Cram is a mathematical game played on a sheet of graph paper (or any type of grid). It is the impartial version of Domineering and the only difference in the rules is that players may place their dominoes in either orientation, but it results in a very different game. It has been called by many names, including "plugg" by Geoffrey Mott-Smith, and "dots-and-pairs". Cram was popularized by Martin Gardner in Scientific American . [1]
The game is played on a sheet of graph paper, with any set of designs traced out. It is most commonly played on rectangular board like a 6×6 square or a checkerboard, but it can also be played on an entirely irregular polygon or a cylindrical board.
Two players have a collection of dominoes which they place on the grid in turn. A player can place a domino either horizontally or vertically. Contrary to the related game of Domineering, the possible moves are the same for the two players, and Cram is then an impartial game.
As for all impartial games, there are two possible conventions for victory: in the normal game, the first player who cannot move loses, and on the contrary, in the misère version, the first player who cannot move wins.
The winning strategy for normal Cram is simple for even-by-even boards and even-by-odd boards. In the even-by-even case, the second player wins by symmetry play. This means that for any move by Player 1, Player 2 has a corresponding symmetric move across the horizontal and vertical axes. In a sense, player 2 'mimics' the moves made by Player 1. If Player 2 follows this strategy, Player 2 will always make the last move, and thus win the game.
In the even-by-odd case, the first player wins by similar symmetry play. Player 1 places their first domino in the center two squares on the grid. Player 2 then makes their move, but Player 1 can play symmetrically thereafter, thus ensuring a win for Player 1. [2]
Symmetry play is a useless strategy in the misère version, because in that case it would only ensure the player that they lose.
Since Cram is an impartial game, the Sprague–Grundy theorem indicates that in the normal version any Cram position is equivalent to a nim-heap of a given size, also called the Grundy value. Some values can be found in Winning Ways for your Mathematical Plays, in particular the 2 × n board, whose value is 0 if n is even and 1 if n is odd.
The symmetry strategy implies that even-by-even boards have a Grundy value of 0, but in the case of even-by-odd boards it only implies a Grundy value greater or equal to 1.
n × m | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|
4 | 0 | 2 | 0 | 3 | 0 | 1 |
5 | - | 0 | 2 | 1 | 1 | 1 |
6 | - | - | 0 | 5 | 0 | 1 |
7 | - | - | - | 1 | 3 | 1 |
In 2009, Martin Schneider computed the Grundy values up to the 3 × 9, 4 × 5 and 5 × 7 boards. [3] In 2010, Julien Lemoine and Simon Viennot applied to the game of Cram algorithms that were initially developed for the game of Sprouts. [4] It allowed them to compute the Grundy values up to the 3 × 20, 4 × 9, 5 × 9, 6 × 7 and 7 × 7 boards. [5] Piotr Beling extended these results up to the 6 × 9, 7 × 8, and 7 × 9 boards. [6]
The sequence of currently known Grundy values for 3 × n boards, from n=1 to n=20 is: 1, 1, 0, 1, 1, 4, 1, 3, 1, 2, 0, 1, 2, 3, 1, 4, 0, 1, 0, 2. It doesn't appear to show any pattern.
The table below details the known results for boards with both dimensions greater than 3. Since the value of an n × m board is the same as the value of a m × n board, we give only the upper part of the table.
The misère Grundy-value of a game G is defined by Conway in On Numbers and Games as the unique number n such that G+n is a second player win in misère play. [7] Even if it looks very similar to the usual Grundy-value in normal play, it is not as powerful. In particular, it is not possible to deduce the misère Grundy value of a sum of games only from their respective misère Grundy values.
n × m | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|
4 | 0 | 0 | 0 | 1 | 1 | 1 |
5 | - | 2 | 1 | 1 | ? | ? |
6 | - | - | 1 | ? | ? | ? |
In 2009, Martin Schneider computed the misère grundy values up to the 3 × 9, 4 × 6, and 5 × 5 board. [3] In 2010, Julien Lemoine and Simon Viennot extended these results up to the 3 × 15, 4 × 9 and 5 × 7 boards, along with the value of the 6 × 6 board. [5]
The sequence of currently known misère Grundy values for 3 × n boards, from n=1 to n=15 is: 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1. This sequence is conjectured to be periodic of period 3. [5]
The adjacent table details the known misère results for boards with both dimensions greater than 3.
Nim is a mathematical game of strategy in which two players take turns removing objects from distinct heaps or piles. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap or pile. Depending on the version being played, the goal of the game is either to avoid taking the last object or to take the last object.
Sprouts is an impartial paper-and-pencil game which can be analyzed for its mathematical properties. It was invented by mathematicians John Horton Conway and Michael S. Paterson at Cambridge University in the early 1960s. The setup is even simpler than the popular dots and boxes game, but gameplay develops much more artistically and organically.
In combinatorial game theory, the Sprague–Grundy theorem states that every impartial game under the normal play convention is equivalent to a one-heap game of nim, or to an infinite generalization of nim. It can therefore be represented as a natural number, the size of the heap in its equivalent game of nim, as an ordinal number in the infinite generalization, or alternatively as a nimber, the value of that one-heap game in an algebraic system whose addition operation combines multiple heaps to form a single equivalent heap in nim.
TacTix is a two-player strategy game invented by Piet Hein, a poet well known for dabbling in math and science, best known for his game Hex.
In combinatorial game theory, an impartial game is a game in which the allowable moves depend only on the position and not on which of the two players is currently moving, and where the payoffs are symmetric. In other words, the only difference between player 1 and player 2 is that player 1 goes first. The game is played until a terminal position is reached. A terminal position is one from which no moves are possible. Then one of the players is declared the winner and the other the loser. Furthermore, impartial games are played with perfect information and no chance moves, meaning all information about the game and operations for both players are visible to both players.
In mathematics, the nimbers, also called Grundy numbers, are introduced in combinatorial game theory, where they are defined as the values of heaps in the game Nim. The nimbers are the ordinal numbers endowed with nimber addition and nimber multiplication, which are distinct from ordinal addition and ordinal multiplication.
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