the N -positions (N ext or CurreN t player
wins), and fill in the smallest un-colored cells with Ps. Clearly (0, 0) is
a P-position. Thus, each position of the form (x, 0), (0, x) and (x, x) for
positive integers x will be N -colored. The method is displayed in Figure 2.
0
0 9 0 9 0 9
Figure 2. A geometric view of the losing positions of
Wythoff Nim. The N -positions are recursively painted
in red, given ‘smallest new’ P-positions. The terminal posi-
tion is to the lower left.
This method of painting reveals symmetric P-positons of the form (An , Bn )
and (Bn , An ), with the first 8 entries as in Table 1. We note that the classical
so-called Fibonacci numbers (they appear long before Fibonacci’s study in
various Sanskrit works by a poet and mathematician called Pingala) appear
4 URBAN LARSSON IEOR, IITB
in some of the entries, namely (1,
√
2), (3, 5), (8, 13), . . ..1 The Golden Section
is the irrational number ϕ = 1+2 5 ≈ 1.618. It is well known that FFn−1 n
→ ϕ,
as n → ∞. Moreover, we note a possible pattern: for all n, Bn − An = n.
The most famous solution of the game is even more elegant.
Theorem 1 ([W1907]). For all non-negative integers n,
(An , Bn ) = (⌊nϕ⌋, ⌊nϕ2 ⌋),
where ⌊x⌋ denotes the largest integer smaller than or equal to x.
We prove this classical result in Section 10. And we will include other
appealing theorem statements (see Lectures 9 and 10). The main tool will
be the so-called Wythoff Properties as defined in Lecture 3.
Table 1. The first 8 P-positions of Wythoff Nim (mod-
ulo symmetry).
n An B n
0 0 0
1 1 2
2 3 5
3 4 7
4 6 10
5 8 13
6 9 15
7 11 18
2. Example rulesets, and your own rulesets
The two players of a combinatorial game are usually called Left (female
and positive) and Right (male and negative). A sum of the combinatorial
games G, H, K and M , is defined as the composite game where, at each
stage of play, the current player picks one of the components G, H, K or
M and makes a move in that component (see Lecture 4 for a more formal
treatment). We write this sum of games as G + H + K + M . For example,
if player Left starts and plays in the H component, then the next position
is G + H L + K + M . Next, player Right picks one of the components and
plays his move, for example to G + H L + K R + M , and so on. The game
continues until there is no move in either component. As usual, in normal
play, the player who cannot move loses.
The rulesets are at the core of combinatorial game theory. A ruleset
does not need to come with a starting position (and given a ruleset one can
1"The Fibonacci numbers were first described in Indian mathematics, as early as 200
BC in work by Pingala on enumerating possible patterns of Sanskrit poetry formed from
syllables of two lengths." Wikipedia.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 5
usually envision an infinite number of possible starting positions). When we
use the word “game position”, or just “position”, we usually mean a ruleset
together with a starting position. The word “game” can be used freely and
the surrounding context explains its local meaning. A ruleset is impartial,
if for every position in the ruleset, the move options do not depend on who
starts. A ruleset is partizan if there exists a position in the ruleset for which
the Left and Right options differ. Partizan rulesets include the impartial
ones as a subset, but it is quite unusual that a partizan position has the
same Left and Right options.
Let us describe some popular rulesets. Here are four partizan rulesets and
one impartial:
• Clobber: an n by m game board; Left plays black pieces and Right
plays white pieces. A neighbor stone of opposing color can be clob-
bered and removed from the game board, while your stone takes its
position. Starting position: a checker board pattern.
• Toads&Frogs: a 1 by n game board; Left plays Toads and Right
plays Frogs. Toads move to the left and Frogs move to the right.
A piece can slide to a neighboring empty cell, or jump one of the
opponent’s pieces. Starting position: t Toads to the right, and f
Frogs to the Left.
• Domineering: an n by m game board; Left places horizontal domino
tiles, and Right places vertical Domino tiles.
• Toppling Dominoes: Left plays Red dominoes and Right plays
blue dominoes. Both players can topple a green domino. Domino
pieces are placed in a sequence. Players can topple any direction.
• Non-attacking Queens: an n by m game board; Players place
a Queen of Chess in a square, such that they do not attack any
previously placed Queen.
To practice the concept of a disjunctive sum of games, in the class we play
a tournament game such as: G + H + K + M , where G= Toads&Frogs
on a 9 by 1 strip, t = f = 3, H = Domineering on a 5 by 3 board, K =
Toppling Dominoes red blue green red blue blue, and where M = Non-
attacking Queens on an 8 by 8 board (or a Nim position). Who wins if
Left starts? Who wins if Right starts?
Variation Partizan Non-attacking Queens: this game is played with
Black Queens for Left and White Queens for Right? Black plays non-
attacking on White and vice versa. Different colored Queens do not attack
each other.
This course builds on the idea that students build their own normal-play
rulesets, and then study the theory through properties of their rulesets.2 Let
us include some guidelines to the initial axioms from Lecture 1.
2These lectures are not accompanied with standard exercises, since students are instead
designing their own rulesets to study their values and so on. At the end of every lecture
though we have quizzes, some of which are mentioned in these lecture notes.
6 URBAN LARSSON IEOR, IITB
(1) A normal-play ruleset typically should not aim at achieving some
‘condition’ such as four-in-a-row or similar;
(2) The ruleset should not have been studied before;
(3) The ruleset should have a name.
Item (1) requires an explanation. For example, popular rulesets such as
“four-in-a-row” could be envisioned as a normal-play game, by defining such
a component dead when this condition has been achieved. But this is one
layer more complicated then our typical rulesets that simply end when a
player cannot play according to the rules.
Games where ending conditions are given by satisfying given conditions are
usually called maker-maker, maker-breaker etc. Other examples are graph
theory games with rules such as: one of the players attempts to form a
triangle, and the other player is trying to finish the game with a triangle free
graph. This is a bit hard to envision as a normal-play game, because the
player who makes the last move by forming a triangle might be the losing
player.
To test if a candidate ruleset satisfies guideline (1), one may ask the ques-
tion: given the axioms, is it required to say anything else about the end-
ing/winning of a game? In a typical combinatorial game such as the above
tournament game examples, this is not necessary. Given a game board, it
suffices to say how to play the pieces, and the winner is given by the normal-
play axiom.
Regarding item (2) it is not hard to find new rulesets. CGT is a very
young subject; most conceivable normal-play rulesets (satisfying the axioms
and the guidelines) have yet to be defined/studied.
3. The first proofs
This section is loaded with proofs. First, we prove Zermelo’s theorem in
our setting of normal-play with no draw games. This is the first fundamental
result of Combinatorial Game Theory (CGT), Theorem 2. Then we move on
to a proof of Bouton’s classical result on the game of Nim. And after that, in
Theorem 4, we prove that the ‘not so classical’ Wythoff Properties define the
P-positions of Wythoff Nim (the best reference I have is a Licentiate-thesis
that I wrote when I was a Ph.D. student, but we will explain even better
here).
When we prove results about games by induction, we may assume that a
desired property is satisfied by all options of a game G, and then we prove
that this implies that the property holds for the game G itself. Observe that
if G does not have any option, then the desired property vacuously holds.
Hence the base case does not require any further mention (!). (Sometimes
this induction method is referred to as “Conway Induction”, due to one of
the founders of the field.). Let us practice this idea in the proof of the First
Fundamental Theorem of CGT.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 7
Theorem 2 (The First Fundamental Theorem of CGT). Consider any
normal-play combinatorial game G. Exactly one of the players can force
a win.
Proof. Suppose, by induction, that the statement holds for all options of
a game G. Without loss of generality, suppose player Left starts. If, by
induction, Right can force a win from each Left option of G, then Left
cannot force a win from G. And hence Right can force a win from G. (This
holds true also in the case of no Left options of G.) Otherwise Left choses
an option form which she, by induction, can force a win. □
Observe that this result implies four well defined outcome classes in com-
binatorial games. Let us denote them by L (Left wins independently of who
starts), N , P and R (Right wins independently of who starts). Thus, we
get that every game G belongs to exactly one of these four outcome classes,
and we write G ∈ P if the current player loses G; G ∈ N if this player
wins; G ∈ L if player Left wins, and G ∈ R, if player Right wins.
We will return to these four outcome classes, but let us make more explicit
first how we prove results on the outcomes of impartial games (that have only
two outcome classes).
Suppose that we are given a candidate set of P-positions of an impartial
ruleset. To verify this set, we prove that there is no move from one candi-
date P-position to another candidate P-position. And we abbreviate this
property as “P ̸→ P ”. Moreover, we must prove that each candidate N -
position has an option in the set of candidate P-positions. This we write as
“N → P ”. This way of thinking of course bases on the idea of induction,
as is often the case in CGT.
Using this idea, we prove Bouton’s theorem on the game of Nim. Recall
the nim-sum definition “⊕” from Lecture 1.
Theorem 3 ([B1902]). Let hi denote the heap sizes of a game of Nim on n
heaps, written in binary power of two expansion, and where i ∈ {1, . . . , n}.
The outcome is a P-position if and only if
L
hi = 0.
Proof. For the property “P ̸→ P ”, suppose first that
M
(1) hi = 0.
We must prove that every option has non-zero nim sum. Observe that (1)
means that there is an even number of 1s in each column of the disjunctive
sum, where the rows are the heap sizes hi written in binary (as in Lecture 1).
If there is no option, we are done. Otherwise, a Nim option reduces exactly
one heap, corresponding to a row in our binary representation of the heap
sizes. Thus there must be a change of parity of the number of ones in at
least one column of (1). Thus the new nim-sum is non-zero.
For the property “N → P ”, suppose next that
M
(2) hi ̸= 0,
8 URBAN LARSSON IEOR, IITB
L
and let x = hi be the result of the nim addition in (2). We must prove
that there is a heap hk that can be reduced such that the new nim-sum is
zero. P i
Write the nim sum x in its binary representation, as x = 2 xi , where,
for all i, xi ∈ {0, 1}. By (2), there is a largest index j such that xj = 1.
Thus, there must be an odd number of heaps that contain the jth power of
2, 2j . We claim that either one of these heaps, say heapPhk , suffices.
Similar to the base 2 expansion of x, write hk = 2i hk,i . Then, by
definition of j and hk , hk,j = 1. For all i < j such that xi = 1, let h′k,i = xi ,
where · is the binary complement (that is 0 = 1 and 1 = 0), and otherwise,
let h′k,i = hi . For all i ⩾ j, let h′k,i = 0. A winning move is to reduce hk to
h′k =
P i ′
2 hk,i . That this is a reduction of the heap size hj follows from the
fact that in base two expansion, for all j, 2j > i<j 2i .3
P
□
Probably the greatest challenge in this proof is to understand the technical
part of the last paragraph. Of course, this part can be expanded by using
more sentences in English, similar to the earlier parts of the proof. However,
it is also important sometimes to practice reading more ‘pure logic’ parts of
proofs. Why is the “binary complement” introduced in this last paragraph?
Is it the best way to do it, or can you find a way to say the same thing
without that definition? (There is no ultimate answer to such a question;
this question is more meant as a challenge to think of how we write proofs,
and why we do what we do in a proof.)
Next, we will prove that the following properties define the P-positions
of Wythoff Nim. Consider two sequences of integers (an ), (bn ), n ∈ N0 .
They satisfy the Wythoff Properties if:
(i) (a0 , b0 ) = (0, 0);
(ii) for all n, an+1 > an ;
(iii) for all n, bn − an = n;
(iv) for all n, m > 0, an ̸= bm ;
(v) for all x ∈ N, there exists an n such that an = x or bn = x.
Property (ii) is called “increasing”. Property (iii) we may call a “shift”.
Together with (ii), the properties (iv) and (v) are usually called “comple-
mentarity”.4 The following result establishes that, in fact, these properties
define a unique pair of sequences.
Theorem 4. The set W = {(an , bn ), (bn , an ) | n ∈ N0 } given by the Wythoff
Properties is unique, and it is the set of P-positions of Wythoff Nim.
Proof. Observe that it suffices to prove that the set W is the set of P - posi-
tions of Wythoff Nim. It then follows that the properties define a unique
pair of sequences. Observe that by (ii) and (iii), both a = (an ) and b = (bn )
3This property is of course true in any base n expansion if n ⩾ 2 is an integer.
4Since we are assuming (ii) then (iv) and (v) suffice to define complementary sequences;
without (ii), in addition, we should require, for all n ̸= m, an ̸= am .
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 9
are strictly increasing sequences. Clearly (a0 , b0 ) = (0, 0) is the terminal
P-position. We must prove that every candidate P-position has no P-
position as an option, and we must prove that every candidate N -position
has a P-position as an option.
“P ̸→ P ”: We prove that, for any n > 0, (an , bn ) does not have an option
of the same form. We use (iii), (iv) and (v) to exhaust all possibilities. Sup-
pose that a player removes from a single heap to say (ai , bn ). Then, since b
is increasing, bi ̸= bn . If they remove from a single heap to (bi , bn ), then (iv)
contradicts that this be of the desired form. If they remove from a single
heap to say (an , bi ), then again, since b is increasing, bi ̸= bn . If they remove
from a single heap to (an , ai ), then by (iv) this option is not of the same form.
