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Title: Games, Hats, and Codes


1
Games, Hats, and Codes
  • Mira Bernstein
  • Wellesley College
  • SUMS 2005

2
A game with hats (N3)
Each player is randomly assigned a red or blue
hat.
3
A game with hats (N3)
Each player can see the color of his teammates
hats but not his own.
4
A game with hats (N3)
BLUE
RED
PASS
Players simultaneously guess the colors of their
own hats. Passing is allowed.
5
A game with hats (N3)
BLUE
RED
PASS
At least one correct guess No incorrect guesses
WIN!
6
Some observations
  • A player gets NO information about his own hat
    from looking at his teammates hats
  • NO strategy can guarantee victory
  • Easy strategy one player guesses, everyone else
    passes.
  • Can the players do better than 50?

7
A better strategy for N3
  • Instructions for all players
  • If you see two hats of the same color, guess
    the other color.
  • If you see two different colors, pass.

8
Possible hat configurations
Guesses
1
2
3








9
Possible hat configurations
Guesses
1
2
3
RED







10
Possible hat configurations
Guesses
1
2
3
RED


BLUE




11
Possible hat configurations
Guesses
1
2
3
RED


BLUE
RED



12
Possible hat configurations
Guesses
1
2
3
RED


BLUE
RED


BLUE
13
Possible hat configurations
Guesses
1
2
3
RED RED

RED
BLUE
RED
BLUE

BLUE BLUE
14
Possible hat configurations
Guesses
1
2
3
X
RED RED RED
RED
RED
BLUE
RED
BLUE
BLUE
BLUE BLUE BLUE
v
v
v
v
v
v
X
15
Possible hat configurations
Probability of winning 75
X
v
v
v
  • How is this possible?
  • Can we do better?
  • What about N gt3?

v
v
v
X
16
Possible hat configurations
Guesses
1
2
3
RED RED RED
RED
RED
BLUE
RED
BLUE
BLUE
BLUE BLUE BLUE
17
Guesses
1
2
3
RED RED RED
RED
RED
BLUE
RED
BLUE
BLUE
BLUE BLUE BLUE
  • 6 correct guesses
  • 6 incorrect guesses
  • correct incorrect

18
Why?
The same instructions that lead to a
correct guess in one situation
BLUE
Player 3
will lead to an incorrect guess in another.
BLUE
Player 3
19
In general
  • If the game is played once with each possible
    configuration of hats, then
  • correct guesses incorrect guesses
  • True for any number of people N
  • True for any deterministic strategy S

20
Why does the N3 strategy work?
1
2
3
  • It takes only one correct guess to win!
  • Strategy
  • Spread out the good guesses.
  • Concentrate the bad guesses.









21
In general
  • When played over all hat combinations with N
    players, any strategy produces k correct guesses
    and k incorrect guesses. (The value of k depends
    on the strategy.)
  • Best possible guess arrangement
  • 1 correct guess per winning combination
  • N incorrect guesses per losing combination
  • A strategy which achieves this is called a
    perfect strategy.

22
Do perfect strategies actually exist?
1
2
3
  • N 3 Yes!
  • Other N?









23
Some terminology
  • H set of all possible hat configurations
  • (sequences of 0s and 1s)
  • Distance in H number of places in which two
    elements of H differ.
  • 1 0 0 1 0 1 1 0 1
  • 1 0 1 1 0 1 0 0 1
  • Distance 2

24
Some terminology
  • Ball of radius r around h ? H the set of all
  • configurations whose distance from h is at most
    r.
  • h 1 0 0 1
  • B1(h) 0 0 0 1
  • 1 1 0 1
  • 1 0 1 1
  • 1 0 0 0 B1(h) N1
  • center 1 0 0 1

25
Some terminology
  • S a (deterministic) strategy
  • L set of all hat configurations where a team
    playing according to S loses
  • W set of all hat configurations where a team
    playing according to S wins
  • L ? W H

26
An important fact
  • Suppose h and h are elements of H that differ
    only in the i th entry.
  • If, according to strategy S, Player i guesses
    correctly in h, then he guesses incorrectly in
    h, and vice versa.
  • 4th players guess
  • h 0 1 0 0 1 0 v
  • h 0 1 0 1 1 0 X

27
Corollaries
  • Theorem 1 Every element h ? W is within distance
    1 of some element of h ? L.
  • Proof Suppose Player j guesses correctly in h.
    Let h be the hat configuration that differs from
    h only in the j th entry. Then Player j must
    guess incorrectly in h, so h is in L.

