Combinatorial Games: Selected Bibliography with a Succinct ...fraenkel/Papers/gb.pdf · (ii) Games Mathematicians Play (mathgames): games that are challenging to mathematicians or - [PDF Document] (2024)

Combinatorial Games: Selected Bibliography with a Succinct ...fraenkel/Papers/gb.pdf· (ii) Games Mathematicians Play (mathgames): games that are challenging to mathematicians or - [PDF Document] (1)

Combinatorial Games: Selected Bibliography

with a Succinct Gourmet Introduction

Aviezri S. Fraenkel

Department of Applied Mathematics and Computer ScienceWeizmann Institute of Science

Rehovot 76100, [emailprotected]

http://www.wisdom.weizmann.ac.il/∼fraenkel

1 What are Combinatorial Games?

Roughly speaking, the family of combinatorial games consists of two-playergames with perfect information (no hidden information as in some card games),no chance moves (no dice) and outcome restricted to (lose, win), (tie, tie) and(draw, draw) for the two players who move alternately. Tie is an end positionsuch as in tic-tac-toe, where no player wins, whereas draw is a dynamic tie:any position from which a player has a nonlosing move, but cannot force a win.Both the easy game of nim and the seemingly difficult chess are examples ofcombinatorial games. And so is go. The shorter terminology game, games isused below to designate combinatorial games.

2 Why are Games Intriguing and Tempting?

Amusing oneself with games may sound like a frivolous occupation. But thefact is that the bulk of interesting and natural mathematical problems thatare hardest in complexity classes beyond NP , such as Pspace, Exptime andExpspace, are two-player games; occasionally even one-player games (puzzles)or even zero-player games (Conway’s “Life”). Some of the reasons for the highcomplexity of two-player games are outlined in the next section. Before that wenote that in addition to a natural appeal of the subject, there are applicationsor connections to various areas, including complexity, logic, graph and matroidtheory, networks, error-correcting codes, surreal numbers, on-line algorithms,biology — and analysis and design of mathematical and commercial games!

1

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But when the chips are down, it is this “natural appeal” that lures bothamateurs and professionals to become addicted to the subject. What is theessence of this appeal? Perhaps the urge to play games is rooted in our primalbeastly instincts; the desire to corner, torture, or at least dominate our peers.A common expression of these vile cravings is found in the passions roused bylocal, national and international tournaments. An intellectually refined ver-sion of these dark desires, well hidden beneath the facade of scientific research,is the consuming drive “to beat them all”, to be more clever than the mostclever, in short — to create the tools to Mathter them all in hot combinatorialcombat! Reaching this goal is particularly satisfying and sweet in the contextof combinatorial games, in view of their inherent high complexity.

With a slant towards artificial intelligence, Judea Pearl wrote that games“offer a perfect laboratory for studying complex problem-solving methodologies.With a few parsimonious rules, one can create complex situations that requireno less insight, creativity, and expertise than problems actually encounteredin areas such as business, government, scientific, legal, and others. Moreover,unlike these applied areas, games offer an arena in which computerized decisionscan be evaluated by absolute standards of performance and in which provenhuman experts are both available and willing to work towards the goal of seeingtheir expertise emulated by a machine. Last, but not least, games possessaddictive entertaining qualities of a very general appeal. That helps maintain asteady influx of research talents into the field and renders games a convenientmedia for communicating powerful ideas about general methods of strategicplanning.”

To further explore the nature of games, we consider, informally, two sub-classes.

(i) Games People Play (playgames): games that are challenging to the pointthat people will purchase them and play them.

(ii) Games Mathematicians Play (mathgames): games that are challenging tomathematicians or other scientists to play with and ponder about, but notnecessarily to “the man in the street”.

Examples of playgames are chess, go, hex, reversi; of mathgames: Nim-typegames, Wythoff games, annihilation games, octal games.

Some “rule of thumb” properties, which seem to hold for the majority ofplaygames and mathgames are listed below.

I. Complexity. Both playgames and mathgames tend to be computation-ally intractable. There are a few tractable mathgames, such as Nim, butmost games still live in Wonderland : we are wondering about their as yetunknown complexity. Roughly speaking, however, NP-hardness is a nec-essary but not a sufficient condition for being a playgame! (Some gameson Boolean formulas are Exptime-complete, yet none of them seems tohave the potential of commercial marketability.)