If they remove the same number m from both heaps, then by (iii) the posi-
tion cannot be of the form (ai , bi ). Namely bn −m−an +m = n > i = bi −ai .
“N → P ”: We prove that, if a position is not of the form (an , bn ), then it
has an option of this form. Consider first (x, bn ), and x > an . Then remove
x − an > 0 from the first heap. If x < an , then, by (v), there are two cases.
1. x = ai , for some i < n;
2. x = bi for some i < n.
In case 1, since b is increasing, there is a move to (ai , bi ). In case 2, there is
a move to (bi , ai ), since, by (iii) and b increasing, ai < bi < bn .
Consider next a position of the form (an , x), x ̸= bn . If x > bn , then
(an , bn ) is an option. Hence assume x < bn . Then, by (v) x = bi or x = ai ,
for some i. In the first case i < n and so (ai , bi ) is an option, by (ii). In
the second case, the position is (an , ai ). We have three cases (or two if we
regard cases 2 and 3 as the same):
1. an < ai < bn ;
2. ai < an < bi ;
3. ai < bi < an .
For case 1, observe that 0 < ai − an < bn − an = n. Therefore there exists
j < n such that ai − an = bj − aj = j. Hence (aj , bj ) is an option. For case
2, observe that 0 < an − ai < bi − ai = i. Therefore there exists j < i such
that an − ai = bj − aj = j. Hence (aj , bj ) is an option. For case 3, (ai , bi ) is
an option. □
We will use this result in a later lecture to prove Theorem 1, together
with some other representations of Wythoff Nim’s P-positions. One more
component, called Beatty/Lord Rayleigh’s Theorem, will be required.
4. Normal play structures
In this lecture we will define the notions of partial order of games, game
equivalence and disjunctive sum (addition) of games. Then, in Lecture 5,
we prove that the normal-play games, under the disjunctive sum operator,
10 URBAN LARSSON IEOR, IITB
have a group structure. Specifically, in Theorem 10, we prove that every
game has an inverse, and we will see that this is a main tool for constructive
game comparison (Theorem 11). In this spirit, we begin here by defining the
notion of game comparison in a non-constructive but exhaustive way.
The definition of game comparison (Definition 7) takes into the account
game addition (Definition 6), and an inherited partial order of outcomes
(see the below “Outcome Diamond”). Moreover it uses a recursively defined
bracket notation of a game. We use it in parallel with a standard game tree
representation, where Left options are left slanting edges and Right options
are right slanting edges. The game G = {GL | GR }, where GL and GR
represents the set of left and right options of the game G, respectively. If
GL ̸= ∅, a typical Left option is GL ∈ GL , and similarly, a typical Right
optionis GR ∈ GR . By the recursive definition, we would write, for example
GL = GLL | GLR , and so on.
For example, a Nim heap of size 2 is the game ∗2 = {0, ∗ | 0, ∗}, where
∗ = {0 | 0}. The integer games belong to the partizan theory, and they are
defined recursively as 0 = { | }, 1 = {0 | } and n = {n − 1 | }, for n > 0.
Similarly, for all n ∈ N, −n = { | −n + 1}. Let us draw the game trees of
the games ∗, ∗2, 1, 2, {1 | −1} and {−1 | 1}.
The standard convention is the total order “Left” > “Right”, that is, Left
is the “maximizer” and Right is the “minimizer”. This induces the Outcome
Diamond
N P
with L > P, N , R and R < P, N , L but N P. Here ‘ ’ denotes
‘̸>’ and ‘̸<’ and ‘̸=’. That is, the outcomes N and P are confused, fuzzy
or incomparable. All these three words (and more) appear in the literature.
The outcomes do not suffice to understand how to play well a disjunctive
sum of games. Table 2 illustrates that.
Suppose that we know the outcomes of the individual games G and H.
Now we wish to compute the outcome of the sum of G and H. If one
of the outcomes is a P-position, then we know the outcome of the sum;
if both outcomes are either L or R, then we know the outcome of the
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 11
sum. Otherwise we cannot yet know the outcome of the sum. The notion
of outcomes requires a refinement, where alternating play in the separate
components is not mandatory.
Table 2. Given the outcomes of G and H, when can we
know the outcome of G + H?
G\H L P N R
L L L ? ?
P L P N R
N ? N ? ?
R ? R ? R
If both outcomes are L then Left can obviously follow her winning strate-
gies in both components, individually and independently of who starts, and
analogously for Right. If one of the components is a P-position, then the
other component will determine the outcome of the sum, namely, if the first
player plays in the P-position, then the other player can respond there in a
manner that they will get the last move in that component. Hence the first
player can be forced to ‘open’ the other component. A P-position cannot
affect the outcome in a disjunctive sum.
The following example explains some question marks in Table 2.
Example 5. Suppose G, H ∈ N . This holds if, for example G = H = ∗,
a single heap of Nim. Then G + H ∈ P. We could also have G = ∗ and
H = ∗2. Then G + H ∈ N . Hence the question-mark is motivated in this
case.
If G ∈ L and H ∈ N , we could have H = {0 | −100} and G = 1, with
G + H ∈ N . But we could also have H = ∗ and G = 1, which would give
G+H ∈ L.
Suppose that G ∈ L and H ∈ R. We could have G = 1 + ∗ and H = −1
which gives G + H ∈ N . On the other hand G = 1 and H = −1 gives
G + H ∈ P. Similarly G = 10 and H = −1 gives G + H ∈ L , while G = 1
and H = −10 gives G + H ∈ R. Hence, all outcomes are possible. The other
question marks are similar.
So far, we have used the notion of a sum of games in an intuitive way. Now
we will present the standard formal way. The disjunctive sum of games is
defined in a recursive manner. It is a tradition in CGT to omit the brackets
for set union, and instead simply write A, B for two sets of (Left) options.
Definition 6 (Disjunctive Sum). Consider games G and H. Then G + H =
G + H , GL + H | G + H R , GR + H , where X + G = {X + G : X ∈ X },
L
if X is a set of games.
Let us define the partial order of games. Sometimes we view the perfect
play “outcome” as a function, and we write o(G) = P if G ∈ P, and so on.
12 URBAN LARSSON IEOR, IITB
Definition 7 (Partial Order). Consider games G and H. Then G ⩾ H if,
for all games X, o(G + X) ⩾ o(H + X). And G = H if G ⩾ H and H ⩾ G.5
This is the desired refinement of the partial order of the outcomes. Namely,
it assures Left that the game G is no worse for her than the game H, if
played in any arbitrary disjunctive sum. However, it might appear that
almost all games would remain incomparable with such a strong notion of a
partial order. And moreover, the definition is non-constructive, so there is no
algorithm that could determine the relation between two games, unless one
can find another equivalent way of expressing the partial order. And indeed,
that this is possible will be our second fundamental theorem of combinatorial
games. The first major tool is that the games constitute a group structure,
and we will prove that in the next lecture. The negative of a game will be
the game where the players have swapped roles. Let us give the recursive
definition here, and prove its consistency in the next lecture.
Definition 8 (Negative). Consider a game G. Then the Negative of G is
−G = −GR | −GL .
Similar to Definition 6, if X = {X1 , . . . , Xn } is a set of games, then
−X = {−X1 , . . . , −Xn }.
5. The second fundamental theorem
In this lecture we first establish that normal-play games form a group
structure (Theorem 10), and then we prove the Second Fundamental Theo-
rem of CGT (Theorem 11) and its corollary (Corollary 12).
Let us begin with an example of a Negative of a game (Definition 8). In
terms of game trees, let
G=
Then
−G =
5A partial order is a relation that satisfies 1. Reflexivity (aRa); 2. Antisymmetry (if
aRb and bRa then a=b); 3. Transitivity (if aRb and bRc then aRc). It is easy to prove
that our definition satisfies these axioms. Then it easily follows that ‘=’ is an equivalence
relation, which satisfies Reflexivity, Symmetry (aRb implies bRa) and Transitivity). One
has to check first that the axioms 1-3 hold for the partial order of outcomes. But this is
also easy to check.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 13
In terms of game forms, these games are G = {∗ | −1} and −G = {1 | ∗},
where, as before, ∗ = {0 | 0}, 1 = {0 | } and −1 = { | 0}. As an exercise, we
may add these two games, and expand this sum as one single game form:6
G + (−G) = {∗ − G, 1 + G | ∗ + G, −1 − G}
= {{−G, ∗ − 1 | −G, ∗ + ∗} , {G, 1 + ∗ | 1 − 1} | ·}
= {{−G, {−1 | ∗, −1} | −G, {∗ | ∗}} , {G, {∗, 1 | 1} | {−1 | 1}} | ·} ,
where we have omitted to expand the Right options since they are symmetric.
This game form can, with some patience, and as an exercise, be drawn as a
large game tree. But it should be equivalent to 0, as, starting with G+(−G),
the previous player can mimic the current player at each stage, until the
current player cannot move. This is covered by Theorem 10, which will be
our first application of Definition 7. It will establish that the set of all games
together with the disjunctive sum operator constitutes a (partially ordered)
group structure.
An abelian group, (G, +), satisfies five properties.
• Neutral Element: There exists an element, 0 ∈ G, such that for all
G ∈ G, 0 + G = G;
• Closure: for all G, H ∈ G, G + H ∈ G;
• Negative: for all G ∈ G, there exist an element ‘−G’ such that
G + (−G) = 0;
• Commutativity: for all G, H ∈ G, G + H = H + G;
• Associativity: for all G, H, K ∈ G, (G + H) + K = G + (H + K).
Suppose now that (G, +) is our set of games together with the disjunctive
sum operator. All properties, except “Negative” are easy exercises.
The following decomposition of the outcomes will be useful.
Definition 9 (Partial Outcomes). Let L = (L, L), P = (R, L), N = (L, R)
and R = (R, R). The first (second) coordinate declares who wins if Left
(Right) starts. For a given game G, denote o(G) = (oL (G), oR (G)), where
the partial outcomes oL (G), oR (G) ∈ {L, R} denotes who wins in perfect play
depending on who starts, Left and Right, respectively.
Sometimes we call the partial outcomes oL (G) and oR (G) the result (who
wins in perfect play), when Left and Right starts, respectively.7
Theorem 10 (Negative Game). For any game G, G + (−G) = 0.
6This example is admittedly a bit complicated. But its purpose is also to illustrate
how easy it is to build complex game trees that are equal to the empty game 0. Take any
game G and add its inverse, and there you go, a zero-game! If you instead started with a
single complex game tree of ‘G − G’, it would usually be much harder to see that it equals
0. This is an exercise to do once, and then in a sense ‘never again’.
7The word “result” is of course much more general than “perfect play”, and should
apply to any situation where for example two non-optimal human players apply their best
understanding of the game, or say whenever any intermediate beliefs of a learning agent,
leads to a ‘result’ of a game. Or, who won that particular recreational game at that
specific date and time?.
14 URBAN LARSSON IEOR, IITB
Proof. We have to demonstrate that, for any game G, for all games X,
o(G − G + X) = o(X). The proof is by induction on G − G + X. If Left
cannot play in X, then oL (X) = R. Similarly, if Left cannot play in X, then
oL (G − G + X) = R, because, if Left can play in G − G, then Right can
mimic, and so on, which ultimately leads to Right getting the last move in
the ‘G − G’ component. This ‘base case’ is analogous for the function oR .
Suppose that the statement holds for all options of G. For example, if GR
is a Right option of G, then GR − GR = 0. If Left has an option in X, then
there are two cases to consider, namely oL (X) = L or oL (X) = R.
Suppose first that oL (X) = L, and consider the game G − G + X. Suppose
that Left’s winning move in X is to X L . We claim that oR (G−G+X L ) = L.
Namely, if Right plays to G − G + X LR , then Left wins by induction (Right
does not have a winning move in X L ). And if Right plays in the ‘G−G’ part,
then Left can mimic. This would result in GR − GR = 0 or GL − GL = 0,
by induction.
Suppose next that oL (X) = R, that is, Left does not have a winning option
in X played alone. In the game G − G + X, if Left plays her losing move in
the X-component, then Right can respond locally to G − G + X LR and win
by induction. If Left starts by playing in the ‘G − G’ component, then Right
can mimic, and the argument is the same as in the previous paragraph.
The proofs for Right playing first are analogous (symmetric). □
The second fundamental theorem of combinatorial games is as follows. We
utilize that games form a group structure. In particular, that every game
has an inverse (Theorem 10), and the inverse is the defined Negative of the
game.
Theorem 11 (The Second Fundamental Theorem). Consider games G and
H. Then G ⩾ H if and only if Left wins the game G − H playing second,
that is if and only if oR (G − H) = L.
Before the proof, we give two examples of how to use this result.
Let G = {∗ | −1} and let H = ∗2. We use Theorem 11 to show that
G ̸⩾ H. That is, it suffices to show that Left does not win the game G − H
playing second. If Right plays to −1+∗2, then Left can only respond to −1 or
−1 + ∗, and loses either way. How about the reverse inequality? Is H ⩾ G?
That is, can Left win if Right starts in the game H − G = ∗2 + {1 | ∗}?
If Right plays to ∗2 + ∗, then Left can respond to ∗ + ∗; if Right plays to
∗ + {1 | ∗} or to {1 | ∗}, then Left can respond to 1 or 1+* and wins in either
case. Altogether this proves that H > G.
Let G = {0 | 1} and H = ∗. It is easy to check that oR (G − H) = L.
