Chapter 1: GAMES
Students enjoy playing games. Whether the mathematics behind the game is simple or
complicated, the chance for social interaction and for controlled competition will help to
break up any routine patterns in school life.
At the same time, these problems hold a lot of content, and students frequently find their
solution quite difficult. The chief difficulties consist first in articulating the winning strategy.
and second in proving that the strategy considered always leads to a win, In surmounting,
these difficulties, students will learn more about accepted standards of mathematical
argument, and will refine their understanding of what it means to solve a problem, Th
‘many types of games considered in mathematics, and many types of game theories. This
chapter considers only one type. In each of these games, there are two players who take turns
making moves, and a player cannot decline to move. The problem is always the same: to find
out which player (the first or the second) has a winning strategy.
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1, Pseudo-games: Games that are jokes
The first class of games we examine are games that turn out to be jokes. The outcomes of
these pseudo-games do not depend on how the play proceeds. For this reason, the solution of
such a pseudo-game does not consist of a winning strategy, but of a proof that one or the
other of the two players will always win (regardless of how the play proceeds!)
Problem: 1
Two children take turns breaking up a rectangular chocolate bar 6 squares wide by 8 squares
long. They may break the bar only along the divisions between the squares. If the bar breaks
into several pieces, they keep breaking the pieces up until only the individual squares remain,
‘The player who cannot make a break loses the game, Who will win?
Problem: 2
‘There are three piles of stones: one with 10 stones, one with 15 stones, and one with 20
stones. At each tum, a player can choose one of the piles and divide it into two smaller piles.
‘The loser is the, player who cannot do this. Who will win, and how?
Problem: 3
‘The numbers | through 20 are written in a row, Two players take turns putting plus signs and
‘minus signs between the numbers, When all such signs have been placed, the .resulting
expression is evaluated (Le., the additions and subtractions are performed). The first: player
‘wins if the sum is even, and the second wins if the sum is odd. Who will win and how?
Problem: 4
Two players take turns placing rooks (castles) on a chessboard so that they cannot capture
each other. The loser is the player who cannot place a castle. Who will win?
Problem: 5
‘Ten I's and ten 2's are written on a blackboard. In one turn, a player may erase any two
figures. If the two figures erased are identical, they are replaced with a 2. If they are different,
they are replaced with a 1. The first player wins if'a 1 is left at the end, and the second player
wins if'a 2 is left2. Symmetry
Problem: 6
Two players take turns putting pennies on a round table, without piling one penny on top of
another. The player who cannot place a penny loses.
Problem: 7
‘Two players take turns placing bishops on the squares of a chessboard, so that they cannot
capture each other (the bishops may be placed on squares of any color). The player who
cannot move loses
Problem: 8
There are two piles of 7 stones each. At each turn, a player may take as many stones as he
chooses, but only from one of the piles. The loser is the player who cannot move
Problem: 9
‘Two players take turns placing knights on the squares of a chessboard, so that no knight can
take another. The player who is unable to do this loses.
Problem: 10
‘Two players take turns placing kings on the squares of a 9 x 9 chessboard, so that no king can
capture another. The player who is unable to do this loses.
Problem: 11
‘There are two piles of stones. One has 30 stones, and the other has 20 stones. Players take
turns removing as many stones as they please, but from one pile only. The player removing
the last stone wins
Problem: 12
‘Twenty points are placed around a circle, Players take turns joining two of the points with a
line segme~t which does not cross a segment already drawn in. The player who cannot do so
loses,
3. Winning positions
Problem: 13
On a chessboard, a rook stands on square al. Players take turns moving the rook as many
squares as they want, either horizontally to the right or vertically upward. The player who can
place the rook on square h8 wins.
Problem: 14
A king is placed on square a/ of a chessboard, Players take turns moving the king either
upwards, to the right, or along a diagonal going upwards and to the right. The player who
places the king on square A8 is the winner.
Problem: 15
‘There are two piles of candy. One contains 20 pieces, and the other 21. Players take tums
cating all the candy in one pile, and separating the remaining candy into two (not necessarily
equal) non-empty piles. The player who cannot move loses.Problem: 16
A checker is placed at each end of a strip of squares measuring 1 x 20, Players take turns
moving either checker in the direction of the other, each by one or by two squares. A checker
cannot jump over another checker. The player who cannot move loses.
4, Analysis from the endgame: A method of finding winning
positions
By studying previous sections, one may get the feeling that the discovery of a set of winning
positions is based only on intuition, and is therefore not simple, We now describe a general
‘method which will allow us to find a set of winning positions in many games. We return to
Problem 14, the problem about the single king on a chessboard, Let us try to find a set of
‘winning positions. As always, the final position of the game, with the king in square h8, must
be a winning one. We therefore place a phis sign in square A$ (see Figure 1). We will place
the same sign in every other square at which the king occupies a winning position and a
‘minus sign in every square which is not a winning position (we will call them losing
positions).
#4
Figure:
Since those squares from which the king can move to a winning square in a single move are
losing squares, we arrive at Figure 2. From squares h6 and jS we can move only to losing
squares, so these must be winning positions (Figure 4S). These new winning positions lead to
new losing positions: AS, 25, g6, j7, e7, eS (Figure 4). We continue in an analogous fashion
(see Figures 5 and 6). After obtaining a set of minuses, we place plus signs in those squares
from which any move at all leads to a losing square, then place minuses in those squares from
hich there is at least one move to a winning square. The pluses and minuses will finally be
arranged as in Figure 7. It is not difficult to see that the squares with plus signs in them are
exactly the winning squares indicated in the previous section.
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igure: 3
igure: 5 Figure: 6‘The method of finding winning positions just described is called analysis from the endgame.
Working as in Figures 8 and 9, we soon arrive at Figure 10,
Problem: 17
‘A queen stands on square c1 of a chessboard. Players take turns moving the queen any
‘number of squares to the right, upwards, or along a diagonal to the right and upwards. The
player who can place the queen in square 8 wins.
Solutions