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Combinatorial Games: selected bibliography with a succinct gourmet introduction

Published online by Cambridge University Press:  28 February 2011

Michael H. Albert
Affiliation:
University of Otago, New Zealand
Richard J. Nowakowski
Affiliation:
Dalhousie University, Nova Scotia
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Summary

Roughly speaking, the family of combinatorial games consists of two-player games with perfect information (no hidden information as in some card games), no chance moves (no dice) and outcome restricted to (lose, win), (tie, tie) and (draw, draw) for the two players who move alternately. Tie is an end position such as in tic-tac-toe, where no player wins, whereas draw is a dynamic tie: any position from which a player has a nonlosing move, but cannot force a win. Both the easy game of Nim and the seemingly difficult chess are examples of combinatorial games. And so is go. The shorter terminology game, games is used below to designate combinatorial games.

Amusing oneself with games may sound like a frivolous occupation. But the fact is that the bulk of interesting and natural mathematical problems that are hardest in complexity classes beyond NP, such as Pspace, Exptime and Expspace, are two-player games; occasionally even one-player games (puzzles) or even zero-player games (Conway’s “Life”). Some of the reasons for the high complexity of two-player games are outlined in the next section. Before that we note that in addition to a natural appeal of the subject, there are applications or connections to various areas, including complexity, logic, graph and matroid theory, networks, error-correcting codes, surreal numbers, on-line algorithms, biology—and analysis and design of mathematical and commercial games!

But when the chips are down, it is this “natural appeal” that lures both amateurs and professionals to become addicted to the subject. What is the essence of this appeal? Perhaps the urge to play games is rooted in our primal beastly instincts; the desire to corner, torture, or at least dominate our peers. A common expression of these vile cravings is found in the passions roused by local, national and international tournaments. An intellectually refined version of these dark desires, well hidden beneath the fac¸ade of scientific research, is the consuming drive “to beat them all”, to be more clever than the most clever, in short—to create the tools to Mathter them all in hot combinatorial combat! Reaching this goal is particularly satisfying and sweet in the context of combinatorial games, in view of their inherent high complexity.

With a slant towards artificial intelligence, Pearl wrote that games “offer a perfect laboratory for studying complex problem-solving methodologies. With a few parsimonious rules, one can create complex situations that require no less insight, creativity, and expertise than problems actually encountered in areas such as business, government, scientific, legal, and others. Moreover, unlike these applied areas, games offer an arena in which computerized decisions can be evaluated by absolute standards of performance and in which proven human experts are both available and willing to work towards the goal of seeing their expertise emulated by a machine. Last, but not least, games possess addictive entertaining qualities of a very general appeal. That helps maintain a steady influx of research talents into the field and renders games a convenient media for communicating powerful ideas about general methods of strategic planning.”

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Games of No Chance 3 , pp. 491 - 575
Publisher: Cambridge University Press
Print publication year: 2009

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