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II. Boardfeel. None of us may know an exact strategy from a midgame posi-tion of chess, but even a novice, merely by looking at the board, gets somefeel who of the two players is in a stronger position – even what a strongor weak next move is. This is what we loosely call boardfeel. Our informaldefinition of playgames and mathgames suggests that the former do havea boardfeel, whereas the latter don’t. For many mathgames, such as Nim,a player without prior knowledge of the strategy has no inkling whetherany given position is “strong” or “weak” for a player. Even when defeatis imminent, only one or two moves away, the player sustaining it may bein the dark about the outcome, which will startle and stump him. Theplayer has no boardfeel. (Many mathgames, including Nim-type games,can be played, equivalently, on a board.)

Thus, in the boardfeel sense, simple games are complex and complex gamesare simple! This paradoxical property also doesn’t seem to have an analogin the realm of decision problems. The boardfeel is the main ingredientwhich makes PlayGames interesting to play.

III. Math Appeal. Playgames, in addition to being interesting to play, alsohave considerable mathematical appeal. This has been exposed recentlyby the theory of partizan games established by Conway and applied toendgames of go by Berlekamp, students and associates. On the otherhand, mathgames have their own special combinatorial appeal, of a some-what different flavor. They are created by mathematicians and appealto them, since they experience special intellectual challenges in analyzingthem. As Peter Winkler called a subset of them: “games people don’tplay”. We might also call them, in a more positive vein, “games mathe-maticians play”. Both classes of games have applications to areas outsidegame theory. Examples: surreal numbers (playgames), error correctingcodes (mathgames). Both provide enlightenment through bewilderment,as David Wolfe and Tom Rodgers put it.

IV. Existence. There are relatively few successful playgames around. It seemsto be hard to invent a playgame that catches the masses. In contrast,mathgames abound. They appeal to a large subclass of mathematiciansand other scientists, who cherish producing them and pondering aboutthem. The large proportion of mathgames-papers in the games bibliogra-phy below reflects this phenomenon.

We conclude, inter alia, that for playgames, high complexity is desirable.Whereas in all respectable walks of life we strive towards solutions or at leastapproximate solutions which are polynomial, there are two “less respectable”human activities in which high complexity is savored. These are cryptography(covert warfare) and games (overt warfare). The desirability of high complexityin cryptography — at least for the encryptor! — is clear. We claim that it isalso desirable for playgames.

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It’s no accident that games and cryptography team up: in both there areadversaries, who pit their wits against each other! But games are, in general,considerably harder than cryptography. For the latter, the problem whetherthe designer of a cryptosystem has a safe system can be expressed with twoquantifiers only: ∃ a cryptosystem such that ∀ attacks on it, the cryptosystemremains unbroken? In contrast, the decision problem whether White can win ifWhite moves first in a chess game, has the form: “∃∀∃∀ · · · move: White wins?”,expressing the question whether White has an opening winning move — withan unbounded number of alternating quantifiers. This makes games the morechallenging and fascinating of the two, besides being fun! See also the nextsection.

Thus, it’s no surprise that the skill of playing games, such as checkers, chess,or go has long been regarded as a distinctive mark of human intelligence.

3 Why are Combinatorial Games Hard?

Existential decision problems, such as graph hamiltonicity and Traveling Sales-person (Is there a round tour through specified cities of cost ≤ C?), involve asingle existential quantifier (“Is there. . . ?”). In mathematical terms an exis-tential problem boils down to finding a path—sometimes even just verifying itsexistence—in a large “decision-tree” of all possibilities, that satisfies specifiedproperties. The above two problems, as well as thousands of other interestingand important combinatorial-type problems are NP-complete. This means thatthey are conditionally intractable, i.e., the best way to solve them seems to re-quire traversal of most if not all of the decision tree, whose size is exponentialin the input size of the problem. No essentially better method is known to dateat any rate, and, roughly speaking, if an efficient solution will ever be foundfor any NP-complete problem, then all NP-complete problems will be solvableefficiently.

The decision problem whether White can win if White moves first in a chessgame, on the other hand, has the form: Is there a move of White such that forevery move of Black there is a move of White such that for every move of Blackthere is a move of White . . . such that White can win? Here we have a largenumber of alternating existential and universal quantifiers rather than a singleexistential one. We are looking for an entire subtree rather than just a pathin the decision tree. Because of this, most nonpolynomial games are at leastPspace-hard. The problem for generalized chess on an n × n board, and evenfor a number of seemingly simpler mathgames, is, in fact, Exptime-complete,which is a provable intractability.

Put in simple language, in analyzing an instance of Traveling Salesperson,the problem itself is passive: it does not resist your attempt to attack it, yet itis difficult. In a game, in contrast, there is your opponent, who, at every step,attempts to foil your effort to win. It’s similar to the difference between anautopsy and surgery. Einstein, contemplating the nature of physics said, “DerAllmachtige ist nicht boshaft; Er ist raffiniert” (The Almighty is not mean; He

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is sophisticated). NP-complete existential problems are perhaps sophisticated.But your opponent in a game can be very mean!

