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The concept of nimbers--a.k.a. Grundy-values or nim-values--is fundamental to combinatorial game theory. Nimbers provide a complete characterization of strategic interactions among impartial games in their disjunctive sums as well as the winnability. In this paper, we initiate a study of nimber-preserving reductions among impartial games. These reductions enhance the winnability-preserving reductions in traditional computational characterizations of combinatorial games. We prove that Generalized Geography is complete for the natural class, $cal{I}^P$ , of polynomially-short impartial rulesets under nimber-preserving reductions, a property we refer to as Sprague-Grundy-complete. In contrast, we also show that not every PSPACE-complete ruleset in $cal{I}^P$ is Sprague-Grundy-complete for $cal{I}^P$ . By considering every impartial game as an encoding of its nimber, our technical result establishes the following striking cryptography-inspired homomorphic theorem: Despite the PSPACE-completeness of nimber computation for $cal{I}^P$ , there exists a polynomial-time algorithm to construct, for any pair of games $G_1$, $G_2$ of $cal{I}^P$ , a prime game (i.e. a game that cannot be written as a sum) $H$ of $cal{I}^P$ , satisfying: nimber($H$) = nimber($G_1$) $oplus$ nimber($G_2$).
We settle two long-standing complexity-theoretical questions-open since 1981 and 1993-in combinatorial game theory (CGT). We prove that the Grundy value (a.k.a. nim-value, or nimber) of Undirected Geography is PSPACE-complete to compute. This exhib
For a collection of papers in memory of Elwyn Berlekamp (1940-2019), John Conway (1937-2020), and Richard Guy (1916-2020). The Sprague-Grundy theory for finite games without cycles was extended to general finite games by Cedric Smith and by Aviezri
We analyze the Sprague-Grundy functions for a class of almost disjoint selective compound games played on Nim heaps. Surprisingly, we find that these functions behave chaotically for smaller Sprague-Grundy values of each component game yet predictably when any one heap is sufficiently large.
The first-fit coloring is a heuristic that assigns to each vertex, arriving in a specified order $sigma$, the smallest available color. The problem Grundy Coloring asks how many colors are needed for the most adversarial vertex ordering $sigma$, i.e.
Recently, a standardized framework was proposed for introducing quantum-inspired moves in mathematical games with perfect information and no chance. The beauty of quantum games-succinct in representation, rich in structures, explosive in complexity,