Hence G ⩾ H. In addition, since oL (G − H) = L, then in fact G > H.
Proof of Theorem 11. By Theorem 10, we may study the game G − H. We
must prove that G − H ⩾ 0 is the same as Left wins G − H playing second.
By definition, G − H ⩾ 0 means that, for all X, then o(G − H + X) ⩾ o(X).
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 15
Suppose first that, for all X, o(G − H + X) ⩾ o(X). This holds in
particular for X = { | }. But then,
L = oR ({ | }) ⩽ oR (G − H + { | }) = oR (G − H),
and hence oR (G − H) = L (there are only two results, and L ⩾ R).
For the other direction, suppose that Left wins G − H playing second. We
must prove that, if oR (G − H) = L, then, for all X,
(3) o(G − H + X) ⩾ o(X).
We analyze the partial outcomes, oL and oR .
If oL (X) = R then o(G − H + X) ⩾ o(X). Therefore, let us assume that
oL (X) = L. In particular, this means that Left has a winning move in X
played alone, to say X L . She can play this move in the game G − H + X, to
G − H + X L . If Right responds in the ‘G − H’ part, then, by assumption,
Left has a ’local winning’ response inside that part, to say (G−H)RL . And if
he plays to G − H + X LR , then Left wins by induction (since oL (X LR ) = L).
Hence, oL (G − H + X) = L.
Similarly, assume that oR (X) = L, and we must prove that oR (G − H +
X) = L, under the assumption that oR (G − H) = L. If Right starts in
the ‘G − H’ part, then Left has a winning response, by assumption, and
otherwise, if Right starts in the ‘X’ part, then, by oR (X) = L, Left can
respond locally and win, since by induction oR (X RL ) = L. □
It is convenient to be explicit about all relations in the inherited partial
order.
Corollary 12 (Bijection Partial Order and Outcomes). Consider games G
and H. Then
• G = H if and only if G − H ∈ P;
• G > H if and only if G − H ∈ L ;
• G < H if and only if G − H ∈ R;
• G H if and only if G − H ∈ N .
Proof. For the first item, apply Theorem 11 for G ⩾ H and H ⩾ G. The
̸ G,
other items are similar, namely apply Theorem 11 for G ⩾ H and H ⩾
G ̸⩾ H and H ⩾ G, and G ̸⩾ H and H ̸⩾ G respectively. □
In Corollary 12, it is instructive to revisit the outcome diamond, and
instead of outcomes put games born by day 1 as representatives of the out-
come classes. A game’s birthday is defined recursively. We will do this before
Theorem 16.
6. Game reductions and canonical form
Here we discuss the two reduction theorems on combinatorial games; they
concern domination and reversibility. We will show that together they imply,
for any game G, the existence of a unique reduced form, usually referred to
16 URBAN LARSSON IEOR, IITB
∗ 0
−1
as the canonical form, the game value, or just the value of G.8 We state the
results in terms of Left options, and the symmetric statement in terms of
Right options has an analogous statement and proof. These two results are
nice applications of the Second Fundamental Theorem and its corollary.
Let us start with some examples. If G = {1, 2, 3 | ∗}, then Left could
ignore the Left options 1 and 2, and hence it should hold that G = {3 | ∗}.
This guess can be verified by using Corollary 12 as follows. The previous
player wins {1, 2, 3 | ∗} + {∗ | −3}, by mimic strategy, unless Left starts and
plays in the first component to 1 − G or 2 − G. Then Right responds to 1 − 3
or 2 − 3 and wins.
This is all good, but note that we found a simpler form of G by guess
work. Domination is better in that it achieves the same result but without
guessing a simpler equivalent form.
Recall that in normal play combinatorial games, a player who can mimick
the other player has a winning strategy. When we use the phrase “mimick”,
then we mean that the next player mirrors the previous players move, such
that the composite game becomes equal to 0 ∈ P. We will continue to see
many examples of this.
Theorem 13 (Domination). Consider any game G. If there are Left options
A, B ∈ GL , such that A ⩽ B, then G = GL \ {A} | GR .
Proof. Let H = GL \ {A} | GR . Then −H = −GR | −GL \ {−A} . By
Corollary 12, it suffices to prove that G + (−H) ∈ P. Observe that the Left
options of −H are the Negatives of the Right options of G. Hence any play
in those options can be mimicked, and then GR − GR = 0 ∈ P settles those
cases. In fact, Right as a starting player has fewer options than Left, and
all his moves can be mimicked by Left. Similarly, if Left starts by playing to
GL + (−H), where GL ̸= A, then Right can respond in the −H component
to GL − GL = 0 ∈ P.
The remaining case is if Left as the starting player plays to A − H. Then
Right cannot mimick, since A is not a Left option in H. But Right can
respond to A − B ⩽ 0, and win (playing second in A − B). □
By this result, we see immediately that G = {1, 2, 3 | ∗} = {3 | ∗}, because
3 ⩾ 2 ⩾ 1.
The next result concerns the reduction reversibility. We have seen already
that the game G = {∗ | ∗} = 0, and one can argue directly that it is true
8Another term one might hear with an equivalent meaning is “simplest form”.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 17
because the game is a P-position. The game’s simplest reduced form is 0,
but it cannot reduce via domination, because there is only one option. We
obviously need another tool. Luckily, one can argue by using ‘reversibility’,
that this holds true: If Left plays to ∗, then Right has on option that is
no worse than the original game {∗ | ∗}, that is, it reverses Left’s move.
Therefore Left’s move is meaningless and should be reduced to whatever
remains after Right’s ‘automatic’ response. We prove that this idea holds in
general, and give some more examples after the result.
Let us remind the reader, that a Left option in a Negative game, say −G,
is of the form −GR , and a Right option is of the form −GL . Moreover,
sometimes the notation GL means a generic Left option, while other times,
depending on the given context, GL is a specific option, with a prescribed
property. Indeed, we are using this latter meaning in the following statement.
L G. IfLthereLRL
Theorem 14 (Reversibility). Consider any game is a Left option
L LR
G with a Right option G ⩽ G, then G = G \ {G }, G | GR .
Proof. For a fixed Left option GL as in the statement, let
H = GL \ {GL }, GLRL } | GR .
(4)
Observe that, by definition, G and H have the same set of Right options.
We prove that o(G − H) = P. Similar to the proof of Theorem 13, moves
that can be mimicked cannot disprove the result. Hence it suffices to analyze
two cases:
• Left starts by playing to GL − H;
• Right starts by playing to G − GLRL , for any GLRL ∈ GLRL .
Suppose that Left starts by playing to GL − H. Then, by assumption, Right
can respond to GLR − H, such that GLR ⩽ G. That is,
(5) oL (GLR − G) = R.
Since the Negative games −H and −G have the same set of Left options,
by (5), Right wins if Left plays in the −H component to, say GLR − H R =
GLR −GR . Thus assume she plays to some GLRL −H. But then, by definition
of H, Right can respond to GLRL − GLRL = 0.
For the second item, recall that G − GLR ⩾ 0. This means that oR (G −
G ) = L, and so, for all Right options G − GLRL , Left wins; that is oL (G −
LR
GLRL ) = L. □
The proof gives us an insight that, if there are several Right option of the
form GLR , such that GLR ⩽ G, then any replacement set of the form GLRL
suffices to define an equivalent game H = G as in (4).
Let us give two examples of ‘similar looking’ games, one of which reduces
by reversibility but the other does not reduce. The games are G := {0, ∗ | 0}
and H := {0, ∗ | ∗}. For both games, the only Left option with a Right
option is GL = H L = ∗, and H LR = 0 ⩽ H but GLR = 0 ̸⩽ G, by
Theorem 11, namely Left wins H LR , but not GLR , playing second. Observe
that H LRL = ∅. Hence H = {0 | ∗}.
18 URBAN LARSSON IEOR, IITB
Note that we can prove directly, by using Theorem 11, that the game
G ̸= {0 | 0}; hence, the Left option ∗ cannot be reversible. Namely, Right
does not win G − ∗ = G + ∗, playing second. If Left starts by playing to
∗ + ∗, Right loses.
In combinatorial game theory, the rank of a game tree has another tradi-
tional terminology, namely birthday.
Definition 15 (Formal Birthday). A game is born by day 0 if it has no
options. A game is born by day n > 0 if every option is born by day n − 1.
A game is born at day n if it is born by day n but not by day n − 1.
The formal birthday concerns the literal form of a game. We often skip
the word “formal”. Sometimes there is a risk of misunderstanding, because
we often consider the equavialence class of a game, via its simplest form
representation. If we want to be explicit, in this case, we may write canonical
form birthday. We have a very elegant result, that such a respresentation
is unique. Consider a game G. Independently of the order of applying the
reduction theorems (Domination and Reversibility), the end result, when no
more reduction is possible, is a unique simplest form, often known as its
game value, or the canonical form of G.
Theorem 16 (Canonical Form/Game Value). Suppose that domination and
reversibility have been applied to a game G until no more reduction is possible,
or any further reduction results in the same literal form game. If two literal
form games G′ and G′′ are the end results of such reductions, then they are
identical.
Proof. Suppose, by induction, that this holds true for all games of birthday
smaller than n. Let us prove that, then it holds for a game G of birthday n.
By the induction hypothesis, we may assume that every option of G is in its
unique reduced form.
Claim: We can pair the options of G′ and G′′ , such that for each option G′L
there is a G′′L such that G′L = G′′L (and similarly for Right).
Proof of Claim: We are using the assumption that G′′ − G′ ∈ P together
with the facts that there are no reversible or dominated options.
Suppose that Right starts and plays to G′′ − G′L . Since G′ and G′′ do
not have any dominated or reversible options, we get that to win (playing
second) Left must play to an option of the form G′′L − G′L . Namely, a
Left option of the form G′′ − G′LR 0; we must have “ ” (which is the
same as “̸⩾”) since the option is not reversible;9 i.e. Left cannot win playing
second. Thus Left could win playing second if and only if G′′L is such that
G′′L ⩾ G′L .
Suppose next that Left starts and plays to G′′L − G′ . Since G′′ and G′
are equal, Right must have a winning move. Again, this must be of the
9If G 0, then Right wins playing first in G.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 19
first form. Thus, for some Left option G′L1 , we obtain the inequalities
G′L1 ⩾ G′′L ⩾ G′L . Since G′ does not have any dominated options, all
these three games must be equal.
But then, since these options are in reduced forms, by induction, since
they are equal they must be identical. Hence, G′ and G′′ must also be
identical. □
For example, the game 0 is born by day 0, ∗, -1 and 1 are born at day
1. Together with 0, they form the same partial order as the above Outcome
Diamond. When concerning the canonical form birthday, there are 22 games
born by day 2 (See Figure 3). There are 1474 games born by day 3. The
number of games born by day 4 is huge, recently estimated between 1028 and
10185 , by Koki Suetsugu. The number of games born by day 5 is unknown.
7. A chocolate bar game and Pingala Nim
Chomp is an impartial game played with an m by n chocolate bar (see
Figure 4). The lower left piece is poisoned, and the player who chomps it
loses (it is a normal play game: think that the poisoned piece is not present).
The game is played as follows: point at a remaining piece and chomp off
everything above and to the right of that piece. A classical strategy stealing
argument shows that the first player has a winning strategy for Chomp
played on a rectangular grid. However, nobody fully understands optimal
play, unless the grid is a square.
Theorem 17. Chomp on a rectangular grid is a first player win.
Proof. If the grid is a square, then point at position (1, 1), and mimic the rest
of play. Otherwise, suppose that the second player has a winning strategy.
Take the upper right piece. If that is a winning move we are done. Otherwise,
wait and see what the second player does. If the first move is not winning,
then he has a winning strategy. But the first player could have played that
move in the first move. Hence she has a winning strategy. □
Pingala Nim is played on one heap of pebbles.10 The first player can
remove any positive number of pebbles, except the whole heap. Any other
move is restricted by taking at most twice the number of pebbles that the
previous player removed.
The Pingala (Fibonacci) numbers are defined by F0 = 1, F1 = 1, and if
n ⩾ 2, Fn+2 = Fn+1 + Fn . Thus, the sequence is 1, 1, 2, 3, 5, 8, 13, 21, . . ..
Theorem 18. The first player loses Pingala Nim if and only if the starting
heap size is a Pingala (Fibonacci) number.
The proof uses a classical result on Pingala numbers, namely: every posi-
tive integer decomposes uniquely as a sum of non-consecutive Pingala num-
bers. For example 11 = 8 + 3, 23 = 21 + 2, 30 = 21 + 8 + 1. We write
10This game is also known as Fibonacci Nim.
20 URBAN LARSSON IEOR, IITB
1 1∗
1
2 {1 | ∗} {1 | 0}
↑ ↑∗ {1 | 0, ∗}
0 ∗ ∗2 ±1
↓ ↓ ∗ {0, ∗ | −1}
− 21 {∗ | −1} {0 | −1}
−1 −1∗
−2
Figure 3. There are 22 games born by day 2. The picture
shows the partial order of these 22 games, where an edge
represents ‘upper node > lower node’. The structure is a
lattice: every disjoint pair of nodes has a least upper bound
(a join) and a greatest lower bound (a meet).
