The Game of Nim on Graphs: NimG - PowerPoint PPT Presentation

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The Game of Nim on Graphs: NimG

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The Game of Nim on Graphs: NimG. Gwendolyn Stockman. Alan Frieze and Juan Vera. The Game of Nim ... Geography, Nim, and NimG are impartial games ... – PowerPoint PPT presentation

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Title: The Game of Nim on Graphs: NimG


1
The Game of Nim on Graphs NimG
  • Gwendolyn Stockman
  • Alan Frieze and Juan Vera

2
The Game of Nim
  • 2 players
  • n piles of disks, with a1, a2, an disks on each
    pile
  • Players take turns removing disks from each pile
  • A player loses when there are no disks left

3
Impartial Games
  • Geography, Nim, and NimG are impartial games
  • A game in which the only difference between the
    two players is which one goes first
  • Every position of an impartial game has a Grundy
    Number or Nim-Value

4
Sprague-Grundy Numbers (Nim-Sums)
  • Used to represent wining and losing positions
  • Given a game tree T (V,E)
  • Recursively define
  • with
  • A player is in a winning position if at the end
    of his/her turn the playing piece is on
    such that

5
Grundy Numbers (cont.)
  • Let a1, a2, an be the binary representations of
    the number of disks on each of the n piles
  • In the game of Nim the Grundy number for a setup
    is the bit-wise sum (mod 2) of the ais
  • Example

1
1
1
0
0
1
1
1
1
1
0
0
0
0
The Grundy number is 0 so this is a winning
position!
6
Proposed Versions of NimG
  • 2 players
  • 1 piece is moved along an undirected graph with
    no self-loops, and discs are removed
  • If discs on vertices
  • Could move first and then remove discs
  • Could remove discs and then move
  • Possibly allow moves to empty verticies
  • If discs on edges
  • Remove discs as you go along an edge
  • Players take turns removing disks from piles
  • How to win
  • The other player cant complete their turn

7
Example of Vertex NimG
7
15
9
6
6
5
5
4
21
21
10
10
8
8
5
13
2
8
Geography
  • Two players alternately move a piece on a graph
    until one loses by being unable to make an legal
    moves
  • Directed or Undirected
  • Edge Geography
  • No edge repeated
  • Vertex Geography
  • No vertex repeated
  • Undirected Vertex Geography
  • Contained in a version of Vertex NimG with
  • 1 chip on each vertex
  • Not allowed to move to empty vertices
  • Solvable in polynomial Time
  • Second player has a winning strategy IFF the
    graph has a perfect matching (Fraenkel 1993)
  • Undirected Edge Geography
  • PSPACE-complete (Fraenkel 1993)

9
Previous Work Nim on Graphs
  • In A Nim game played on Graphs I and II (Fukuyama
    2003) Edge NimG was examined
  • Proved that the Grundy Numbers can be found
    completely on
  • Bipartite Graphs
  • Trees
  • Cycles
  • Main Method matchings on graphs
  • Contains normal Nim
  • 2 vertices with n edges with a1, a2, an disks
    on each edge
  • Contains Undirected Edge Geography
  • 1 disk on each edge

10
The Game Vertex NimG
  • The game from now on
  • Vertex NimG
  • Moves to empty vertices allowed
  • Notation for Vertex NimG on a path of length N
  • (a0,a1,,an-1,an)0 represents
  • Where is the piece being moved

11
Theorem 1 Vertex NimG on path of length 2
12
NimG on a Path of Length 3
  • Not so simple on longer paths
  • Grundy Numbers bounded by a function of d, the
    number of disks on the graph
  • First note that ?x ???
  • Easy to see that
  • is a child for and
  • Easy to see that
  • is a child and
  • Rest omitted for brevity

13
NimG on a Path of Length 3 (cont.)
  • Will prove that given a,b??? such that agtb then
  • Because
  • with

14
NimG on a Path of Length 3 (cont.)
  • Take a??? and we want to know the value of
  • Examine the children of that position in the game
    tree and find

a1
a
1
1
15
NimG on a Path of Length 3 (cont.)
  • Take a??? and we want to know the value of
  • Examine the children of that position in the game
    tree and find

a1
a2
2
2
1
16
NimG on a Path of Length 3 (cont.)
  • So given a,b??? such that agtb then
  • And
  • Further suppose we have a,b,c,e ???0 such that
  • then

