237:. This principle changes the representation of the game to the more basic version of the bamboo stalks. The last possible set of graphs that can be made are convergent ones, also known as arbitrarily rooted graphs. By using the fusion principle, we can state that all vertices on any cycle may be fused together without changing the value of the graph. Therefore, any convergent graph can also be interpreted as a simple bamboo stalk graph. By combining all three types of graphs we can add complexity to the game, without ever changing the nim sum of the game, thereby allowing the game to take the strategies of Nim.
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In the impartial version of
Hackenbush (the one without player specified colors), it can be thought of using nim heaps by breaking the game up into several cases: vertical, convergent, and divergent. Played exclusively with vertical stacks of line segments, also referred to as bamboo stalks, the game
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assumption that the game can be finished in a finite amount of time, provided that there are only finitely many line segments directly "touching" the ground. On an infinite board, based on the layout of the board the game can continue on forever, assuming there are infinitely many points touching
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The game starts with the players drawing a "ground" line (conventionally, but not necessarily, a horizontal line at the bottom of the paper or other playing area) and several line segments such that each line segment is connected to the ground, either directly at an endpoint, or indirectly, via a
135:: Each line segment is colored either red or blue. One player (usually the first, or left, player) is only allowed to cut blue line segments, while the other player (usually the second, or right, player) is only allowed to cut red line segments.
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All line segments are the same color and may be cut by either player. This means payoffs are symmetric and each player has the same operations based on position on board (in this case structure of drawing). This is also called Green
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to each vertex that lies on the ground (which should be considered as a distinguished vertex — it does no harm to identify all the ground points together — rather than as a line on the graph).
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Blue-Red
Hackenbush is merely a special case of Blue-Red-Green Hackenbush, but it is worth noting separately, as its analysis is often much simpler. This is because Blue-Red Hackenbush is a so-called
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The Colon
Principle states that when branches come together at a vertex, one may replace the branches by a non-branching stalk of length equal to their nim sum. Consider a fixed but arbitrary graph,
143:: Each line segment is colored red, blue, or green. The rules are the same as for Blue-Red Hackenbush, with the additional stipulation that green line segments can be cut by either player.
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many (in the case of a "finite board") or infinitely many (in the case of an "infinite board") line segments. The existence of an infinite number of line segments does not violate the
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On their turn, a player "cuts" (erases) any line segment of their choice. Every line segment no longer connected to the ground by any path "falls" (i.e., gets erased). According to the
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193:, and many more general values that are neither. Blue-Red-Green Hackenbush allows for the construction of additional games whose values are not real numbers, such as
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that keeps the
Sprague-Grundy values the same. In this way you will always have a reply to every move he may make. This means you will make the last move and so win.
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have the same
Sprague-Grundy value is equivalent to the claim that the sum of the two games has Sprague-Grundy value 0. In other words, we are to show that the sum
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chain of other segments connected by endpoints. Any number of segments may meet at a point and thus there may be multiple paths to ground.
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stating that when branches come together at a vertex, one may replace the branches by a non-branching stalk of length equal to their
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and can be directly analyzed as such. Divergent segments, or trees, add an additional wrinkle to the game and require use of the
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534:. Mathematical Sciences Research Institute Publications. Vol. 29. Cambridge University Press. pp. 61–78.
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Games of No Chance: Papers from the
Combinatorial Games Workshop held in Berkeley, CA, July 11–21, 1994
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In the original folklore version of
Hackenbush, any player is allowed to cut any edge: as this is an
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Hackenbush has often been used as an example game for demonstrating the definitions and concepts in
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by some of the founders of the field. In particular Blue-Red
Hackenbush can be used to construct
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be arbitrary trees (or graphs) that have the same
Sprague-Grundy value. Consider the two graphs
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567:. Conway, John H. (John Horton), Guy, Richard K. (2nd ed.). Natick, Mass.: A.K. Peters.
113:. Thus the versions of Hackenbush of interest in combinatorial game theory are more complex
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is a P-position. A player is guaranteed to win if they are the second player to move in
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have the same
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of combinatorial game theory, the first player who is unable to move loses.
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it is comparatively straightforward to give a complete analysis using the
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An instance in which the game can be reduced using the Colon Principle
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are not disturbed.) If the first player moves by chopping an edge in
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connected to one another by their endpoints and to a "ground" line.
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in one of the games, then the second player chops the same edge in
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For the Groucho Marx character, Hugo Z. Hackenbush, see
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represents the graph constructed by attaching the tree
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are no longer equal, so that there exists a move in
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in the other game. (Such a pair of moves may delete
181:: finite Blue-Red Hackenbush boards can construct
96:A blue-red Hackenbush girl, introduced in the book
52:. It may be played on any configuration of colored
342:. The colon principle states that the two graphs
204:Further analysis of the game can be made using
48:is a two-player game invented by mathematician
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595:: CS1 maint: multiple names: authors list (
208:by considering the board as a collection of
41:A starting setup for the game of Hackenbush
565:Winning ways for your mathematical plays
174:Winning Ways for Your Mathematical Plays
99:Winning Ways for your Mathematical Plays
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651:Hackenbush on Pencil and Paper Games
442:, then the Sprague-Grundy values of
530:. In Nowakowski, Richard J. (ed.).
563:R., Berlekamp, Elwyn (2001–2004).
249:, and select an arbitrary vertex,
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646:Hackenstrings, and 0.999... vs. 1
75:Hackenbush boards can consist of
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27:Mathematical pen-and-paper game
414:from the games, but otherwise
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676:Combinatorial game theory
163:combinatorial game theory
140:Blue-Red-Green Hackenbush
32:A Day at the Races (film)
526:Guy, Richard K. (1996).
241:Proof of Colon Principle
671:Abstract strategy games
183:dyadic rational numbers
681:Paper-and-pencil games
111:Sprague–Grundy theorem
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70:normal play convention
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503:"What is Hackenbush?"
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632:On Numbers and Games
168:On Numbers and Games
123:Original Hackenbush:
611:Ferguson, Thomas S.
132:Blue-Red Hackenbush
686:John Horton Conway
666:Mathematical games
216:and examining the
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528:"Impartial games"
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127:Hackenbush.
81:game theory
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488:References
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591:cite book
150:cold game
583:45102937
320: :
313:, where
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210:vertices
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157:Analysis
88:Variants
77:finitely
60:Gameplay
550:1427953
235:nim sum
199:nimbers
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257:. Let
618:(PDF)
253:, in
218:paths
214:edges
597:link
579:OCLC
569:ISBN
536:ISBN
449:and
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227:Nim
662::
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299:=
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