28
Corollaries
  • Theorem 2 In a perfect strategy S, every element
    h ? W is within distance 1 of exactly one element
    of L.
  • Proof Suppose h differs from h1 ? L in the i th
    entry and from h2 ? L in the j th entry. Since S
    is a perfect strategy, all players guess
    incorrectly in h1 and h2. But then Players i and
    j must both guess correctly in h, which cannot
    happen in a perfect strategy. ??

29
Corollaries
  • In other words.
  • Theorem 1 Every element h ? H is contained in a
    ball of radius 1 around some element of L.
  • Theorem 2 In a perfect strategy S, the balls of
    radius 1 around elements of L do not overlap.

30
Codes
  • A perfect code of length N is a subset L in H
    such that the balls of radius 1 around points of
    L
  • include all of H
  • do not overlap
  • A perfect strategy yields a perfect code!

31
A perfect code
H
32
A perfect code
H
points of L
33
A perfect code
H
points of L
34
Perfect code perfect strategy
  • Instructions for Player i
  • If the hat configuration might be in L
  • Guess so that if its in L, youll be wrong.
  • If you can tell that the hat configuration is not
    in L Pass

35
Perfect code perfect strategy
  • Results (for hat configuration h)
  • If h is in L Every player guesses wrong.
  • If the hat configuration h is not in L
  • There is a unique element h of L which
    differs from h in one place -- say the i th
    place.The i th player cant tell if the
    configuration is h or h, so he guesses away
    from h, correctly. All others pass.

36
Example N3 L 000,111
011
111
001
101
010
110
000
100
37
Example N3 L 000,111
011
111
001
101
010
110
000
100
38
Example N3 L 000,111
  • Instructions for Player i
  • If the hat configuration might be in L, guess so
    that if its in L youll be wrong.
  • Translation If you see two 0s or two 1s,
    guess the opposite number.

39
Example N3 L 000,111
  • Instructions for Player i
  • If you can tell that the hat configuration is not
    in L, pass.
  • Translation If you see two different numbers,
    pass.

40
How good are perfect strategies?
  • Theorem If S is a perfect strategy for N players
    then the probability of winning is N/N1.
  • Proof In every ball, N out of the N1 points
    correspond to winning configurations.
  • Example If N3, the probability of winning with
    a perfect strategy is ¾. There can be no better
    strategy than the one we found.

41
Do perfect codes exist for Ngt3?
  • Theorem A perfect code of length N can exist
    only if N2m-1 for some integer m.
  • Proof A perfect code splits H into disjoint
    balls of radius 1.
  • Each of the balls has N1 points and H has 2N
    points, so 2N is divisible by N1.
  • Thus N1 is a power of 2, so N2m-1.
  • Example We know a perfect code of length
  • 3 22-1. But what about 7, 15, 31,?

42
Error-correcting codes
I love you!
11010
I love you too!
11010
43
Error-correcting codes
I love you!
11010
You what?
10010
44
Error-correcting codes
I love you!
1001100
45
Error-correcting codes
I love you!
1001100
1000100
46
Error-correcting codes
I love you!
1001100
1000100
47
Error-correcting codes
I love you!
1001100
I love you too!
1001100
48
A different game Nim
Rules Take any number of stones from any one pile
B
A
49
A different game Nim
Rules Whoever takes the last stone wins the game
B
A
50
A different game Nim
B
A
51
A different game Nim
B
A
52
A different game Nim
B
A
53
A different game Nim
B
A
54
A different game Nim
Two equal piles bad news for whoever is next to
move.
B
A
55
A different game Nim
Two equal piles bad news for whoever is next to
move.
B
A
56
A different game Nim
From now on, B simply imitates As moves
B
A
57
A different game Nim
From now on, B simply imitates As moves
B
A
58
A different game Nim
From now on, B simply imitates As moves
B
A
59
A different game Nim
From now on, B simply imitates As moves
B
A
60
A different game Nim
so B is guaranteed to take the last stone.
WIN
LOSE
B
A
61
Nim is
  • Combinatorial no element of chance
  • Impartial same moves available to each player
  • Finite must end after a finite number of moves
  • In any Nim position, exactly one of the
    players has a winning strategy.

62
Who wins?
  • P-position Previous player wins
  • N-position Next player wins
  • e.g. the empty game is a P-position
  • e.g. two equal piles is a P-position
  • e.g. two unequal piles is an N-position
  • Nim strategy Figure out which positions are
    P-positions and move to them!