1
2
3
4
b1
0
17
Vertex NimG on Any Graph
  • Represent positions of NimG as (G, A)v where G
    is the graph, A is the amount function for G, and
    marker is at vertex v?V(G)
  • A reduced game tree is used to find if a winning
    strategy exists from a given position, and if one
    does, what it is
  • Create the reduced game tree, T, where each node
    is a position, by
  • making (G,A)v the root
  • For each u?N(v) such that A(u)lt A(v) add node
    (G,A) u as a child to (G,A)v where
  • Repeat once for each node added to T

18
Example Create T
  • Player P1 starts with setup (G,A)v

12
4
9
3
2
1
6
5
19
Example Create T
  • Start with setup (G,A)a

12
4
8
3
2
1
6
5
20
Example Create T
  • Start with setup (G,A)b

12
4
8
3
2
1
5
5
21
Example Create T
  • Start with setup (G,A)b

12
4
8
3
2
1
5
5
22
Example Create T
  • Start with setup (G,A)e

12
4
8
3
2
1
5
4
23
Example Create T
  • Start with setup (G,A)e

12
4
8
3
1
1
5
4
24
Example Create T
12
4
9
3
1
1
5
4
25
Labeling T
  • If it is player P1s turn then label all even
    levels, including 0, of T, P1, and all odd levels
    P2
  • Label each node either P1 or P2
  • Player P1 has a winning strategy from nodes
    labeled P1
  • Player P2 has a winning strategy from nodes
    labeled P2
  • Label all n?V(T), with labeling function
    LV(T)?P1,P2, using a depth first labeling
    starting with the nroot of V(T)
  • Apply the depth first labeling to all children of
    n in T
  • Label n with L(n)
  • The root of T is labeled P1 IFF there is a
    winning strategy for player P1

26
Example Labeling T
  • Depth First Labeling of T

P1 does NOT have a winning strategy from (G,A)v!
n a leaf and on a P2-level
n a leaf and on a P2-level
or n on a P1-level and at least one child of n
labeled P1
or n on a P1-level and at least one child of n
labeled P1
P1
or n on a P2-level and all children of n labeled
P1
L(n)
n a leaf and on a P1-level
n a leaf and on a P1-level
P1
or n on a P2-level and at least one child of n
labeled P2
or n on a P2-level and at least one child of n
labeled P2
P2
or n on a P1-level and all children of n labeled
P2
or n on a P1-level and all children of n labeled
P2
P2
A node labeled P2
A node labeled P1
P1
A node whose subtree is being labeled
P2
The node currently being examined
P1
27
Why P1 cant win
  • Assume that players will always follow a winning
    strategy if one exists
  • If P1 moves to a, b, or c then P2 will win
  • What if P1 moves to h?

P1 still loses!
P1
12
11
10
8
P2
4
9
3
8
6
5
2
P1
2
1
6
5
P2
P1
28
The Winning Strategy Case 1
  • If player P2 just moved from vertex u to vertex
    v, creating setup (G, A)v, and (G, A)u is a
    child of (G, A) v labeled P1
  • Remove r?1, A(v)- A(u) disks from vertex v and
    move to vertex u, creating setup
    with
  • Replace the sub-tree with root (G, A)u with the
    tree of root created as described
    before

(G, A)v
29
The Winning Strategy Case 2
  • Otherwise, given setup (G, A)v pick any child
    (G, A)u of node (G, A)v in T that is labeled
    P1
  • remove r?1, A(v)- A(u) disks from vertex v and
    move to vertex u, creating setup
    with
  • Replace the sub-tree with root (G, A)u with the
    tree of root created as described
    before
  • The alterations to T insure that T maintains the
    property that for any node y(G, A)w ?V(T)

30
NimG on any Graph Analysis
  • Tree T is exponential in size
  • What if there is a maximum number of disks
    allowed on each vertex?
  • Polynomial at most nd number of nodes, where d
    is the maximum number of disks allowed on a
    vertex and n?V(G)?
  • There does not exist any path starting from the
    root with a node (G,A)v and a node
    for any amount functions A and

31
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