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In combinatorial game theory, a loopy game is a game in which players can return to game states they have previously encountered, creating cycles in the game tree. This contrasts with loop-free games, where players can never return to previously encountered positions. Loop-free finite games are also referred to as short games. [1]
The study of loopy games extends traditional combinatorial game theory by incorporating games that can theoretically continue indefinitely due to their cyclic nature. They introduce additional complexity in analysis and can exhibit behaviors not found in finite games.
The infinite nature of loopy games, similar to transfinite games, introduces an additional outcome beyond the traditional win-loss dichotomy: a tie or draw. In this framework, a player is said to survive a game if they achieve either a tie or a win, expanding the classical analysis of game outcomes.
For impartial games that contain loops, analysis can be conducted using extensions of the Sprague–Grundy theorem, which generalizes the classical result to handle the complexities introduced by cyclic game structures.
In combinatorial game theory notation, games are defined recursively by specifying the moves available to the Left and Right players using the format {Left options|Right options}. Some fundamental loopy games include:
These canonical loopy games exhibit interesting algebraic properties. For instance, on + off = dud, and dud + G = dud for any game G, demonstrating that dud acts as an absorbing element under game addition.
A loopy game is a pair G = (V, x), where V is a bipartite graph with named edge-sets (that is, some edges of the bipartite graph are Left, and other edges are Right) and x is the start vertex (initial position) of a game. This labeled bipartite graph is called a bigraph in combinatorial game theory.
Stoppers are loopy games that have no subpositions with infinite alternating runs. Unlike generic loopy games, stoppers can never tie.
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