Another manifestation of the high complexity of games is associated witha most basic tool of a game: its game-graph. It is a directed graph Γ whosevertices are the positions of the game, and (u, v) is an edge if and only if there isa move from position u to position v. As an example, consider a directed graphG with some tokens distributed on its vertices. A move consists of selecting atoken on vertex w and shifting it to z if and only if (w, z) is an edge of G. Sinceevery subset of vertices of G (those occupied by tokens) is a position of the game,and thus a single vertex in Γ, the game graph Γ of the game on G has clearlyexponential size in the size of G. This kind of behavior holds, in particular, forboth nim-type and chess-type games. Analyzing a game means reasoning aboutits game-graph. We are thus faced with a problem that is a priori exponential,quite unlike many present-day interesting existential (optimization) problems.

A fundamental notion is the sum (disjunctive compound) of games. A sumis a finite collection of disjoint games; often very basic, simple games. Each ofthe two players, at every turn, selects one of the games and makes a move in it.If the outcome is not a draw, the sum-game ends when there is no move left inany of the component games. If the outcome is not a tie either, then in normalplay, the player first unable to move loses and the opponent wins. The outcomeis reversed in misere play.

If a game decomposes into a disjoint sum of its components, either from thebeginning (Nim) or after a while (domineering), the potential for its tractabilityincreases despite the exponential size of the game graph. As Elwyn Berlekampremarked, the situation is similar to that in other scientific endeavors, wherewe often attempt to decompose a given system into its functional components.This approach may yield improved insights into hardware, software or biolog-ical systems, human organizations, and abstract mathematical objects such asgroups.

If a game doesn’t decompose into a sum of disjoint components, it is morelikely to be intractable (Geography or Poset Games). Intermediate cases happenwhen the components are not quite fixed (which explains why misere play ofsums of games is much harder than normal play) or not quite disjoint (Welter).Thane Plambeck and Aaron Siegel have recently revolutionized the theory ofmisere play, as reflected in the bibliography below.

The hardness of games is eased somewhat by the efficient freeware package“Combinatorial Game Suite”, courtesy of Aaron Siegel.

4 Breaking the Rules

As the experts know, some of the most exciting games are obtained by breakingsome of the rules for combinatorial games, such as permitting a player to passa bounded or unbounded number of times, i.e., relaxing the requirement thatplayers play alternately; or permitting a number of players other than two.

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But permitting a payoff function other than (0,1) for the outcome (lose, win)and a payoff of ( 1

2 , 12 ) for either (tie, tie) or (draw, draw) usually, but not always,

leads to classical games that are not combinatorial but undetermined, notablygames with applications in economics. Bernhard von Stengel has recently initi-ated an important effort to establish a bridge between these and combinatorialgames. Though there are a few individuals who work in both disciplines, anorganic connection between the two disciplines has yet to be established.

5 Why Is the Bibliography Vast?

In the realm of existential problems, such as sorting or Traveling Salesperson,most present-day interesting decision problems can be classified into tractable,conditionally intractable, and provably intractable ones. There are exceptions,to be sure, such as graph isomorphism (are two graphs isomorphic?), whosecomplexity is still unknown. But the exceptions are very few. In contrast, mostgames are still in Wonderland, as pointed out in section 2(I) above. Only a fewgames have been classified into the complexity classes they belong to. Despiterecent impressive progress, the tools for reducing Wonderland are still few andinadequate.

To give an example, many interesting games have a very succinct input size,so a polynomial strategy is often more difficult to come by (Richard Guy andCedric Smith’s octal games; Grundy’s game). Succinctness and non-disjointnessof games in a sum may be present simultaneously (Poset games). In general,the alternating quantifiers, and, to a smaller measure, “breaking the rules”, addto the volume of Wonderland. We suspect that the large size of Wonderland, afact of independent interest, is the main contributing factor to the bulk of thebibliography on games.

6 Why Isn’t it Larger?

The bibliography below is a partial list of books and articles on combinatorialgames and related material. It is partial not only because I constantly learn ofadditional relevant material I did not know about previously, but also becauseof certain self-imposed restrictions. The most important of these is that onlypapers with some original and nontrivial mathematical content are considered.This excludes most historical reviews of games and most, but not all, of thework on heuristic or artificial intelligence approaches to games, especially thelarge literature concerning computer chess. I have, however, included the com-pendium edited by David Levy [2009], which, with its extensive bibliography,can serve as a first guide to this world. Also some papers on chess-endgamesand clever exhaustive computer searches of some games have been included.

