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		<title>Maximum usable frequency</title>
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		<summary type="html">&lt;p&gt;58.170.83.172: &lt;/p&gt;
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&lt;div&gt;{{Cleanup|date=June 2007}}&lt;br /&gt;
In [[combinatorial game theory]], the &#039;&#039;&#039;Sprague&amp;amp;ndash;Grundy theorem&#039;&#039;&#039; states that every [[impartial game]] under the [[normal play convention]] is equivalent to a [[nimber]].  The &#039;&#039;&#039;Grundy value&#039;&#039;&#039; or &#039;&#039;&#039;nim-value&#039;&#039;&#039; of an impartial game is then defined as the unique nimber that the game is equivalent to.  In the case of a game whose positions (or summands of positions) are indexed by the natural numbers (for example the possible heap sizes in nim-like games), the sequence of nimbers for successive heap sizes is called the &#039;&#039;&#039;nim-sequence&#039;&#039;&#039; of the game.&lt;br /&gt;
&lt;br /&gt;
The theorem was discovered independently by [[Roland Sprague|R. P. Sprague]] (1935) and [[Patrick Grundy|P. M. Grundy]] (1939).&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
For the purposes of the Sprague&amp;amp;ndash;Grundy theorem, a &#039;&#039;game&#039;&#039; is a two-player game of [[perfect information]] satisfying the &#039;&#039;ending condition&#039;&#039; (all games come to an end: there are no infinite lines of play) and the &#039;&#039;normal play condition&#039;&#039; (a player who cannot move loses).&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;[[impartial game]]&#039;&#039; is one such as [[nim]], in which each player has exactly the same available moves as the other player in any position. Note that games such as [[tic-tac-toe]], [[checkers]], and [[chess]] are &#039;&#039;not&#039;&#039; impartial games.  In the case of checkers and chess, for example, players can only move their own pieces, not their opponent&#039;s pieces.  And in tic-tac-toe, one player puts down X&#039;s, while the other puts down O&#039;s.  Impartial games fall into two &#039;&#039;outcome classes&#039;&#039;: either the next player wins (an &#039;&#039;N-position&#039;&#039;) or the previous player wins (a &#039;&#039;P-position&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
An impartial game can be identified with the set of positions that can be reached in one move (these are called the &#039;&#039;options&#039;&#039; of the game). Thus the game with options &#039;&#039;A&#039;&#039;, &#039;&#039;B&#039;&#039;, or &#039;&#039;C&#039;&#039; is the set {&#039;&#039;A&#039;&#039;, &#039;&#039;B&#039;&#039;, &#039;&#039;C&#039;&#039;}.&lt;br /&gt;
&lt;br /&gt;
The normal play convention is where the last player to move wins. Alternatively, the player who first does not have any valid move loses. The opposite - the [[misère]] convention is where the last person to have a valid move or makes the last move loses.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;[[nimber]]&#039;&#039; is a special game denoted *&#039;&#039;n&#039;&#039; for some ordinal &#039;&#039;n&#039;&#039;. We define *0 = {} (the empty set), then *1 = {*0}, *2 = {*0, *1}, and *(&#039;&#039;n&#039;&#039;+1) = *&#039;&#039;n&#039;&#039; ∪ {*&#039;&#039;n&#039;&#039;}. When &#039;&#039;n&#039;&#039; is an integer, the nimber *&#039;&#039;n&#039;&#039; = {*0, *1, ..., *(&#039;&#039;n&#039;&#039;&amp;amp;minus;1)}. This corresponds to a heap of &#039;&#039;n&#039;&#039; counters in the game of [[nim]], hence the name.&lt;br /&gt;