63
More on P and N
  • P-position cannot move to a P-position move
    only to an N-position (or not at all)
  • N-position can move to at least one P-position
  • If you combine two Nim games into one
  • P P P cannot move to another PP
  • N P N can move to PP
  • N N ? (depends on the games)

64
Position vectors
  • A Nim position with all heaps of size ? N can be
    described by a vector of length N.

1 heap of size 5 2 heaps of size 2 3 heaps of
size 1
(1,0,0,2,3)
65
Position vectors
  • Two equal heaps are a P-position, so we can
    ignore them (PPP, NPN).

1 heap of size 5 2 heaps of size 2 3 heaps of
size 1
(1,0,0,2,3)
66
Position vectors
  • Thus we can replace all the entries in the
    position vector with 0s and 1s.

1 heap of size 5 2 heaps of size 2 3 heaps of
size 1
(1,0,0,0,1)
Binary vector
67
Legal moves
  • Let X, Y be binary position vectors for Nim.
  • One can move from X to Y if
  • X gtY (as binary numbers)
  • Distance from X to Y is 1 or 2
  • Examples

1 0 1
0 1 1
68
Legal moves
  • Let X, Y be binary position vectors for Nim.
  • One can move from X to Y if
  • X gtY (as binary numbers)
  • Distance from X to Y is 1 or 2
  • Examples

1 0 1
0 0 1
69
Legal moves
  • Let X, Y be binary position vectors for Nim.
  • One can move from X to Y if and only if
  • X gtY (as binary numbers)
  • The distance from X to Y is 1 or 2
  • Examples

1 0 1
0 0 0
70
P and N review
  • P-position cannot move to a P-position move
    only to an N-position (or not at all)
  • N-position can move to at least one P-position

71
P and N revisited
  • Theorem The distance between two P-position
    vectors is 3.
  • Proof If the distance were 1 or 2, you could
    move from the larger vector to the smaller one.
    However, it is impossible to move from a
    P-position to a P-position.
  • Corollary Balls of radius 1 around P-positions
    do not overlap.

72
P and N revisited
  • Theorem Any vector X with distance 3 from all
    smaller P-positions is a P-position.
  • Proof Since you cannot move from X to any
    P-position, X itself must be a P-position.
  • Corollary We can look for P-positions
    inductively.

73
How to look for P-positions
  • Start with (,0,0)
  • At each step, look for the next smallest sequence
    that has distance 3 from every previously-found
    P-position.
  • The preceding theorems guarantee that this
    procedure will give you all and only P-positions!

74
Why look for P-positions?
  • To win at Nim.
  • The set of all P-positions with heaps of size ? N
    will give us non-overlapping balls of radius 1.
    If N2m-1,we may get a perfect code.
  • To find perfect strategies for the hat game.

75
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 Start with 0
  • 0 0 0 0 1 1 1 Smallest v with three 1s
  • 0 0 0 1 ? ? ? Impossible!

76
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 Start with 0
  • 0 0 0 0 1 1 1 Smallest v with three 1s
  • 0 0 1 0 ? ? ? Impossible!

77
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 Start with 0
  • 0 0 0 0 1 1 1 Smallest v with three 1s
  • 0 0 1 1 ? ? ?

78
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 Start with 0
  • 0 0 0 0 1 1 1 Smallest v with three 1s
  • 0 0 1 1 0 0 1 Next smallest
  • 0 0 1 1 ? ? ?

79
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 ? ? ?

80
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 0 ? ? ? Impossible!

81
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 1 ? ? ?

82
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 1 0 1 0 C
  • 0 1 ? ? ? ? ?

83
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 1 0 1 0 C
  • 0 1 0 1 1 0 1 CA
  • 0 1 1 0 0 1 1 CB
  • 0 1 1 0 1 0 0 CAB

84
P-positions for heaps of size ? 7
  • Can we have any other P-positions that begin
  • 0 1 X X X X X ? D
  • Then we would have DA, DB, etc 16 total
  • Can we have 16 P-positions with heaps ? 6?
  • (16 balls of radius 1) (7 points per ball) gt 26
  • Impossible!

85
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 1 0 1 0 C
  • 0 1 0 1 1 0 1 CA
  • 0 1 1 0 0 1 1 CB
  • 0 1 1 0 1 0 0 CAB

86
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0 1 0 0 0 ? ? ? No!
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 1 0 1 0 C
  • 0 1 0 1 1 0 1 CA
  • 0 1 1 0 0 1 1 CB
  • 0 1 1 0 1 0 0 CAB

87
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0 1 0 0 1 ? ? ?
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 1 0 1 0 C
  • 0 1 0 1 1 0 1 CA
  • 0 1 1 0 0 1 1 CB
  • 0 1 1 0 1 0 0 CAB