On the other hand, papers on games that break some of the rules of combi-natorial games are included liberally, as long as they are interesting and retain

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a combinatorial flavor. These are vague and hard to define criteria, yet combi-natorialists usually recognize a combinatorial game when they see it. Besides,it is interesting to break also this rule sometimes! We have included some refer-ences to one-player games, e.g., towers of Hanoi, n-queen problems, 15-puzzle,peg-solitaire, pebbling and others, but only few zero-player games (such as Lifeand some games on “sand piles”). We have also included papers on variousapplications of games, especially when the connection to games is substantialor the application is interesting or important.

7 Meetings and Publications

Conferences on combinatorial games, such as an AMS short course in Columbus,OH (1990), workshops at MSRI (1994, 2000), at BIRS (2005, 2011) resulted inbooks, or a special issue of a journal – the latter for the Dagstuhl seminar (2002).During 1990–2001, Theoretical Computer Science ran a special MathematicalGames Section whose main purpose was to publish papers on combinatorialgames. TCS still solicits papers on games. In 2002, Integers—Electronic J. ofCombinatorial Number Theory began publishing a Combinatorial Games Sec-tion. The combinatorial games community is growing in quantity and quality!In 2011 the “Game Theory Society” (classical games) posted on its web sitehttp://www.gametheorysociety.org/ a call for papers inviting submissions ofhigh-class papers in combinatorial game theory for its flagship publication In-tern. J. Game Theory. The first few submissions are in the refereeing process,some already accepted.

8 The Dynamics of the Bibliography

The game bibliography below is very dynamic in nature. Previous versionshave been circulated to colleagues, intermittently, since the early 1980’s (sur-face mail!). Prior to every mailing updates were prepared, and usually alsoafterwards, as a result of the comments received from several correspondents.Naturally, the listing can never be “complete”. Thus also the present form ofthe bibliography is by no means complete.

Because of its dynamic nature, it is natural that the bibliography becamea “Dynamic Survey” in the Dynamic Surveys (DS) section of the ElectronicJournal of Combinatorics (ElJC) http://www.combinatorics.org/(click on “Surveys”). The ElJC has mirrors at various locations. Furthermore,the European Mathematical Information Service (EMIS) mirrors this Journal,as do all of its mirror sites (currently forty of them). Seehttp://www.emis.de/tech/mirrors/index.html

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9 An Appeal

I ask readers to continue sending to me corrections and comments; and informme of significant omissions, remembering, however, that it is a selected bibli-ography. I prefer to get reprints, preprints or URLs, rather than only titles —whenever possible.

Material on games is mushrooming on the Web. The URLs can be locatedusing a standard search engine, such as Google.

10 Idiosyncrasies

Most of the bibliographic entries refer to items written in English, though thereis a sprinkling of Danish, Dutch, French, German, Japanese, Slovakian andRussian, as well as some English translations from Russian. The predominanceof English may be due to certain prejudices, but it also reflects the fact thatnowadays the lingua franca of science is English. In any case, I’m solicitingalso papers in languages other than English, especially if accompanied by anabstract in English.

On the administrative side, Technical Reports, submitted papers and un-published theses have normally been excluded; but some exceptions have beenmade. Abbreviations of book series and journal names usually follow the MathReviews conventions. Another convention is that de Bruijn appears under D,not B; von Neumann under V, not N, McIntyre under M not I, etc.

Earlier versions of this bibliography have appeared, under the title “Selectedbibliography on combinatorial games and some related material”, as the masterbibliography for the book Combinatorial Games, AMS Short Course LectureNotes, Summer 1990, Ohio State University, Columbus, OH, Proc. Symp. Appl.Math. 43 (R. K. Guy, ed.), AMS 1991 with 400 items; and in the DynamicSurveys section of the Electronic J. of Combinatorics in November 1994 with 542items, updated there at odd times. It also appeared as the master bibliographyin Games of No Chance, Proc. MSRI Workshop on Combinatorial Games, July,1994, Berkeley, CA (R. J. Nowakowski, ed.), MSRI Publ. Vol. 29, CambridgeUniversity Press, Cambridge, 1996, under the present title, containing 666 items.The version published in the palindromic year 2002 contained the palindromicnumber 919 of references (More Games of No Chance, Proc. MSRI Workshop onCombinatorial Games, July, 2000, Berkeley, CA, R. J. Nowakowski, ed., MSRIPubl. Vol. 42, Cambridge University Press, Cambridge. In GONC 3 (Games OfNo Chance) it contained 1360 items, and the present version, to be publishedin GONC 4, contains 1700 items.