Figure 4. Two Chomp positions. The red piece in the lower
left is poisoned and cannot be eaten. The first player pointed
at (3, 2) and chomped off four pieces.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 21
this unique
P Fibonacci representation as a binary word ζ(x) = ζn · · · ζ1 where
x = i⩾1 ζi Fi , and we call this representation ZOL, because it was indepen-
dently discovered by Ostrowski (in 1922), Lekkerkerker (in 1952), and Zeck-
endorf (in 1972). Note that F0 is not used in this representation. In our ex-
amples, using a binary word notation, thus ζ(11) = 10100, ζ(21) = 1000010
and ζ(30) = 1010001. The representation is obtained by greedily at each
step including the largest Pingala number. It is obvious by the definition of
the Pingala numbers that there cannot be two consecutive 1s in ζ. We leave
it as an exercise to prove the uniqueness.
One more basic property of ZOL-numeration is that, by adding 1 to a
word of alternating 1s and 0s of length k results in the word of length k + 1
of the form 10 . . . 0. For example 101 + 1 = 1000 and 1010 + 1 = 10000.
That is, in this numeration, we have 10k − 1 = (10)k/2 , if k is even, and
10k = (10)(k−1)/2 , if k is odd. Let us call this property ZOL-carry.
Theorem 19. The first player wins if and only if they can remove the small-
est number in the ZOL-decomposition of the heap size.
Notice that this statement includes the previous one (Theorem 18), since
the starting player is not allowed to remove the whole heap. In the example
11 = 8 + 3, the first player removes 3, and then the second player has to
move from the Fibonacci number 8. They can remove 1 ⩽ r ⩽ 6. If they
remove 3 or more they lose in the next move. Otherwise the next player can
play to 5, again, a Fibonacci number. In their next move they can either
win directly, or, if the other player removed 1, they can take 1 from 4 and
reach 3. Now, because the other player can only reach 1 or 2, they win in
their next move.
There is a better notation. We write (x, r) for a heap of size x, where the
next player is allowed to remove at most r pebbles. Thus, the first position
is of the form (x, x − 1), and later r < 2x is some even number.
Proof. Consider a position (x, r). Denote by Z(x) the set of Pingala numbers
in the ZOL-representation of x. We must justify the following statements.
(i) If min Z(x) > r, then any removal m satisfies min Z(x − m) ⩽ 2m.
(ii) If m = min Z(x) ⩽ r, then min Z(x − m) > 2m, or x − m = 0.
Observe that (i) states that if the current player cannot remove the smallest
Pingala component of x, then, for all options (x − m, 2m), the other player
can. And (ii) is the opposite statement.
Item (ii) is almost automatic by the definition of ZOL-decomposition.
Namely, when the smallest ZOL-component of a number has been removed,
then, the second smallest becomes the smallest, but it is distanced by at least
one Fibonacci number. And by the definition of the Fibonacci numbers, for
22 URBAN LARSSON IEOR, IITB
all n ⩾ 2, with the removal of Fn = m = min Z(x), say,
(6) 2Fn < Fn + Fn+1
(7) = Fn+2
(8) ⩽ Z(x − m),
by definition of ZOL-numeration, unless x − m = 0.
The resolution of item (i) is a bit more hidden at a first sight, but it will
follow by the uniqueness of the ZOL-numeration. Since the removal m is
smaller than, say Fn = min Z(x), then min Z(x − m) < Fn . We may assume
that m < min P Z(Fn − m) (because otherwise we are done). Then, because
Fn = m + z∈Z(Fn −m) z, this implies that m is at least the size of the
greatest Fibonacci number smaller than min Z(x − m), because otherwise
the decomposition of Fn would not be unique (as Fn ). Hence, the inequality
holds. □
8. Sprague and Grundy’s contribution
We review the famous Sprague-Grundy Theory. It says that, for any im-
partial normal play game G, there is a nim-heap h such that played together
G + h ∈ P. Moreover, the proof provides a constructive way to find that
nim heap. The minimal exclusive function, abbreviated ‘mex’ finds the nim-
value of a given game. The mex-function is defined as follows. Let X ⊂ N0
be a strict subset of the non-negative integers. Then mexX = N0 \ X. For
example mex{0, 1, 3, 5, 17} = 2 and mex{1} = 0. As a motivation, before
the proof, let us draw a game tree and compute its equivalent nim-value
via the mex-algorithm. Recursively, it computes the nim-values on every
sub-position, via the mex-rule, until it finds the root, and assigns its nimber.
This is an impartial game so the directions of the slopes do not matter.
G
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 23
0 0
0 0 0 0
0 0
0 1 0
1 0 0 0 1 0
0 0
2 0 1 0 2
1 0 0 0 1 0
0 0
3 0 1
2 0 1 0 2
1 0 0 0 1 0
0 0
24 URBAN LARSSON IEOR, IITB
3 0 1
2 0 1 0 2
1 0 0 0 1 0
0 0
Definition 20 (Subgame). Consider a game G. Then H is a subgame of G
if there is a sequence of moves from G to H, not necessarily alternating and
perhaps empty.
In the literature, subgame is often called “subposition" or “follower” with
exactly the same meaning.
Theorem 21. Every impartial normal play game is equivalent to a nimber.
Proof. Consider any impartial normal play game G. The statement holds if
G does not have any options, so assume that G has options. Assign each sub
position of G without any option nim-value 0. Suppose that the statement
is true for all games of birthday less than G. That means in particular that
each option of G, say Gi , equals a nim-heap, say ∗hi . We will demonstrate
that G equals the nim-heap ∗mex{hi }, where i ranges over the options of
G. To this purpose we play the game G + ∗mex{hi }, and demonstrate that
it is a P-position. Suppose that the first player plays to ∗hj + G, for some
hj < mex{hi } (this is possible by the definition of a nim-heap). Then the
second player can respond to ∗hj + Gj = ∗hj + ∗hj ∈ P. Suppose next that
the first player plays in the G component to Gj + ∗mex{hi }. There are two
possibilities:
(i) hj > mex{hi };
(ii) hj < mex{hi }.
In case (i), the second player can respond to ∗mex{hi } + ∗mex{hi }, and win.
In case (ii), the second player can respond to ∗hj + ∗hj and win. □
9. Subtraction games and a ZOL-solution of Wythoff Nim
Subtraction is a generalization of Nim defined by a subtraction set S ⊂
N. The move options from a heap of size x is the set {x−s | s ∈ S, x−s ⩾ 0}.
For example, if S = {1, 3, 4, 7}, then the first few outcomes and nimbers are
as follows:
x 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
o(x) P N P N N N N N P N P N N N N N
nim(x) 0 1 0 1 2 3 2 3 0 1 0 1 2 3 2 3
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 25
We conclude that both the outcomes and the nimbers are periodic, with
period length 8, and starting at the heap of size 0. How do we know this? It
follows by observing a repetition of the content of 7 consecutive squares in
either row. Why this ‘window’ size of 7? This is because this is the maximum
size of a subtraction. This idea assists us in the proof that any subtraction
game on a finite subtraction set has an eventually periodic outcome.11
Theorem 22. Every subtraction game S has eventually periodic outcomes.
Proof. There are 2max S possible combinations of outcomes P or N in a
‘window’ of size max S. Since this is a finite number, there must exist a
smallest heap size x′ for which the outcome window (o(x′ ), . . . , o(x′ +max S))
is the same as (o(y ′ ), . . . , o(y ′ + max S)), for some y ′ > x′ . This defines the
period. □
Similarly we can prove that the nim-sequence is eventually periodic. The
argument is the same, just replace the 2 in the number of outcomes for |S|+1
as the number of possible nimbers.
Corollary 23. Every subtraction game S has eventually periodic nimbers.
Proof. By the mex rule, since a ruleset S has (at most) |S| options, the largest
nimber that can occur is ∗(|S| + 1). The rest of the proof is analogous to
that of Theorem 22. □
Many ‘small’ rulesets have period length equal to the sum of two of the
possible subtractions. In our example: 7 + 1 = 8. But there are excep-
tions. For example, the ruleset S = {2, 5, 7} has period length 22. Moreover
many games in Subtraction have a preperiod before the eventual behavior
settles. An early example is S = {2, 4, 7}. What is its preperiod and period?
Let us return to Wythoff Nim. We start with a recap that includes a to
do list. There are several representations of the P-positions of Wythoff
Nim. Let us list a few.
(1) Geometric Approach: A recursive painting of N -positions illumi-
nates smallest missing P-positions. (done)
(2) A mex-Algorithm: This was briefly mentioned in the classes, but not
yet included in these notes. (will do)
(3) Golden Section: We have stated the result in Lecture 1, but not yet
proved it. (will do)
(4) Wythoff Properties: We listed five properties that uniquely define the
Wythoff sequences. Proof included in Lecture ?, but not yet done in
class.
11Consider a sequence s = (s ) indexed by the non-negative integers. Then s is ‘even-
i
tually periodic’ if one can decompose the sequence in a finite part (si )i⩽k , the preperiod,
and an infinite part (si )i>k , the periodic part, for which there is a p such that for all
i > k, si = si+p . If k = 0 we say that the sequence is purely periodic, or just periodic.
26 URBAN LARSSON IEOR, IITB
(5) ZOL-numeration: The P-positions have a nice interpretation in the
ZOL-numeration mentioned in the discussion of Fibonacci Nim
(will do here)
(6) A Morphism on Words: Lecture 10.
Let us do (5). First we construct a small table of the first positive integers
in ZOL-numeration. We use the binary notation with F2 = 1 as the small-
est ‘digit’, so for example 7 = 5 + 2 = F5 + F3 = 1010 and 13 = F7 = 100000.
n ZOL(n)
1 1
2 10
3 100
4 101
5 1000
6 1001
7 1010
8 10000
9 10001
10 10010
The bold numbers are those that end in an even number of 0s. That is,
1, 3, 4, 6, 8, 9, . . .. We note that those coincide with those in the A-sequence
of Wythoff Nim’s P-positions. The B-sequence is obtained by adjoining
a ‘0’ to the right of the numbers in the A-sequence. And indeed, this is our
next theorem.
Theorem 24. In ZOL-numeration An (Bn ) is the nth number that ends with
an even (odd) number of 0s, and, in this numeration, for all n, Bn = An 0.
Proof. Recall the Wythoff properties:
(i) (a0 , b0 ) = (0, 0);
(ii) for all n, an+1 > an ;
(iii) for all n, bn − an = n;
(iv) for all n, m > 0, an ̸= bm ;
(v) for all x ∈ N, there exists an n such that an = x or bn = x.
By Theorem 4, it suffices to justify each item. But all items except (iii)
are immediate by definition. It remains to prove that for all n, in ZOL-
numeration, An 0 = An + n. Let us describe An as a function of n.
Claim: if ZOL(n) ends in an odd number of 0s, then ZOL(An ) = ZOL(n)0,
and otherwise, ZOL(An ) = ZOL(n − 1)1.
In these examples, instead of writing ZOL, we use quotation: 5 = “1000”,
A5 = 8 = “10000”, B5 = “100000”; 3 = “100”, A4 = 6 = “1001”, B4 = 10 =
“10010”.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 27
Before we prove this claim, let us see that it suffices to prove the result.
In the first case, by using the definition of Pingala recurrence,
ZOL(Bn ) = ZOL(An ) + ZOL(n)
= ZOL(n)0 + ZOL(n)
= ZOL(n)00
= ZOL(An )0.
And notice that ZOL(Bn ) ends in an odd number of 0s, because ZOL(n)
does so. The second case is similar, but it requires a small trick, namely
ZOL(Bn ) = ZOL(An ) + ZOL(n)
= ZOL(n − 1)1 + ZOL(n)
= ZOL(n − 1)1 + ZOL(n − 1) + 1
= ZOL(n − 1)0 + ZOL(n − 1) + 2
= ZOL(n − 1)00 + 2
= ZOL(n − 1)10
= ZOL(An )0.
Here it is important to observe that each line is a valid ZOL-representation.
In particular, ZOL(n − 1)10 is valid, by the following implication: if ZOL(n)
ends in an even number of 0s, then ZOL(n−1) does not end in a “1”. Namely,
if ZOL(n) ends in a “1” then remove it to obtain ZOL(n − 1). Otherwise
argue by ZOL-carry as explained in Lecture 7.
Proof of Claim. It is clear that all positive integers that end in an even
number of 0s in the ZOL-representation are represented. Therefore it suf-
fices to establish that going from n to n + 1 implies that the claimed ZOL-
representation of An is increasing. If ZOL(n) and ZOL(n + 1) end in the
same parity of 0s, there is nothing to prove. Thus there are two cases to
check:
(i) ZOL(n) odd and ZOL(n + 1) even;
(ii) ZOL(n) even and ZOL(n + 1) odd.
For item (i) it is immediate by the statement that An+1 − An = 1. For
item (ii), going from even to odd when n → n + 1, it must be the case that
ZOL(n) ends in a “1”, that is the rules of ZOL-carry applies. SImilar to the
second case above one can see that in this case An+1 − An = 2.
The corresponding table begins like this:
28 URBAN LARSSON IEOR, IITB
n ZOL(n) An ZOL(An )
1 1 1 1
2 10 3 100
3 100 4 101
4 101 6 1001
5 1000 8 10000
6 1001 9 10001
10. More solutions of Wythoff Nim and a brief introduction
to game temperature
In this lecture we will start talking about game temperature.
But let us first complete the Wythoff story with items (2) and (6) in
Lecture 10.