88
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0 1 0 0 1 0 1 1 D
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 0 1 1 1 1 0 AB
  • 0 1 0 1 0 1 0 C
  • 0 1 0 1 1 0 1 CA
  • 0 1 1 0 0 1 1 CB
  • 0 1 1 0 1 0 0 CAB

89
P-positions for heaps of size ? 7
  • 0 0 0 0 0 0 0 0 1 0 0 1 0 1 1 D
  • 0 0 0 0 1 1 1 A 1 0 0 1 1 0 0 DA
  • 0 0 1 1 0 0 1 B 1 0 1 0 0 1 0 DB
  • 0 0 1 1 1 1 0 AB etc.
  • 0 1 0 1 0 1 0 C
  • 0 1 0 1 1 0 1 CA
  • 0 1 1 0 0 1 1 CB
  • 0 1 1 0 1 0 0 CAB

90
P-positions for heaps of size ? 7
  • 16 P-positions
  • 8 points per ball A perfect code!
  • 128 27 points
  • A vector space over Z2 with basis
  • 0 0 0 0 1 1 1 A
  • 0 0 1 1 0 0 1 B
  • 0 1 0 1 0 1 0 C
  • 1 0 0 1 0 1 1 D

91
The Hamming Code for N7
  • Our code is the kernel of the matrix
  • 1 1 1 1 0 0 0
  • A 1 1 0 0 1 1 0
  • 1 0 1 0 1 0 1 over Z2
  • The columns are the numbers 1-7 in binary!
  • This code is called the Hamming Code.

92
The Hamming Code for N7
  • A quick way to check if v ? ker(A)
  • Record the numbers corresponding to the
    positions where v has a 1
  • Write these numbers in binary, with leading zeros
    if necessary
  • Add the numbers as binary vectors
  • 11 0, no carry!
  • v ? ker(A) iff you get 0

93
The Hamming Code for N7
  • Example v ( 1 0 1 0 0 0 1 )
  • v has 1s in positions 7,5,1
  • 7 1 1 1
  • 5 1 0 1
  • 1 0 0 1 padding
  • 0 1 1 addition with no carry
  • The answer is not 0, so v is not in the code.

94
Finding the nearest code vector
  • v ( 1 0 1 0 0 0 1 )
  • Which coordinate of v should we change?
  • When we added 7,5, and 1, we got 0 1 1.
  • If we change the 3 coordinate of v from 0 to 1,
    well have to add another 0 1 1.
  • 0 1 1 0 1 1 0 0 0 !
  • v ( 1 0 1 0 1 0 1 ) is in the code.

95
The Hamming Code for N2m-1
  • Let A be the m?N matrix whose columns are the
    numbers 1 through N, written in binary.
  • For N15
  • 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0
  • A 1 1 1 1 0 0 0 0 1 1 1 1 0 0 0
  • 1 1 0 0 1 1 0 0 1 1 0 0 1 1 0
  • 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1
  • ker(A) is called the Hamming code of length N.

96
The Hamming Code for N2m-1
  • Every N-vector v is within distance 1 of exactly
    one code vector v.
  • A(v), read as a binary number, gives the
    coordinate in which v and v differ!
  • The Hamming code is a perfect code, which makes
    error-correction especially simple!

97
Homework
  • Prove that the Hamming Code really is perfect and
    that A(v) gives the coordinate of the error.
  • Using the Hamming code, find a practical strategy
    for Nim.
  • Using the Hamming code, find a practical strategy
    for the hat game for 7 players.

98
A bit more about codes
  • Not all codes are perfect
  • In a general error-correcting code, the balls
    around the code points are disjoint, but do not
    necessarily include every point in the space.
  • In a general covering code, the balls cover the
    whole space, but may overlap.
  • A perfect code is both an error-correcting code
    and a covering code.

99
A bit more about codes
  • In a general error-correcting code, the balls
    around the code points may have radius rgt1.
  • The Hamming codes are (essentially) the only
    perfect codes with radius 1.
  • The is only one other perfect code the Golay
    code for N23, with radius 3.

100
Lexicodes
  • We used the P-positions of a game (Nim)
  • to construct a code (the Hamming code).
  • In general, the P-positions of many impartial
    games correspond to well-known codes!
  • These can be constructed in increasing
    lexicographic order, starting at 0 -- hence the
    name lexicodes!

101
References
  • Lexicographic Codes Error-Correcting Codes from
    Game Theory, John H. Conway and N.J.A. Sloane,
    IEEE Trans. Inform. Theory, 1986
  • http//www.research.att.com/njas/doc/lex.pdf
  • On Hats and Other Covers, H. Lenstra and G.
    Seroussi, 2002 (preprint)
  • www.hpl.hp.com/infotheory/hats_extsum.pdf

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