11 Acknowledgments

Many people have suggested additions to the bibliography, or contributed to itin other ways. Ilan Vardi distilled my Math-master (§2) into Mathter. Among

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those that contributed more than two or three items are: Akeo Adachi, IngoAlthofer, Thomas Andreae, Eli Bachmupsky, the late Adriano Barlotti, JozsefBeck, the late Claude Berge, Gerald E. Bergum, the late H. S. MacDonaldCoxeter, Thomas S. Ferguson, James A. Flanigan, Fred Galvin, Martin Gard-ner, Alan J. Goldman, Solomon W. Golomb, Richard K. Guy, Shigeki Iwata,David S. Johnson, Victor Klee, Donald E. Knuth, the late Anton Kotzig, Jeff C.Lagarias, Michel Las Vergnas, Hendrik W. Lenstra, Hermann Loimer, F. Lock-wood Morris, Richard J. Nowakowski, Judea Pearl, J. Michael Robson, DavidSingmaster, Wolfgang Slany, Cedric A. B. Smith, Rastislaw Telgarsky, MarkD. Ward, Yohei Yamasaki and others. Thanks to all and keep up the game!Special thanks to Mark Ward who went through the entire file with a fine combin late 2005, when it contained 1,151 items, correcting errors and typos. Manythanks also to various anonymous helpers who assisted with the initial TEX file,to Silvio Levy, who has edited and transformed it into LATEX2e in 1996, and toWolfgang Slany, who has transformed it into a BIBTeX file at the end of theprevious millenium, and solved a “new millenium” problem encountered whenthe bibliography grew beyond 999 items. Keen users of the bibliography willnotice that there is a beginning of MR references, due to Richard Guy’s sug-gestion, facilitated by his former student Alex Fink. I have learned from KevinO’Bryant’s paper “Fraenkel’s partition and Brown’s decomposition”, Integers 3(2003), A11, 17 pp., that Lord Rayleigh had anticipated the so-called ‘Beatty’sTheorem” many years before Beatty, but without proof. See the Rayleigh andBeatty entries below.

12 The Bibliography

1. S. Abbasi and N. Sheikh [2007], Some hardness results for ques-tion/answer games, Integers, Electr. J of Combinat. Number Theory 7,#G08, 29 pp., MR2342186.http://www.integers-ejcnt.org/vol7.html

2. S. Abbasi and N. Sheikh [2008], Complexity of question/answer games,Theoret. Comput. Sci. 409, 364–381, 2473911 (2010i:68049).http://dx.doi.org/10.1016/j.tcs.2008.08.034

3. S. Abbasi and N. Sheikh [2008], Question/answer games on towers andpyramids, in: Mathematical foundations of computer science 2008 , Vol.5162 of Lecture Notes in Comput. Sci., Springer, Berlin, pp. 83–95,2539361 (2011c:68157).http://dx.doi.org/10.1007/978-3-540-85238-4_6

4. L. Abrams and D. S. Cowen-Morton [2010], Algebraic structure in a fam-ily of Nim-like arrays, J. Pure Appl. Algebra 214(2), 165–176, 2559688(2011c:20129).http://dx.doi.org/10.1016/j.jpaa.2009.05.015

5. L. Abrams and D. S. Cowen-Morton [2010], Periodicity and otherstructure in a colorful family of Nim-like arrays, Electron. J. Combin.

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17(1), Research Paper 103, 21, 2679557 (2012a:91046).http://www.combinatorics.org/Volume_17/Abstracts/v17i1r103.html

6. B. Abramson and M. Yung [1989], Divide and conquer under global con-straints: a solution to the n-queens problem, J. Parallel Distrib. Comput.6, 649–662.

7. A. Adachi, S. Iwata and T. Kasai [1981], Low level complexity for combi-natorial games, Proc. 13th Ann. ACM Symp. Theory of Computing (Mil-waukee, WI, 1981), Assoc. Comput. Mach., New York, NY, pp. 228–237.

8. A. Adachi, S. Iwata and T. Kasai [1984], Some combinatorial gameproblems require Ω(nk) time, J. Assoc. Comput. Mach. 31(2), 361–376,819145.http://dx.doi.org/10.1145/62.322433

9. H. Adachi, H. Kamekawa and S. Iwata [1987], Shogi on n × n boardis complete in exponential time, Trans. IEICE J70-D, 1843–1852 (inJapanese).

10. E. W. Adams and D. C. Benson [1956], Nim-Type Games, Technical Re-port No. 31 , Department of Mathematics, Pittsburgh, PA.

11. W. Ahrens [1910], Mathematische Unterhaltungen und Spiele, Vol. I,Teubner, Leipzig, Zweite vermehrte und verbesserte Auflage. (There arefurther editions and related game-books of Ahrens).