Theorem 25. Let the A and B be the increasing sequences that define
Wythoff Nim’s P-positons. For all n ∈ N0 , let
(
an = mex{ai , bi | 0 ⩽ i < n};
bn = an + n.
Then, for all n, an = An and bn = Bn .
Proof. The Wythoff Properties are all satisfied by definition, (i) is immediate.
That the a-sequence is increasing as in (ii) follows by the definition of mex.
Item (iii) is obvious. Item (iv) can be verified by an inductive argument.
Namely, suppose that bn−1 is the largest element in {ai , bi | 0 ⩽ i < n}. Then
bn = an + n > bn−1 , by using also (ii). Hence there can be no collision. □
The Fibonacci Morphism φ : {0, 1}∗ → {0, 1}∗ is defined by,12
(
φ(0) = 01;
φ(1) = 0.
If the initial seed is 0, then φ generates the infinite Fibonacci word, ω.
This word is generated recursively as follows:
φ(0) = 01;
φ(01) = 010;
φ(010) = 01001;
φ(01001) = 01001010,
and so on. Note that φ(010) = φ(0)φ(01), and so on. That is ω =
limn→∞ φn (0), where, for all n > 0, for all x ∈ {0, 1}∗ , φn (x) = φn−1 (φ(x)),
12The set of possible finite words on a finite set of letters X is denoted by X ∗ . A
function f : X ∗ → X ∗ is a morphism, under concatenation, if for all v, w ∈ X ∗ , f (vw) =
f (v)f (w).
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 29
where φ0 (x) = x. We index the letters in ω by N. We get ω1 = 0, ω2 =
1, ω3 = 0, ω4 = 0, ω5 = 1, and so on. The morphism φ has many interest-
ing properties. For example, for all n ∈ N0 , the lengths of the words φn (0)
correspond to the Fibonacci numbers Fn+2 .
The following result relates the occurrences of the 0s and 1s in this word
with the P-positions of Wythoff Nim.
Theorem 26. For all n ∈ N, An equals the index of the nth “0” in ω, and
for all n, Bn equals the index of the nth “1” in ω.
Proof. Set A0 = B0 = 0 to satisfy (i) in the Wythoff Properties. Clearly A is
increasing, so (ii) holds. Similarly complementarity, that is (iv) and (v) hold
by definition. It remains to justify (iii), the shift property. But this follows
by definition of φ; namely, the nth “1” is written when we read the nth “0”,
and it is shifted n steps, since, at each translation, we write “01” (instead of
just “1”). □
Let us prove that the sequences from Wythoff Nim, (⌊nϕ⌋) and (⌊nϕ2 ⌋),
are complementary. That is every positive integer appears in exactly one of
these sequences. This can be done in full generality, by instead proving that
the sequences (⌊nα⌋) and (⌊nβ⌋) are complementary whenever α and β are
irrationals with 1/α + 1/β = 1.
Theorem 27 (Beatty’s/lord Rayleigh’s Theorem). Let α and β be irrational
numbers with 1/α + 1/β = 1. Then (⌊nα⌋)n∈N and (⌊nβ⌋)n∈N are comple-
mentary.
Proof. Collision: Since α and β are irrationals, if ⌊nα⌋ = ⌊mβ⌋ = x then
x < nα < x + 1 and x < mβ < x + 1. Thus x/α + x/β < n + m <
(x + 1)/α + (x + 1)/β. But then x < n + m < x + 1, where all expressions
are integers, which is impossible.
Anticollision: Since α and β are irrationals, if ⌊nα⌋ < x < ⌊(n + 1)α⌋ and
⌊mβ⌋ < x < ⌊(m + 1)β⌋, for an integer x, we get nα < x < (n + 1)α − 1 and
mβ < x < (m + 1)β − 1. Thus, n + m < x/α + x/β < n + m + 2 − 1/α − 1/β.
That is, n + m < x < n + m + 1, where all entries are integers, which is
impossible. □
Let us prove Theorem 1 by using the Wythoff Properties from page 8. Let
us recall them here:
(i) (a0 , b0 ) = (0, 0);
(ii) for all n, an+1 > an ;
(iii) for all n, bn − an = n;
(iv) for all n, m > 0, an ̸= bm ;
(v) for all x ∈ N, there exists an n such that an = x or bn = x.
Proof of Theorem 1. By Theorem 1 and Theorem 4, it suffices to justify
that, for all non-negative integers n, (an , bn ) = (⌊nϕ⌋, ⌊nϕ2 ⌋). Item (i) is
30 URBAN LARSSON IEOR, IITB
immediate by setting n = 0. Item (ii) is immediate, because 1 < ϕ. And
(iii) follows from ϕ2 = ϕ + 1. Items (iv) and (v) follow from Theorem 27 □
Similarly the mex-description in Theorem 25 easily follows from the Wythoff
Properties (check this!). For Theorems 24 and 26 the interesting Wythoff
Property is the shift property (iii).
Game temperature. There are cold games, there are tepid games and there
are hot games. Hackenbush is an example of a ruleset for which all games
are cold. The game is played with red or blue pieces stacked upon each other
in various directions. Red can remove red pieces and Right can remove blue
pieces. Any piece that ceases to have a connection to the ground falls off
and is no longer part of the game. Let us list a few examples together with
their game values (they will studied later in this section).
= 1/2 = 1/4 = 3/4 = 1/2
=1 = −1
Figure 5. Some Hackenbush positions and their values.
Clobber is an example of a ruleset with only tepid positions (in fact
the games are so-called all-small). Toppling Dominoes is a ruleset with
a variety of positions, in particular, we can build arbitrarily hot positions;
imagine a stretch of pieces throughout the room, with same colored pieces
to the left and right of the middle respectively. Such positions can be made
arbitrarily hot, that is, the first player can gain a huge number of ‘free moves’.
On the other hand, we can show that Hackenbush does not even have any
N -positions. (This problem might be a quiz at some point, so you may
want to start thinking about it.)
The right most picture in Figure 5 reduces to 1/2. This can be proved in
a similar fashion to what we usually do (that is, by using domination and/or
reversibility or, by justifying this guess, by showing that G − 1/2 ∈ P.
But here we will discover an easier way that only applies to games that are
numbers.
11. Games that are numbers
Let us start by defining cold games; they are all numbers. We use the
word ‘numbers’ interchangeably in two ways, either as usual, or as defined
here, where ‘numbers’ are a special type of games. This abuse (or double
use) of language is due to that games that are numbers will inherit their
basic properties from our standard total order and arithmetics.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 31
Definition 28 (Number). Suppose G is represented in its canonical form.
Then G is a number, if for all options GL and GR , GL < GR , and all options
are numbers.
Theorem 29. Consider a canonical form number game G. Then, for all
options, GL < G < GR .
Proof. Note that oL (G − GL ) = L, because she can play to GL − GL (this is
true for all games, not just numbers). We must prove that oR (G − GL ) = L,
if G is a number. Right can play to some GR − GL > 0 (a Left win), by
assumption, so assume instead that he plays to some G − GLL . Then, since
GL is a number, induction gives oR (GL − GLL ) = L. □
Consider two games G and H. Then G is simpler than H, if its canonical
form has smaller birthday than that of the canonical form of H.
We will show that the non-zero canonical form numbers have a one-to-one
correspondence with the dyadic rationals, that is all rationals of the form 2mk ,
for odd m, k ∈ N. That is, later on we will be able to identify the games
that are numbers with the dyadic rationals and 0. The dyadic game forms
are defined as follows.
Definition 30 (Dyadic Game). For all k ∈ N0 , let the game 1/2k =
k−1 . The game m/2k is m copies of 1/2k in a disjunctive sum.
0 | 1/2
If k = 0, then this definition provides all integer games (note that 0 | 1/2−1 =
{0 | 2} = 1). If k ⩾ 1, then this says that 1/2 = {0 | 1}, 1/4 = {0 | 1/2},
and so on.
We can prove a couple of nice properties of the dyadic games.
Theorem 31 (Dyadic Properties). For all k ∈ N,
(a) 1/2k > 0;
(b) 1/2k > 1/2ℓ , if ℓ > k;
(c) 1/2k + 1/2k = 1/2 k−1 ;
(d) for all m, 2mk = m−1 | m+1
2k 2k
, and this game is in canonical form.
Proof. For (a) we prove that Left wins playing first or second. Playing first,
she wins in her first move. Playing second, she wins by induction, since
Right plays to 1/2k−1 . The base case is the game 1 when k = 0.
For (b), we prove that Left wins 1/2k − 1/2ℓ , if ℓ > k. Left wins playing
first to 1/2k − 1/2ℓ−1 , by induction, or by mimic. If Right starts, he loses, by
(a), by playing to 1/2k , and he loses by induction, by playing to 1/2k−1 −1/2ℓ .
For (c), we prove that 1/2k + 1/2k − 1/2k−1 ∈ P. If Right starts, he plays
either to 1/2k + 1/2k > 0, by (a), or he plays to 1/2k + 1/2k−1 − 1/2k−1 =
1/2k > 0, by (a). If Left starts, she plays either to 1/2k − 1/2k−1 < 0, or
1/2k − 1/2k−2 < 0, both by (b).
For (d), we prove that
m−1 m+1 m
| − k
2k 2k 2
32 URBAN LARSSON IEOR, IITB
2 1/2
3 3/2 3/4 1/4
4 5/2 7/4 5/4 7/8 5/8 3/8 1/8
Figure 6. The birth of integers and dyadic rationals coin-
cide with the birth of games that are numbers; the first row is
birthday 0 games, the second row is birthday 1 games, and so
on. In both cases, the negatives are symmetrically obtained.
is a P-position. If Left starts by playing to m−1 − m , then Right can respond
2k 2k
to 2k − 2k = 0. If Left starts by playing to m−1
m−1 m−1
2k
| m+1
2k
− m−1
2k
1
− 2k−1 ,
m+1 m−1 1 2 1
then Right can play to 2k − 2k − 2k−1 = 2k − 2k−1 = 0. Similarly, if Right
starts by playing to m+1
2k
− 2mk , then Left can play to 2mk − 2mk = 0. And if Right
plays in the second sum-component, then Left responds to m−1 2k
− m−1
2k
= 0.
Next we prove that this is the canonical form. There is no domination since
there is only one option. The Left option is reversible, since its Right option
m−2 1
2k
+ 2k−1 = 2mk , but when we replace it with its set of Left options, we find
by induction that gives again the same option. Hence, no further reduction
is possible. □
Let us define the nonnegative integers and dyadic rationals recursively via
their birthdays as in Figure 6 (the negative ones are analogously defined).
First think of them in the usual way as we know from high school. We will
establish that this construction follows the birthdays of the corresponding
games that are numbers. We start with D0 = {0}, D1+ = {0, 1}, D2+ =
{0, 1/2, 1, 2}, D3+ = {0, 1/4/, 1/2, 3/4, 1, 3/2, 2, 3},
D4+ = D3+ ∪ {1/8, 3/8, 5/8, 7/8, 5/4, 7/4, 5/2, 4}
= {0, 1/8, 1/4/, 3/8, 1/2, 5/8, 3/4, 7/8, 1, 5/4, 3/2, 7/4, 2, 5/2, 3, 4}.
n o
+
In general Dn+ = Dn−1 ∪ n, di +d2 i+1 | di , di+1 ∈ Dn−1
+
. For all n, let Dn− =
{−x : x ∈ Dn+ }. If we let n →S∞, then this construction gives all integers
and dyadic rationals. Let D = n Dn .
Observe, that, by construction, if x, y ∈ Dn , with x < y, then there is a
unique z, such that x < z < y, and z ∈ Di for some smallest i < n. This is
the simplest dyadic between x and y.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 33
Theorem 32 (Number Simplicity). Consider a number game G. Then G
equals the simplest dyadic x such that, for all options GL and GR , GL < x <
GR . And x is the canonical form of G.
Proof. By induction, we may assume that all options of G are simplest form
dyadic games. Then, we may use domination to single out one Left and one
Right option such that G = GL | GR . Since G is a number, we know that
GL < G < G R .
Suppose next that x is the simplest dyadic such that
(9) GL < x < G R .
We demonstrate that G − x ∈ P.
We begin by proving that oL (G − x) = R. By assumption GL − x < 0.
Hence, suppose instead that Left starts by playing to G − xR . Since xR is
simpler than x, then, by (9), either,
(a) xR ̸> GL , or
(b) xR ̸< GR .
Observe that all games are numbers, so no two games are fuzzy. If (a) then,
because x is a number, then x < xR ⩽ GL < x, which is impossible. If (b),
then Right can respond to GR − xR ⩽ 0, and win.
Secondly, let us prove that oR (G − x) = L. If Right plays to GR − x > 0,
he loses. Suppose therefore that Right plays to G − xL . Since xL is simpler
than x, by (9) (and by no two numbers fuzzy), either
(a) xL ⩽ GL < x, or
(b) xL ⩾ GR > x.
In case of (a), Left can respond to GL − xL ⩾ 0, and win. The case (b)
contradicts that x is a number.
For the last part we may write x = 2mk = m−1 | m+1 , so xL = m−1
2k 2k 2k
=
n n−1 n+1 LR n+1 m
2j
= 2j | 2j , for n odd. Hence x = 2j ⩾ 2k , with equality only
if j = k − 1 and m − 1 = n/2, in which case xLRL = m−1 2k
. And otherwise
reversibility is not possible. And there is no domination. □
12. Number translation and avoidance
Number avoidance means that, in a disjunctive sum of games, every player
avoids playing in a number component, unless there is nothing else to do.