&lt;br /&gt;
Two games &#039;&#039;G&#039;&#039; and &#039;&#039;H&#039;&#039; can be &#039;&#039;added&#039;&#039; to make a new game &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; in which a player can choose either to move in &#039;&#039;G&#039;&#039; or in &#039;&#039;H&#039;&#039;. In set notation, &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; means {&#039;&#039;G&#039;&#039;+&#039;&#039;h&#039;&#039; for &#039;&#039;h&#039;&#039; in &#039;&#039;H&#039;&#039;} ∪ {&#039;&#039;g&#039;&#039;+&#039;&#039;H&#039;&#039; for &#039;&#039;g&#039;&#039; in &#039;&#039;G&#039;&#039;}, and thus game addition is commutative and associative.&lt;br /&gt;
&lt;br /&gt;
Two games &#039;&#039;G&#039;&#039; and &#039;&#039;G&amp;amp;#39;&#039;&#039; are &#039;&#039;equivalent&#039;&#039; if for every game &#039;&#039;H&#039;&#039;, the game &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; is in the same outcome class as &#039;&#039;G&amp;amp;#39;&#039;&#039;+&#039;&#039;H&#039;&#039;. We write &#039;&#039;G&#039;&#039; ≈ &#039;&#039;G&amp;amp;#39;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A game can refer to two things. It can define a set of possible positions and their moves through its rules, for example, chess, or nim. It can also refer to a certain position, for example, the game *5. Generally, the meaning to be taken is clear from the context.&lt;br /&gt;
&lt;br /&gt;
==Lemma==&lt;br /&gt;
For impartial games, &#039;&#039;G&#039;&#039; ≈ &#039;&#039;G&amp;amp;#39;&#039;&#039; if and only if &#039;&#039;G&#039;&#039;+&#039;&#039;G&amp;amp;#39;&#039;&#039; is a &#039;&#039;P-position&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First, we note that ≈ is an [[equivalence relation]] since equality of outcome classes is an equivalence relation. &lt;br /&gt;
&lt;br /&gt;
We now show that for every game G, and &#039;&#039;P-position&#039;&#039; game &#039;&#039;A&#039;&#039;, &#039;&#039;A&#039;&#039;+&#039;&#039;G&#039;&#039; ≈ &#039;&#039;G&#039;&#039;. By the definition of ≈, we need to show that &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; is in the same outcome-class as &#039;&#039;A&#039;&#039;+&#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; for all games &#039;&#039;H&#039;&#039;.&lt;br /&gt;
If &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; is &#039;&#039;P-position&#039;&#039;, then the previous player has a winning strategy in &#039;&#039;A&#039;&#039;+&#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039;: to every move in &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; he responds according to his winning strategy in &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039;, and to every move in &#039;&#039;A&#039;&#039; he responds with his winning strategy there. If &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; is &#039;&#039;N-position&#039;&#039;, then the next player in &#039;&#039;A&#039;&#039;+&#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039; makes a winning move in &#039;&#039;G&#039;&#039;+&#039;&#039;H&#039;&#039;, and then reverts to responding to his opponent in the manner described above.&lt;br /&gt;
&lt;br /&gt;
Also, &#039;&#039;G&#039;&#039;+&#039;&#039;G&#039;&#039; is &#039;&#039;P-position&#039;&#039; for any game &#039;&#039;G&#039;&#039;. For every move made in one copy of &#039;&#039;G&#039;&#039;, the previous player can respond with the same move in the other copy, which means he always makes the last move.&lt;br /&gt;