12. O. Aichholzer, D. Bremner, E. D. Demaine, F. Hurtado, E. Kranakis,H. Krasser, S. Ramaswami, S. Sethia and J. Urrutia [2005], Gameson triangulations, Theoret. Comput. Sci. 343(1-2), 42–71, 2168844(2006d:91037).http://dx.doi.org/10.1016/j.tcs.2005.05.007

13. S. Aida, M. Crasmaru, K. Regan and O. Watanabe [2004], Games withuniqueness properties, Theory Comput. Syst. 37, 29–47, Symposium onTheoretical Aspects of Computer Science (Antibes-Juan les Pins, 2002),MR2038401 (2004m:68055).

14. M. Aigner [1995], Ulams Millionenspiel, Math. Semesterber. 42, 71–80.15. M. Aigner [1996], Searching with lies, J. Combin. Theory (Ser. A) 74,

43–56.16. M. Aigner and M. Fromme [1984], A game of cops and robbers, Discrete

Appl. Math. 8, 1–11, MR739593 (85f:90124).17. M. Ajtai, L. Csirmaz and Z. Nagy [1979], On a generalization of the game

Go-Moku I, Studia Sci. Math. Hungar. 14, 209–226.18. E. Akin and M. Davis [1985], Bulgarian solitaire, Amer. Math. Monthly

92, 237–250, MR786523 (86m:05014).19. D. J. Albers and G. L. Alexanderson [1993], A conversation with Richard

Guy, College Math. J. 24, 123–148.20. M. H. Albert, R. E. L. Aldred, M. D. Atkinson, C. C. Handley, D. A.

Holton, D. J. McCaughan and B. E. Sagan [2008], Monotonic sequencegames, in: Games of No Chance 3, Proc. BIRS Workshop on Combi-

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natorial Games, July, 2005, Banff, Alberta, Canada, MSRI Publ. (M. H.Albert and R. J. Nowakowski, eds.), Vol. 56, Cambridge University Press,Cambridge, pp. 309–327.

21. M. H. Albert, J. P. Grossman, R. J. Nowakowski and D. Wolfe [2005], Anintroduction to clobber, Integers 5(2), A1, 12, 2192079 (2006k:91055).

22. M. H. Albert and R. J. Nowakowski [2001], The game of End-Nim,Electron. J. Combin. 8(2), Research Paper 1, 12 pp. (electronic), Inhonor of Aviezri Fraenkel on the occasion of his 70th birthday, 1853252(2002g:91044).http://www.combinatorics.org/Volume_8/Abstracts/v8i2r1.html

23. M. H. Albert and R. J. Nowakowski [2004], NIM restrictions, Integers 4,G1, 10, 2056015.

24. M. H. Albert and R. J. Nowakowski [2011], Lattices of games, Order 16,1–10.

25. M. Albert, R. J. Nowakowski and D. Wolfe [2007], Lessons in Play: AnIntroduction to Combinatorial Game Theory , A K Peters, Wellesley, MA.

26. R. E. Allardice and A. Y. Fraser [1884], La tour d’Hanoı, Proc. EdinburghMath. Soc. 2, 50–53.

27. D. T. Allemang [1984], Machine computation with finite games, M.Sc.Thesis, Cambridge University.

28. D. T. Allemang [2001], Generalized genus sequences for misere oc-tal games, Internat. J. Game Theory 30(4), 539–556 (2002), 1907264(2003h:91003).http://dx.doi.org/10.1007/s001820200097

29. J. D. Allen [1989], A note on the computer solution of Connect-Four,Heuristic Programming in Artificial Intelligence 1: The First ComputerOlympiad (D. N. L. Levy and D. F. Beal, eds.), Ellis Horwood, Chichester,England, pp. 134–135.

30. M. R. Allen [2007], On the periodicity of genus sequences of quaternarygames, Integers, Electr. J. of Combinat. Number Theory 7, #G04, 11 pp.,MR2299810 (2007k:91050).http://www.integers-ejcnt.org/vol7.html

31. N. L. Alling [1985], Conway’s field of surreal numbers, Trans. Amer. Math.Soc. 287, 365–386.

32. N. L. Alling [1987], Foundations of Analysis Over Surreal Number Fields,North-Holland, Amsterdam.

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673. A. S. Fraenkel [1996], Combinatorial games: selected bibliography with asuccinct gourmet introduction, in: Games of No Chance (Berkeley, CA,1994), Vol. 29 of Math. Sci. Res. Inst. Publ., Cambridge Univ. Press,Cambridge, pp. 493–537, 666 bibliographic items; earlier version in Com-binatorial Games, AMS 1991 (400 items); later versions: More Games ofNo Chance (919 items), Games of No Chance 3 (1,360 items). Also inDynamic Reviews, Electron. J. Combin., 1427984.