There is a slick symbol for “Left wins playing first", that is “Right does not
win playing second": 0 G has the same meaning as 0 ̸⩾ G. The following
are general lemmas.
Lemma 33. Let G = GL | GR , and let H = GL , A | GR , with A G.
Then G = H.
Proof. A mimic strategy suffices to prove that G − H ∈ P, unless Right
plays to G − A. But then the result follows by G − A 0; Left wins playing
first. □
34 URBAN LARSSON IEOR, IITB
Lemma 34. For any game G, and all left options GL , GL G.
Proof. The game GL − G 0, since Right wins playing first to GL − GL . □
We are aiming to prove a “translation property” for numbers. This is also
a strong version of “number avoidance”: you do not play in a number unless
there is nothing else to do.
Theorem 35 (Weak Number Avoidance). If Left can win G + x, where x is
a number and G is not a number, then she has a winning move of the form
GL + x.
Proof. Quiz. □
This result is a consequence of the following result, but it turns out that
we need Theorem 35 to prove an important lemma. We must be careful to
not run into cycles.
Theorem (Number Translation - Number Avoidance). Suppose that x is
a number game, and G is a game that is not a number. Then, G + x =
GL + x | GR + x .
It is not possible to prove this result by using only what we learnt so
far. (We tried it out unsuccessfully last lecture.) Let us develop some more
theory to prove this result, and we will restate it as Theorem 41.
Combinatorial game theory has min/max type functions that are also
common in classic game theory. Here they are called the Left- and Right
stops respectively:
Definition 36. The Left- and Right stops are,
(
x, if G = x is a number,
Ls(G) = L
max Rs(G ), otherwise.
(
x, if G = x is a number,
Rs(G) = R
min Ls(G ), otherwise.
Here max and min ranges over all the Left and Right options, respectively.
These functions are useful in many way to analyze our games. In particular,
we get a very slick proof of the Number Translation Theorem, Theorem 41.
It will depend on some more lemmas though.
Lemma 37. For any game G, Ls(G) ⩾ Rs(G).
Proof. The proof is by way of contradiction. Suppose Ls(G) < Rs(G). Then
there is a dyadic number x such that Ls(G) < x < Rs(G). Here we can use
weak number avoidance. If Left starts in the game G − x, then, if she has
a winning move it is to some GL − x. Similarly, unless GL is a number, if
Right has a winning move it must be of the form GLR − x. And so on. But
then, since Ls(G) − x < 0 by assumption, Right wins when Left starts G − x.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 35
Similarly, by using 0 < Rs(G)−x we obtain that Left wins when Right starts
G − x. Therefore G = x, a number, which contradicts Ls(G) < Rs(G). □
Lemma 38. For any games G and H, Rs(G + H) ⩾ Rs(G) + Rs(H).
Proof. In the game G + H, if Right starts by playing to GR + H, then,
unless GR is a number, Left can respond to GRL + H, and if Right starts by
playing to G + H R , then Left can respond to G + H RL . Then use induction.
If GR = x is a number, then Rs(G + H) = x + Ls(H) ⩾ Rs(G) + Rs(H), by
Lemma 37. □
Lemma 39. For any game G that is not number, there is a Left option GL
such that Rs(GL − G) ⩾ 0.
Proof. We get
(10) Rs(GL − G) ⩾ Rs(GL ) + Rs(−G)
(11) = Rs(GL ) − Ls(G)
(12) = Ls(G) − Ls(G) = 0,
where (10) is by Lemma 38, and (12) is by assuming that GL is such that
Ls(G) = Rs(GL ). □
Lemma 40. Suppose that G is such that Rs(G) ⩾ 0. Then Left wins G + x,
if x is a positive number.
Proof. Clearly this holds if G is a number. Suppose Right starts by playing
in the G component. Then, unless GR is a number, Left has a response GRL
such that Rs(GRL ) ⩾ 0. Use induction. If GR is a number, then this number
is no smaller than 0, and so Left wins G + x. If Right starts by playing in
the x component, to say G + xR , then we can use induction, since xR > x
(or use weak avoidance). If Left starts, observe that Lemma 37 implies that
Ls(G) ⩾ Rs(G) ⩾ 0. That is, she has a move such that Rs(GL ) ⩾ 0. Now
use induction. □
Let us restate the result we are aiming at.
Theorem 41 (Number Translation - Number Avoidance). Suppose that x
is a number game, and G is a game that is not a number. Then, G + x =
G L + x | GR + x .
Proof. By definition of disjunctive sum,
G + x = GL + x, G + xL | GR + x, G + xR .
Thus, by domination, it suffices to prove that there exists a GL such that
GL + x ⩾ G + xL , for any xL . We combine Lemma 39 with Lemma 40;
together they establish that there exists GL such that GL −G+x−xL > 0. □
36 URBAN LARSSON IEOR, IITB
13. In a very small world
If x is a positive number (which means that Left wins playing first or
second in x), then x > ∗.
Lemma 42. For any number game x > 0, then x > ∗.
Proof. Consider the game x + ∗, where x is a number. Left playing first to
x wins. If Right starts by playing to x, then Left wins. If Right plays to
xR + ∗, then Left wins by induction since xR > x is a number. □
Note that ∗ 0. There are also positive games so small that, however
many copies you add, you will not reach one move for Left, the game 1.
One such game is ↑ = {0 | ∗} > 0. A related game is the fuzzy game
↑∗ = ↑ + ∗ = {0, ∗ | 0}. Fuzzy means that it is an N -position, that is,
incomparable with 0.
Definition 43. The game g is an infinitesimal, with respect to numbers, if
for all positive numbers x, −x < g < x.
Mostly we omit the part “with respect to numbers”, but as we will see later
there is an infinite hierarchy of games that are infinitesimals with respect to
each other. We have already observed that the the game ∗ is an infinitesimal.
However ∗ is confused with 0. The following two results are perhaps more
remarkable.
Theorem 44. There are positive infinitesimals, with respect to numbers.
Proof. The game ↑ is positive. We will demonstrate that, for all n ∈ N,
n · ↑ < 1. Suppose that Left starts in the game 1 + n · ↓. She plays to
1 + ∗ + (n − 1) · ↓. If Right responds to 1 + (n − 1) · ↓, then she wins
by induction, and if he plays to 1 + ∗ + (n − 2) · ↓, then Left can play to
1 + (n − 2) · ↓, and win by induction. Suppose next that Right starts in the
game 1 + n · ↓. Then he plays to in the game 1 + (n − 1) · ↓, and Left wins
by induction. □
In one lecture we mentioned briefly another choice, the class of so-called
uptimals, a sequence of the form ↑ > ↑2 > ↑3 > . . . > 0. They build
infinite hierarchies of yet smaller positive games. By definition, the game
↑n = 0 | ∗ − ↑ − ↑2 − · · · − ↑n−1 . For example ↑2 = {0 | ↓∗}. Moreover,
the uptimals are infinitely small with respect to each other.
Theorem 45. Fix a positive integer n. Then, for all positive integers m
↑n > m · ↑n+1 .
Proof. Exercise! □
This result motivates a special notation for uptimals. We use a standard
positional numeration system, but where the digit denotes the number of the
given uptimal, respectively. For example 0.1023 = ↑ + 2 · ↓3 + 3 · ↑3 (here we
use x to denote the negative of a positive uptimal x).
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 37
The next result concerns even smaller games, called Tiny,
1 = {0 | {0 | −1}}
and Miny,
1 = {{1 | 0} | 0}
Theorem 46. There are positive infinitesimals, with respect to any upti-
mal ↑n .
Proof. Exercise! (Try with Miny and Tiny.) □
This is the content of the next lecture. There is some overlap.
13.1. More on Infinitesimals - a toppling dominoes approach, by
Anjali.
Definition 47. A short game G is infinitesimal if x > G > −x for every
positive number x.
Consider the combinatorial game of toppling dominoes. There are
three types of dominoes in the game; red which can be toppled by Left, blue
which can be toppled by Right and green which can be toppled by both.
Take the following game with two red dominoes as in Figure 7. This game
has the value of 2.
Now, let’s add a blue domino in between the two red domino in figure 8.
Let this game be G1 . This has the value
G1 = {0, ∗ | 1}
The second left option is reversible, and hence
G1 = {0 | 1}
1
=
2
Adding one more blue domino in the middle gives us the game in Figure 9.
Let this game be G2 . This game has the value
G2 = {0, {0| − 1} | 1, ∗}
The Left option {0| − 1} is reversible and 1 < ∗. Thus,
G2 = {0 | ∗}
= ↑
Figure 7. G = 2
38 URBAN LARSSON IEOR, IITB
1
Figure 8. G1 = 2
Figure 9. G2 = ↑
We can compare this game with any number, say 1. We find that 1 > ↑. We
want to find out how many ↑s it might take for the value to be more than
1, if possible at all. Actually, by induction, we can prove that, ∀n ⩾ 1,
1 > n · ↑.
The game ↑ is an infinitesimal. It has a very small game value, infinites-
imally small with respect to the dyadic rationals. Consider the sequence
1, 1/2, 1/4, 1/8, . . .. It rapidly tends to 0, right? Well, in the amazing world
of combinatorial games, there is some space between this infinite sequence
that ‘converges to 0’, and the game 0. And now we will demonstrate what
this means.
Now, let’s add one more blue domino in the middle so that, now there
are three blue dominoes in between two red domino. See figure 10. Let this
game be G3 .
G3 = {0, {0| − 2} | {0| − 1}, ∗}
The second Left option is reversible and the second Right option is dominated
by {0| − 1}.
G3 = {0 | {0| − 1}}
= 1
This type of games are called T iny and it is a type of infinitesimal. This
particular game is Tiny(1) written as 1 .
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 39
Figure 10. G3 = 1
Definition 48. For all G > 0, the games G and G are defined by
G = {0 | {0 | − G}} and − (G) = G = {{G | 0} | 0}.
We can prove that ↑ > 1 . Moreover, we have the following theorem.
Theorem 49. 1 is infinitesimally small with respect to ↑. That is, ∀n ⩾ 1,
↑ > n · 1 .
Proof. We want to find the outcome of ↑ + n · 1 where 1 = {{1 | 0} | 0}.
Case 1: Left starts. If Left moves in ↑ to go to 0 + 1 then Right would
win the game since, 1 < 0. Hence, Left moves in one of the 1 to go to
↑ + {1 | 0} + (n − 1) · 1 . Then, Right moves to ∗ + {1 | 0} + (n − 1) · 1 .
By induction we prove that ↑ + n · 1 is won Left when Left starts.
Case 2: Right starts. Right has advantage in 1 as 1 < 0 so Right moves
in ↑ to go to ∗ + n · 1 . This is a N − position since Right can undo all Left
moves in 1 . Left will not move in ∗ unless necessary and win the game. If
at certain point Right moves in ∗ then Left will gain an advantage by going
to 1 + m · 1 , where m ⩽ n and Left would win similarly.
Therefore, the game ↑ + n · 1 is an L − position which implies ↑ >
n · 1 , ∀n ⩾ 1. □
We can now easily make the game 2 by adding one more blue domino in
the middle, making it 4 instead of 3 blue dominoes in Figure 10, and so on.
We have the following result.
Lemma 50. The game 2 is infinitesimally small with respect to 1. That
is, ∀n ⩾ 1,
1 > n · 2.
40 URBAN LARSSON IEOR, IITB
Proof. To prove this, we first show that 1 + 2 > 0 which implies 1 > 2 .
1 = {0 || 0 | − 1}
2 = {0 || 0 | − 2}
2 = {2 | 0 || 0}
Case 1: Left moves first
Left makes a move to go to the game 1 +{2 | 0} since 1 is positive game
and it is advantage for the Left. Next, the Right’s best move to replicate
Left’s move in 1 and the game becomes {0 | − 1} + {2 | 0}. Now, the Left
can move to the game {0 | − 1} + 1 which gives advantage of free move to
the Left. This game has only one move for the Right so the game becomes
1 and thus, Left wins.
Case 2: Right moves first
Right best move is disrupt the positive part of the game by moving to the
game {0 | − 1} + 2 . Next, Left replicates the last move by Right and the
game becomes {0 | − 1} + {2 | 0}. Now, Right’s best move to have a free
move by going to −1 + {2 | 0}. Left now moves to, remove the all the Right
domino that Left is able to, in order to force Right to let go of the free move.
Thus, the Left moves to −1 + 1. Now, Right has only one move left and the
game becomes 1. Thus, Left wins.
Therefore, we see that Left can force a win regardless of who moves first.
Hence, we have
1 + 2 >0
=⇒ 1 > 2
The proof then follows through induction. □
This lemma gives the following theorem.
Theorem 51. Let G and H be two game such that G > H > 0. Then, H
is infinitesimally small with respect to G i.e.
G ⩾ n · H , ∀n ⩾ 1.
Proof. The proof follows through induction using the previous lemma. □
14. An overview of atomic weight theory
In this section we do not prove any result. But you will get to know “the
raison d’être” for atomic weight theory.