&lt;br /&gt;
Now, we can prove the lemma. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;G&#039;&#039; ≈ &#039;&#039;G&amp;amp;#39;&#039;&#039;, then &#039;&#039;G&#039;&#039;+&#039;&#039;G&amp;amp;#39;&#039;&#039; is of the same outcome-class as &#039;&#039;G&#039;&#039;+&#039;&#039;G&#039;&#039;, which is &#039;&#039;P-position&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if &#039;&#039;G&#039;&#039;+&#039;&#039;G&amp;amp;#39;&#039;&#039; is &#039;&#039;P-position&#039;&#039;, then since &#039;&#039;G&#039;&#039;+&#039;&#039;G&#039;&#039; is also &#039;&#039;P-position&#039;&#039;, &#039;&#039;G&#039;&#039; ≈ &#039;&#039;G&#039;&#039;+(&#039;&#039;G&#039;&#039;+&#039;&#039;G&amp;amp;#39;&#039;&#039;) ≈ (&#039;&#039;G&#039;&#039;+&#039;&#039;G&#039;&#039;)+&#039;&#039;G&amp;amp;#39;&#039;&#039; ≈ &#039;&#039;G&amp;amp;#39;&#039;&#039;, thus &#039;&#039;G&#039;&#039; ≈ &#039;&#039;G&amp;amp;#39;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Proof==&lt;br /&gt;
We prove the theorem by [[structural induction]] on the set representing the game.&lt;br /&gt;
&lt;br /&gt;
Consider a game &amp;lt;math&amp;gt;G = \{G_1, G_2, \ldots, G_k\}&amp;lt;/math&amp;gt;. By the induction hypothesis, all of the options are equivalent to nimbers, say &amp;lt;math&amp;gt;G_i \approx *n_i&amp;lt;/math&amp;gt;. We will show that &amp;lt;math&amp;gt;G \approx *m&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;m&amp;lt;/math&amp;gt; is the [[mex (mathematics)|mex]] of the numbers &amp;lt;math&amp;gt;n_1, n_2, \ldots, n_k&amp;lt;/math&amp;gt;, that is the smallest non-negative integer not equal to some &amp;lt;math&amp;gt;n_i&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Let &amp;lt;math&amp;gt;G&#039;=\{*n_1, *n_2, \ldots, *n_k\}&amp;lt;/math&amp;gt;. The first thing we need to note is that &amp;lt;math&amp;gt;G \approx G&#039;&amp;lt;/math&amp;gt;. Consider &amp;lt;math&amp;gt;G+G&#039;&amp;lt;/math&amp;gt;. If the first player makes a move in &amp;lt;math&amp;gt;G&amp;lt;/math&amp;gt;, then the second player can move to the equivalent &amp;lt;math&amp;gt;*n_i&amp;lt;/math&amp;gt; in &amp;lt;math&amp;gt;G&#039;&amp;lt;/math&amp;gt;, and conversely if the first player makes a move in &amp;lt;math&amp;gt;G&#039;&amp;lt;/math&amp;gt;. After this the game is a P-position (by the lemma), since it&#039;s the sum of some option of &amp;lt;math&amp;gt;G&amp;lt;/math&amp;gt; and a nim pile equivalent to that option. Therefore, &amp;lt;math&amp;gt;G+G&#039;&amp;lt;/math&amp;gt; is a P-position, and by another application of our lemma, &amp;lt;math&amp;gt;G \approx G&#039;&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
So now, by our lemma, we need to show that &amp;lt;math&amp;gt;G+*m&amp;lt;/math&amp;gt; is a P-position. We do so by giving an explicit strategy for the second player in the equivalent &amp;lt;math&amp;gt;G&#039;+*m&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Suppose that the first player moves in the component &amp;lt;math&amp;gt;*m&amp;lt;/math&amp;gt; to the option &amp;lt;math&amp;gt;*m&#039;&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;m&#039;&amp;lt;m&amp;lt;/math&amp;gt;. But since &amp;lt;math&amp;gt;m&amp;lt;/math&amp;gt; was the &#039;&#039;minimal&#039;&#039; excluded number, the second player can move in &amp;lt;math&amp;gt;G&#039;&amp;lt;/math&amp;gt; to &amp;lt;math&amp;gt;*m&#039;&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Suppose instead that the first