674. A. S. Fraenkel [1996], Error-correcting codes derived from combinatorialgames, in: Games of no chance (Berkeley, CA, 1994), Vol. 29 of Math.Sci. Res. Inst. Publ., Cambridge Univ. Press, Cambridge, pp. 417–431,1427980 (98h:94023).

675. A. S. Fraenkel [1996], Scenic trails ascending from sea-level Nim to alpinechess, in: Games of no chance (Berkeley, CA, 1994), Vol. 29 of Math. Sci.Res. Inst. Publ., Cambridge Univ. Press, Cambridge, pp. 13–42, 1427955(98b:90195).

676. A. S. Fraenkel [1997], Combinatorial game theory foundations applied todigraph kernels, Electron. J. Combin. 4(2), Research Paper 10, approx. 17pp. (electronic), The Wilf Festschrift (Philadelphia, PA, 1996), 1444157(98d:05138).http://www.combinatorics.org/Volume_4/Abstracts/v4i2r10.html

677. A. S. Fraenkel [1998], Heap games, numeration systems and sequences,Ann. Comb. 2, 197–210, an earlier version appeared in: Fun With Al-gorithms, Vol. 4 of Proceedings in Informatics (E. Lodi, L. Pagli andN. Santoro, eds.), Carleton Scientific, University of Waterloo, Waterloo,Ont., pp. 99–113, 1999. Conference took place on the island of Elba, June1998., MR1681514 (2000b:91001).

678. A. S. Fraenkel [1998], Multivision: an intractable impartial game with alinear winning strategy, Amer. Math. Monthly 105(10), 923–928, 1656919(99j:90134).http://dx.doi.org/10.2307/2589284

679. A. S. Fraenkel [2000], Recent results and questions in combinatorial gamecomplexities, Theoret. Comput. Sci. 249, 265–288, Conference versionin: Proc. AWOCA98 — Ninth Australasian Workshop on CombinatorialAlgorithms, C.S. Iliopoulos, ed., Perth, Western Australia, 27–30 July,1998, special AWOCA98 issue, pp. 124-146, MR1798313 (2001j:91033).

680. A. S. Fraenkel [2002], Virus versus mankind, in: Computers and games(Hamamatsu, 2000), Vol. 2063 of Lecture Notes in Comput. Sci., Springer,Berlin, pp. 204–213, 1909611.http://dx.doi.org/10.1007/3-540-45579-5_13

681. A. S. Fraenkel [2002], Arrays, numeration systems and Frankensteingames, Theoret. Comput. Sci. 282, 271–284, special“ Fun With Algo-rithms” issue, MR1909052 (2003h:91036).

682. A. S. Fraenkel [2002], Mathematical chats between two physicists, in:Puzzler’s Tribute: a Feast for the Mind, honoring Martin Gardner (D.Wolfe and T. Rodgers, eds.), A K Peters, Natick, MA, pp. 383-386.

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683. A. S. Fraenkel [2002], Two-player games on cellular automata, in:More Games of No Chance, Proc. MSRI Workshop on Combinato-rial Games, July, 2000, Berkeley, CA, MSRI Publ. (R. J. Nowakowski,ed.), Vol. 42, Cambridge University Press, Cambridge, pp. 279–306,MR1973018 (2004b:91004).

684. A. S. Fraenkel [2004], Complexity, appeal and challenges of combinato-rial games, Theoret. Comp. Sci. 313, 393–415, Expanded version of akeynote address at Dagstuhl Seminar “Algorithmic Combinatorial GameTheory”, Feb. 2002, special issue on Algorithmic Combinatorial GameTheory, MR2056935.http://dx.doi.org/10.1016/j.tcs.2002.11.001

685. A. S. Fraenkel [2004], New games related to old and new sequences, In-tegers 4, G6, 18, 2116012 (2005h:11048).

686. A. S. Fraenkel [2005], Euclid and Wythoff games, Discrete Math. 304,65–68, MR2184445 (2006f:91006).

687. A. S. Fraenkel [2006], Nim is easy, chess is hard — but why??, J. Internat.Computer Games Assoc. 29(4), 203–206, earlier version appeared in PlusMag. (electronic), pluschat section,http://plus.maths.org/issue40/editorial/index.html.