This is an introduction to the atomic weights of all-small combinatorial
games. In an all-small combinatorial game, for all subgames, either both
players can move or neither can. Let us begin with some ruleset example,
a disjunctive sum of a flower garden with a single strip of bipass. The
ruleset flower garden is a subset of hackenbush; it has a green stalk
of integer length, and on top a flower, with blue and red petal leaves. See
Figure 13 to the right.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 41
A bi-collective of one-directional micro organisms, consisting of a red tribe
and a blue tribe, live in close proximity, and they take turns moving. The red
tribe moves by letting one of its members crawl rightwards across a number of
blue amoebae, while settling in the spot of a blue amoeba, and thus pushing
each bypassed amoeba one step to the left, whereas the blue tribe moves by
letting one of its members crawl leftwards across a bunch of red amoebae,
while shifting the position of each bypassed amoeba one step to the right.
Amoebae cannot bypass their own kind. When an amoeba reaches end of
line, it cannot be played, and thus dies (of boredom). See Figure 11. The
exception is if no more moves are possible in the full collective; in this case
the last moving tribe wins, and is rewarded eternal life, as in Figure 12. This
ruleset is called bipass.
Who wins the game in Figure 13, and why? To understand this, let us
dwell a bit on the theory of atomic weights (from the books).
−→
Figure 11. The middle amoeba crawled to the left end.
When an amoeba does not face any opponent, even at a far
distance, it gets removed, because it cannot be used in the
game by either player.
−→
Figure 12. By moving, the single white amoeba bypassed
all remaining amoebae, and will be celebrated as a hero by
its resurrected tribe.
Definition 52 (Far Star). The far star, denoted , is an arbitrarily large
Nim heap; that is both players can move to any Nim heap from . It has
the additional property that + = .
Equivalence modulo is obtained as follows.
Definition 53 (Equivalence Modulo ). Let G, H be normal play games.
Then G ⩾ H, if, for all games X, o(G + X + ) ⩾ o(H + X + ), and
G = H if G ⩾ H and H ⩾ G.
The ‘game’ may be treated as a standard combinatorial game, since,
for each game G, for any sufficiently large n, o(G + ∗n) is constant. We may
take n greater than the birthday of G.
42 URBAN LARSSON IEOR, IITB
Figure 13. A Bipass strip in disjunctive sum with a
Flower Garden.
Theorem 54 (Constructive -equivalence). Let G, H be normal play games.
Then G ⩾ H if and only if G − H > ↓ + , and G = H if and only if
↓ + < G − H < ↑ + .
For example, we have G = 0 if and only if Left wins G + ↑ + ∗n and
Right wins G + ↓ + ∗n for some sufficiently large n, and n is sufficiently
large if ∗n does not equal any follower of G + ↑ or G + ↓. This motivates
the naming as a constructive -equivalence. This method is useful also in
proofs, for example whenever we have a good guess of one of the games G or
H, then we use this result to verify whether our candidate games are equal.
See Theorem 59 for how it applies to atomic weight theory.
Let X be a set. Then X + y = {x + y : x ∈ X}. If X is a set of all small
games, let aw(X) = {aw(x) : x ∈ X}.
The product of a game G and ↑ is: 0 · ↑ = 0; n · ↑ = ↑ + (n − 1) · ↑, in case
G = n is an integer. Otherwise G · ↑ = {GL + ⇑∗ | GR + ⇓∗}.
Lemma 55. Consider any normal play game G.
• If G · ↑ ⩾ 0 then G ⩾ 0.
• If g is all-small then there is a unique G such that g = G · ↑.
In a proof of this lemma, the first item implies the second, and we use the
uniqueness to define atomic weight.
Definition 56 (Atomic Weight). The atomic weight of an all-small game g
is the unique game G = aw(g) such that G · ↑ = g.
Example 57. Let g = ∗n. By Theorem 54, aw(∗n) = 0. Namely, we claim
that Left wins ∗n + ↑ + (and symmetrically Right wins ∗n + ↓ + ). If
Left starts, she can play to ↑ > 0. If Right starts by playing to ∗m + ↑ + ,
then Left wins (by induction). If he plays to ∗(n + 1) + , then Left can
respond to ∗(n + 1) + ∗(n + 1) = 0. If he plays to ∗n + ↑ + ∗m 0, then Left
wins playing first (Right can win playing first if and only if ∗n + ∗m = ∗).
Example 58. Let g = ↑ and let h = ↑∗. By Theorem 54, aw(g) = aw(h) =
1. Namely < ↑ and < ↑∗. By using also symmetry, the verification is
similar to the one in Example 57.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 43
In this example we had to guess the atomic weight 1 and then verify.
There is a constructive/recursive method for computing atomic weights.
Theorem 59 (Constructive Atomic Weight). Let g be an all-small game,
and let
G = aw(g L ) − 2 | aw(g R ) + 2 .
Then aw(g) = G, unless G is an integer. In this case, compare g with the
far star. If
• g , then aw(g) = 0;
• g < , then aw(g) = min{n ∈ Z : n GL };
• g > , then aw(g) = max{n ∈ Z : n GR }.
Theorem 60 (Atomic Weight Properties). Let g and h be all-small games.
Then
(i) aw(g + h) = aw(g) + aw(h);
(ii) aw(−g) = −aw(g);
(iii) If aw(g) ⩾ 1, then g 0 (Left wins playing first);
(iv) if aw(g) ⩾ 2, then g > 0 (Left wins).
As usual ‘ ’ denotes greater than or confused with. In particular (iv) is
the raison d’être for atomic weight, and it is popularly called “the two-ahead-
rule”. We will have plenty use for it.
For example, we argue that the game in Figure 13 is an L -position.
Namely, the chosen rulesets satisfy very elegant properties with respect to
the atomic weight theory. If a flowers in the garden has more red (Left plays
red) than blue petal leaves, then this flower has atomic weight one. And
since atomic weights are additive, we can simply compute the number of
red flowers minus the number of blue flowers to get the atomic weights of a
Flower Garden (see for example [BCG1982] or [S2013]). Bipass has the
inverse property in a sense: the more pieces of the opponent the better. Let
∆(g) be the number of blue amoebae minus the number of red amoebae in
a Bipass strip. Then aw(g) = ∆(g). See [LN2023] for a proof of this result.
By these two results, we can compute the atomic weight of the disjunctive
sum game in Figure 13, and indeed, it is two, so the two ahead rule applies,
Left is two atomic units ahead of Right, and so she will win independently
of who starts. (How?)
14.1. A quiz solution: Euclid’s Game. The ruleset Euclid is played on
two non-empty heaps of pebbles. A player must remove a multiple of the
size of the smaller heap from the larger heap. We represent a position by a
pair of positive integers (x, y), where say x ⩽ y. Note that if x = y, then
the position is terminal. Example: (2, 7) → (2, 3) → (1, 2) → (1, 1). Since
we put the requirement that (both) heaps remain non-empty, then no more
move is possible. Note that the losing moves are forced.
Optimal play reduces to minimizing
√ the relative distance of the heaps.
1+ 5
Recall the golden section, ϕ = 2 .
44 URBAN LARSSON IEOR, IITB
Theorem 61 ([CD1969]). A player wins Euclid if and only if they can
remove a multiple of the smaller heap such that the ratio of the heap sizes
(x, y), satisfies 1 ⩽ y/x < ϕ.
Proof. Suppose that the current player is in a position of the form (a, b) with
b/a > ϕ. We must prove that they can find a move to a position (c, d) of the
form
(13) 1 ⩽ d/c < ϕ.
We claim that there is a positive integer k such that either
• (c, d) = (b − ka, a), or
• (c, d) = (a, b − (k − 1)a)
a
satisfies the desired inequality (13). If 1 ⩽ b−ka < ϕ, we are done, so suppose
that
a
(14) > ϕ.
b − ka
Then b−ka
a < ϕ−1 . And so
b − (k − 1)a b − ka
= +1
a a
< ϕ−1 + 1
= ϕ.
Suppose next that the current player is in a position of the form (a, b),
with 1 ⩽ b/a < ϕ. Then there is only one move option, namely (b − a, a),
and it follows that
b−a b
= −1
a a
<ϕ−1
= ϕ−1 .
a
And hence, b−a > ϕ. □
15. An overview of reduced canonical form, and a bit about
temperatures and hotstrat
Recall the definitions of Left- and Right stops, Ls and Rs respectively,
from Definition 36. A game G is hot if Ls(G) > Rs(G), it is tepid if Ls(G) =
Rs(G), and it is an infinitesimal if Ls(G) = Rs(G) = 0.13
Example 62. For example G = {{2 | 1} | −1} is hot, because 1 = Ls(G) >
Rs(G) = −1. But H = {{2 | 1} | 1} = 1 + {{1 | 0} | 0} = 1 + 1 is
tepid. On the other hand g = {{1 | ↑} | ↓} is infinitesimal, because Ls(g) =
Rs({1 | ↑}) = Ls(↑) = 0 and Ls(g) = Rs(↓) = 0.
13A special case of infinitesimal games are the all small games. But there are many
infinitesimals that are not all small. For example, we have already seen 1 and 1.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 45
In a sense, the “one move for Left”, which is hidden to the left of the Left
option g L , will mostly be irrelevant in play. Similar to Miny and Tiny though,
the option does not reverse out. The hinge here of course is the word “mostly”.
In an environment with similar infinitesimals, there are situations where the
hidden “one move for Left” can become alive. But those situations are rare,
and the concept of a Reduced Canonical Form removes the appearance of
infinitesimals for all subgames. It becomes an important tool to analyze
games that otherwise seem intractable.
In fact, there are two approximation techniques related to these concepts,
namely Temperature Theory (see Section 16), which outputs a temperature
and a mean value, and Reduced Canonical Form (rcf), which outputs a
coarsening of the usual canonical form (value) of a game. By taking the
reduced canonical form approximation of a game, the temperature and mean
value remains the same. Hence, one may view Temperature Theory as a last
resort, if both the game value and the rcf are intangible for a human eye.
As usual, we are looking for information of how to play well games in a
disjunctive sum. There is a classical strategy called hotstrat, which says:
play in the hottest component. This is often the best strategy, but not
always. Take for example the disjunctive sum game
G = {1/2 | −100} + {100 | 1/2} + {0 | {−1 | −101}}
Hotstrat fails here. The game is an N -position, but if Left starts in the
hottest component, she loses.14 A brief introduction to Temperature Theory
is the topic of the next section. In fact G is problematic also from a point
of view of reduced canonical form: in that case G remains the same, and its
canonical form appears more complicated for a human eye than the displayed
disjunctive sum. We will see other examples when rcf is more helpful.
The reduced canonical forms for the games in Example 62 are rcf(G) =
{{2 | 1} | −1}, rcf(H) = 1, and rcf(g) = 0. We will study the meaning of
these statements in what comes, and we will define all concepts accordingly.
First we define the equivalence classes modulo inf, and state a main the-
orem with tools of efficient computation of inf-equivalence. Then, we define
the reductions modulo inf, and at last we state a result of uniqueness of the
end result of these reductions. By the way, there are many hot games for
which rcf(G) ̸= G. For example G′ = {{2 | 1∗} | −1} is hot and in canonical
form, but rcf(G′ ) = {{2 | 1} | −1}.
The equivalence relation modulo infinitesimals is defined as follows.
Definition 63 (Equivalence Mod Inf). Consider game G and H. Then
G ⩾inf H, if, for all positive numbers x, G − H > −x. And G =inf H if
G ⩾inf H and H ⩾inf G.
14Other instructive examples of when it fails uses the concept of over heating (a type
of ‘inverse’ of cooling), but we do not have the time to cover that topic in this course.
Please see [S2013].
46 URBAN LARSSON IEOR, IITB
That is, G =inf H if −x < G − H < x for all positive numbers x. The
games G and H are infinitesimally close if G =inf H, and this is also called
“equivalent modulo infinitesimals” or simply “inf-equivalent”. The relation
⩾inf is a partial order, the partial order modulo infinitesimals. We may use
terms such as “numberish” if a game is infinitesimally close to a number.
The first result of this section simplifies game comparison modulo infinites-
imals, since showing G ⩾inf H is equivalent to showing G − H ⩾inf 0.
Theorem 64 (Constructive Inf-inequality). The following are equivalent.
(1) G ⩾inf 0;
(2) Rs(G) ⩾ 0;
(3) G ⩾ ϵ for some infinitesimal ϵ.
The first item is Definition 63; the second and third items are efficient
tools, and they often appear in proofs and examples. It is worthwhile to
rewrite this in terms of inf-equivalence.
Corollary 65 (Constructive Inf-equivalence). The following are equivalent.
(1) G =inf 0;
(2) Rs(G) = Ls(G) = 0;
(3) ϵ ⩽ G ⩽ ϵ′ for some infinitesimals ϵ, ϵ′ .
For example, ↑ =inf ↓, by (2), since Rs(⇑) = Ls(⇑) = 0.
For example, {1 | 1} =inf 1, by (3), since {1 | 1} = 1∗ and 1∗ − 1 = ∗.
Definition 66 (Inf-reduction). Let G be a game.
(1) Suppose A, B ∈ GL . Then A inf-dominates B, if A ⩾inf B.
(2) The Left option GL is inf-reversible (through GLR ), if G ⩾inf GLR
for some Right option GLR .
Theorem 67 (Domination Mod Inf). Assume that G is not equal to a num-
ber and suppose that G′ is obtained by removing some inf-dominated option
(either Left or Right). Then G =inf G′ .