player moves in the component &amp;lt;math&amp;gt;G&#039;&amp;lt;/math&amp;gt; to the option &amp;lt;math&amp;gt;*n_i&amp;lt;/math&amp;gt;. If &amp;lt;math&amp;gt;n_i &amp;lt; m&amp;lt;/math&amp;gt; then the second player moves in &amp;lt;math&amp;gt;*m&amp;lt;/math&amp;gt; to &amp;lt;math&amp;gt;*n_i&amp;lt;/math&amp;gt;. If &amp;lt;math&amp;gt;n_i &amp;gt; m&amp;lt;/math&amp;gt; then the second player, moves in &amp;lt;math&amp;gt;*n_i&amp;lt;/math&amp;gt; to &amp;lt;math&amp;gt;*m&amp;lt;/math&amp;gt;. It&#039;s not possible that &amp;lt;math&amp;gt;n_i = m&amp;lt;/math&amp;gt; because &amp;lt;math&amp;gt;m&amp;lt;/math&amp;gt; was defined to be different from all the &amp;lt;math&amp;gt;n_i&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Therefore, &amp;lt;math&amp;gt;G&#039;+*m&amp;lt;/math&amp;gt; is a P-position, and hence so is &amp;lt;math&amp;gt;G+*m&amp;lt;/math&amp;gt;. By our lemma, &amp;lt;math&amp;gt;G \approx *m&amp;lt;/math&amp;gt; as desired.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Sprague&amp;amp;ndash;Grundy theorem has been developed into the field of [[combinatorial game theory]], notably by [[E. R. Berlekamp]], [[John Horton Conway]] and others. The field is presented in the books &#039;&#039;[[Winning Ways for your Mathematical Plays]]&#039;&#039; and &#039;&#039;[[On Numbers and Games]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Genus theory]]&lt;br /&gt;
*[[Indistinguishability quotient]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*{{cite journal&lt;br /&gt;
 | author = Sprague, R. P.&lt;br /&gt;
 | title = Über mathematische Kampfspiele&lt;br /&gt;
 | url = http://www.jstage.jst.go.jp/article/tmj1911/41/0/41_0_438/_article&lt;br /&gt;
 | journal = [[Tohoku Mathematical Journal]]&lt;br /&gt;
 | year = 1935–36&lt;br /&gt;
 | volume = 41&lt;br /&gt;
 | pages = 438–444}}&lt;br /&gt;
*{{cite journal&lt;br /&gt;
 | author = Grundy, P. M.&lt;br /&gt;
 | title = Mathematics and games&lt;br /&gt;
 | journal = [[Eureka (University of Cambridge magazine)|Eureka]]&lt;br /&gt;
 | url = http://www.archim.org.uk/eureka/27/games.html &lt;br /&gt;
  | year = 1939&lt;br /&gt;
 | volume = 2&lt;br /&gt;
 | pages = 6–8 |archiveurl = http://web.archive.org/web/20070927192024/http://www.archim.org.uk/eureka/27/games.html |archivedate = 2007-09-27}} Reprinted, 1964, &#039;&#039;&#039;27&#039;&#039;&#039;: 9–11.&lt;br /&gt;
*{{cite journal&lt;br /&gt;
 | author = Schleicher, Dierk; Stoll, Michael&lt;br /&gt;
 | title = An introduction to Conway&#039;s games and numbers&lt;br /&gt;
 | year = 2004&lt;br /&gt;
 | arxiv = math.CO/0410026}}&lt;br /&gt;
*{{cite journal&lt;br /&gt;
 | author = Milvang-Jensen, Brit C. A.&lt;br /&gt;
 | year = 2000&lt;br /&gt;
 | url = http://www.itu.dk/people/brit/Brits%20thesis.pdf&lt;br /&gt;
 | title = Combinatorial Games, Theory and Applications}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.cut-the-knot.org/Curriculum/Games/Grundy.shtml Grundy&#039;s game] at [[cut-the-knot]]&lt;br /&gt;
* [http://www.math.ucla.edu/~tom/Game_Theory/comb.pdf Easily readable, introductory account from the UCLA Math Department]&lt;br /&gt;
* [http://sputsoft.com/blog/2009/04/the-game-of-nim.html The Game of Nim] at [http://sputsoft.com sputsoft.com]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Sprague-Grundy theorem}}&lt;br /&gt;
[[Category:Combinatorial game theory]]&lt;br /&gt;
[[Category:Theorems in discrete mathematics]]&lt;/div&gt;</summary>
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