Example: the game {1, 1∗ | 0} =inf {1 | 0}, since 1 inf-dominates 1∗.
Theorem 68 (Reversibility Mod Inf). Let G be a game and suppose that
GL is inf-reversible through GLR . Let
G′ = {GL \ {GL }, GLRL | GR },
If G′ is not a number, then G =inf G′ .
It is important that G′ in Theorem 68 is not a number. For example, with
H = {{2 | 1} | 1}, as in Example 62, we get that H LR ⩽inf H, by noting
that v ⩽ H − 1 = 1 . And so, if the result would apply to numbers, then
H ′ would be {0 | 1} = 1/2 ̸=inf 1.
Luckily, we have other tools, and the Number Translation Theorem (The-
orem 41) tells us that H = 1 + =inf 1, by using also Theorem 64 (3). Or,
we can use directly Theorem 64 (2), by noting that Ls(H) = Rs(H) = 1.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 47
For an example when we can use the reversibility theorem, take g =
{{1 | ↑} | ↓} as in Example 62, and we prove that g =inf 0. Again, we can
apply either Theorem 64 (2) or (3). If we use (2), we must prove that both
Ls(g) = Rs(g) = 0. But this is easy to see (why?). If we use (3), we must
find infinitesimals ϵ1 , ϵ2 such that g ⩾ ϵ1 and g ⩽ ϵ2 . Take ϵ1 = ⇓ and
ϵ2 = ⇑. Please verify these choices!
Definition 69. A game G is in reduced canonical form, if, for every subgame
H of G, either H is in canonical form and is a number, or H is hot and G
does not contain any inf-dominated or inf-reversible options.
In particular, if a game is tepid, then its reduced canonical form is a
number.
Theorem 70. For every game G, there exists a unique game H in reduced
canonical form such that G =inf H.
Definition 71. The reduced canonical form of a game G, denoted rcf(G),
is the unique reduced canonical form H, such that rcf(G) = H.
Here is an example of a not too complicated game, but where a human
eye might not capture the essential information immediately,
G = {1∗, 1↓ | {1↓ | ↓}} .
Is this game infinitesimally close to some game with a much simpler form?
Yes, perhaps not very surprisingly rcf(G) = 1.
16. Intuitive temperature theory
We have already seen examples of hot games: games with some urgency to
play first. Typically one would think of the switches, games of the form ±x =
{x | −x}, for some positive number x. For example G = ±10 = {10 | −10}
is hot, and it has temperature T (G) = 10 (see Figure 16 for its so-called
thermograph).
We find the temperature of a hot game, by cooling it, and observing when
the cooled game becomes a tepid game. In our example, the smallest number
t ⩾ −1, for which Gt := {10 − t | −10 + t} is tepid, is indeed t = 10. And
this defines T (G). Indeed, G10 = ∗, an infinitesimal, and they are all tepid.
We are thinking of ‘cooling’ as if each player is paying a penalty of t. As
long as they can keep paying the penalty and benefiting in ‘score = number
of moves’ playing first, the game can still be cooled further. Thus, the hot
game G = {3 | 1} can be cooled by at most 1 until it freezes and becomes the
tepid game 2∗ = 2 + ∗, where no player benefits by paying further penalty
in exchange for playing first.
To begin with, by using a naïve understanding of heat, how should one
play optimally in the disjunctive sum
{10 | −10} + {3 | 1} + {1 | {0 | −100}}?
48 URBAN LARSSON IEOR, IITB
The hottest game component is {10 | −10}, and the first player has a winning
move there. It does not need to be the unique winning move though. There
is another winning move for one of the players.
The general definition of temperature is recursive in t, starting at the two
stops. It includes the possibility of cold games with negative temperature;
the coldest game has defined temperature −1, and that holds for any game
that is an integer (see Figure 14 for its thermograph). The integers cannot
be further cooled.
Suppose that we wish to ‘cool’ the game 1/2 = {0 | 1} to find its tem-
perature. We have to ‘pay’ a negative penalty (because the game is already
cold). We get (1/2)−1/2 = {0 + 1/2 | 1 − 1/2} = 1/2 + ∗, but if t < −1/2,
then (1/2)t is not tepid, but in fact hot. The same idea works for any non-
integer number game, and by using that 2mk = m−1 2k
| m+1
2k
, we get that the
m 1
temperature of 2k is − 2k .
The standard definition of temperature found in books is non-constructive,
but is seems a bit difficult to avoid this, since we must cool a game G
everywhere all at once; we start the cooling at the Left and Right stops of
G0 = G, and continue until Ls(Gt ) = Rs(Gt ) = 0. We omit this somewhat
technical definition (see [S2013] for a rigorous treatment of temperature). An
intuitive description suffices for practical purposes, to find the temperatures
and the mean values of some hot games from your rulesets.
Let us explain this concept with an example. Consider the game {3 | −2}.
Is this game ‘better’ for Left or Right? Well, anyone can see that it depends
on who starts, and it seems also that Left has a definite advantage in that
she can earn one more move than Right could, if she gets to start. The mean
value of a game measures this type of ‘advantage’.
The mean value of a game G is defined as the number m(G) such that the
difference n · G − n · m(G) is bounded by a constant, independently of the
size of the positive integer n. The mean value theorem states that such a
number m exists, and that is suffices to take either of the stops to ‘compute’
it.
Theorem 72 ([S2013]). For any given game G, the mean value m(G) exist
and equals lim Ls(n·G)
n = lim Rs(n·G)
n .
A standard tool to find both the temperature and mean of a game is via
its thermograph. The thermograph of a (hot) game G is drawn, by starting
at the Left and Right stops and gradually cooling (by increasing the penalty
t), and watching carefully that at every line drawn follows the Left and Right
stops of the current Gt . This procedure is most easily understood by drawing
some example games. Let us explain via Figures 14 to Figures 18. The first
picture represents a cold game, the second a tepid game, and all other are
hot games. Take a look at Figures 14 and 15. They look superficially similar,
but there is an important difference. The games have different temperatures,
so their thermographs should look different, right? And they do, the first
game has temperature −1, and the mast continues down below the picture,
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 49
whereas the second picture has temperature 0, because it is a tepid game,
and that is illustrated by the fact that the bottom of the mast rests at the
horizontal line, at the top of a trivial thermograph. It is easy to see that the
location of the mast is the mean value of these two games.
Figure 14. The thermograph of the number game 1.
Figure 15. The thermograph of the tepid game {1 | 1} =
1∗.
The next three thermographs are more interesting. Of course, Figure 16
is the thermograph of the game in the first paragraph of this section. And
it illustrates nicely the idea of cooling that game until we reach mast value
0 and temperature 10. Again, the mast value is the same as the mean
value of the game. Check this by playing a large sum of games, where each
component is of the form {10 | −10}. The first player’s advantage is quickly
diminished by the fact that the second player can, at each response cancel
the first player’s advantage. For switches, it is easy to see that Theorem 72
holds and it is also easy to see that the mast value and the mean value is
the same. That this holds in general is another theorem proved in [S2013].
Theorem 73 ([S2013]). For any game, the mast value and the mean value
is the same.
50 URBAN LARSSON IEOR, IITB
Figure 16. The thermograph of the switch {10 | −10}.
In the next picture, we study games of the form G = {a | ±b}, where
a > b are positive numbers. There is a geometric approach to arrive at the
vertical border to the right in Figure 17. Namely use the thermograph of
the switch ±b, and turn it 45 degrees to the left, by fixing it at the point of
the Right stop. The leftmost wall of the thermograph of the Right option
becomes the rightmost wall of the game G. The slope of the leftmost wall
remains the same as in the previous picture (but both the mean value and
the temperature change).
Also in this type of games, we can justify Theorems 72 and 73 directly,
by inspection. Try this!
Figure 17. The thermograph of the game {10 | {5 | −5}}.
We will leave the justification of the thermograph in Figure 18 as an
exercise. The idea is to raise the horizontal bottom level as one cools the
game, and carefully check which option leads to the Right stop at each phase
of the cooling. As in the previous picture, the Right options have to be turned
45 degrees to the left, by fixing the Right stop of the cooled game.
17. Bidding Combinatorial games, by Prem
Consider Left and Right playing a game G . Instead of the conventional
alternating play, here the move order is determined through a Discrete Rich-
man bidding. The total budget TB, available for them is fixed. Left’s budget
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 51
Figure 18. The thermograph of the game
{12 | {5 | −5} , {3 | 2}}.
is p and Right’s is q such that p + q = TB. A player who wins the bid, moves
in G and shifts the winning bid to the other player. Additionally, there is
a tiebreaking marker, that is initially held by one of the players and can be
included in the bid. The tiebreaking marker have no value but in case of a
tie, the player who is currently holding the tiebreaking marker will be the
winner of the bid and the winning bid together with the tiebreaking marker
will get shifted to other player. There is a final auction at the empty game.
The player who moves last, wins the game. Moreover, similar to alternating
play, in this bidding set up: “last move wins” is same as “cannot move loses”
ˆ
Formally, given a total budget TB, let us define B = {0, . . . , TB, 0̂, . . . , TB},
the set of all feasible player budgets. Here a “feasible budget” includes the
information of the marker holder. A game is a triple (TB, G, p̃), where Left’s
part of the budget is p̃ ∈ B. If TB is understood, we write (G, p̃).
V
For example, (2, ∗, 1) means the game is ∗ = {0 | 0} with total budget 2 in V
which Left player has budget 1 and the tiebreaker marker. In (2, ∗, 1), Left
V V
can bid 0 or 0 or 1 or 1, however Right can bid 0 or 1. Let’s consider Left
V
is bidding the amount 1. Then for both choices of Right, Left will win the
bid and make a move in the game ∗. The current bidding game is (2, 0, 0).
Now Left will bid 0 and for all choices of Right, Right will win the bid and
have to make a move in the game 0. Since, Right cannot move, therefore
Left wins the game.
V
Bid V
Left
(2, ∗, 1) (1, 0) (2, 0, 0)
Bid Left
Bid
V Right
(1, 1) (0, 0 or 1) LEFT
The fol-
52 URBAN LARSSON IEOR, IITB
lowing result ensures that by the introduction of bidding, there will not be
any mixed strategy equilibrium.
Theorem 74 (First Fundamental Theorem). [KLRU2022] Consider the bid-
ding convention where the tie-breaking marker may be included in a bid. For
any game (T B, G, p̃) there is a pure strategy subgame perfect equilibrium,
computed by standard backward induction.
Observe that in case of a tie, the marker is transferred. Therefore, by this
automatic rule, the special case TB = 0 corresponds to alternating normal
play rules.
Theorem 75. Consider TB = 0. Then bidding play is identical to alternat-
ing play. The current player is the player who holds the marker.
Next, we define the outcome of a bidding game.
Definition 76 (Outcome). The outcome of the game (TB, G) is o(G), de-
fined via the 2(TB + 1) tuple of partial outcomes as
o(G) = (o(G, TB),
c . . . , o(G, 0̂), o(G, TB), . . . , o(G, 0)).
Here the first half of the outcome corresponds to when Left holds the marker
and the rest corresponds to when Right holds the marker. The length of the
outcome is 2(TB + 1).
Since this notation can be quite lengthy, we instead adopt word notation.
For example instead of (R, R, L, L) we simply write RRLL.
Definition 77 (Outcome Relation). Consider a fixed TB and the set of all
budgets B. Then for any games G and H, o(G) ⩾ o(H) if, ∀ p̃ ∈ B, o(G, p̃) ⩾
o(H, p̃).15
Feasibility of outcome. A careful observation shows that for TB = 1,
an outcome such as RLRL would be rare, since Right wins without either
money or marker, but loses if he is given a dollar. Next, we state (the proof is
straightforward) that such outcomes are impossible; outcomes are monotone.
Theorem 78 (Outcome Monotonicity). Consider p̃ ∈ B, with p < TB.
Then o(G, p̃) ⩽ o(G, p]
+ 1) (same marker holder in both games).
Another careful observation shows that for TB = 1, an outcome such as
LLRR is monotone but for this outcome, Left loses with a dollar budget,
but wins with the marker alone. This is also not possible. The next results
shows that marker can not be worth more than a dollar.
Theorem 79 (Marker Worth). Consider TB ∈ N. Then o(G, p̂) ⩽ o(G, p +
1).
15It is easy to check that the outcome relation is reflexive, antisymmetric and transitive.
Hence the set of all outcomes together with this relation is a poset.
LECTURE NOTES IN COMBINATORIAL GAME THEORY, IE619 2025 53
We can view an outcome as a string of L’s and R’s. From Outcome
Monotonicity and Marker Worth, Theorems 78 and 79, we see that not all
such strings can appear as an outcome of a game. Thus, let us define the
notion of a feasible outcome.
Definition 80 (Feasible Outcome). An outcome is feasible if it satisfies
Outcome Monotonicity (Theorem 78) and Marker Worth (Theorem 79). For
a given TB, the set of all feasible outcomes is O = OTB .
The next result shows that corresponding to every feasible outcome, there
is a bidding game.
Theorem 81 (Main Theorem). Consider any total budget TB ∈ N0 . An
outcome, say ω, is feasible if and only if there is a game G such that o(G) =
ω.
For more details see [KLRU2022] and [KLRU2023].
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demic Press, London (1982). Second edition, 1-4. A. K. Peters, Wellesley/MA
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