688. A. S. Fraenkel [2007], The Raleigh game, in: Combinatorial NumberTheory, de Gruyter, pp. 199–208, Proc. Integers Conference, Carroll-ton, Georgia, October 27-30,2005, in celebration of the 70th birthday ofRonald Graham. B. Landman, M. Nathanson, J. Nesetril, R. Nowakowski,C. Pomerance eds., also appeared in Integers, Electr. J. of Combinat.Number Theory 7(2), special volume in honor of Ron Graham, #A13, 11pp., MR2337047 (2008e:91021).http://www.integers-ejcnt.org/vol7(2).html

689. A. S. Fraenkel [2007], Why are games exciting and stimulating?, MathHorizons pp. 5–7; 32–33, special issue: “Games, Gambling, and Magic”February. German translation by Niek Neuwahl, poster-displayed attraveling exhibition “Games & Science, Science & Games”, opened inGottingen July 17 – Aug 21, 2005.

690. A. S. Fraenkel [2008], Games played by Boole and Galois, Discrete Appl.Math. 156, 420–427, 2379074 (2009a:91025).http://dx.doi.org/10.1016/j.dam.2006.06.017

691. A. S. Fraenkel [2009], The cyclic Butler University game, in: Mathemat-ical Wizardry for a Gardner, Volume honoring Martin Gardner, A K Pe-ters, Natick, MA, pp. 97–105, E. Pegg Jr, A. H. Schoen, and T. Rodgers,eds.

692. A. S. Fraenkel [2010], Complementary iterated floor words and the Floragame, SIAM J. Discrete Math. 24(2), 570–588, 2661423 (2011g:91033).http://dx.doi.org/10.1137/090758994

693. A. S. Fraenkel [2010], From enmity to amity, Amer. Math. Monthly117(7), 646–648, 2681526.http://dx.doi.org/10.4169/000298910X496787

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694. A. S. Fraenkel [2011], Aperiodic subtraction games, Electron. J. Combin.18(2), Paper 19, 12, 2830984 (2012g:91039).

695. A. S. Fraenkel [2012], The vile, dopey, evil and odious game players,Discrete Math. 312, 42–46, special volume in honor of the 80th birthdayof Gert Sabidussi, 2852506.http://dx.doi.org/10.1016/j.disc.2011.03.032

696. A. S. Fraenkel [2012], Ratwyt, The College Math. J. In press. In memoryof Martin Gardner.

697. A. S. Fraenkel [2013], The Rat Game and the Mouse Game, in: Games ofNo Chance 4 , Cambridge University Press, to appear.

698. A. S. Fraenkel and I. Borosh [1973], A generalization of Wythoff’s game,J. Combinatorial Theory Ser. A 15, 175–191, 0339824 (49 #4581).

699. A. S. Fraenkel, M. R. Garey, D. S. Johnson, T. Schaefer and Y. Yesha[1978], The complexity of checkers on an n × n board — preliminaryreport, Proc. 19th Ann. Symp. Foundations of Computer Science (AnnArbor, MI, Oct. 1978), IEEE Computer Soc., Long Beach, CA, pp. 55–64.

700. A. S. Fraenkel and E. Goldschmidt [1987], PSPACE-hardness of somecombinatorial games, J. Combin. Theory Ser. A 46(1), 21–38, 899900(88j:68049).http://dx.doi.org/10.1016/0097-3165(87)90074-4

701. A. S. Fraenkel and F. Harary [1989], Geodetic contraction games ongraphs, Internat. J. Game Theory 18(3), 327–338, 1024962 (90m:90309).http://dx.doi.org/10.1007/BF01254296

702. A. S. Fraenkel and H. Herda [1980], Never rush to be first in playingNimbi, Math. Mag. 53(1), 21–26, 560015 (82f:90101).http://dx.doi.org/10.2307/2690025

703. A. S. Fraenkel, A. Jaffray, A. Kotzig and G. Sabidussi [1995], ModularNim, Theoret. Comput. Sci. 143(2), 319–333, 1335685 (96f:90137).http://dx.doi.org/10.1016/0304-3975(94)00260-P

704. A. S. Fraenkel and C. Kimberling [1994], Generalized Wythoff arrays,shuffles and interspersions, Discrete Math. 126, 137–149, MR1264482(95c:11028).

705. A. S. Fraenkel and A. Kontorovich [2007], The Sierpinski sieve of Nim-varieties and binomial coefficients, in: Combinatorial Number Theory, deGruyter, pp. 209–227, Proc. Integers Conference, Carrollton, Georgia, Oc-tober 27-30,2005, in celebration of the 70th birthday of Ronald Graham.B. Landman, M. Nathanson, J. Nesetril, R. Nowakowski, C. Pomeranceeds., appeared also in Integers, Electr. J. of Combinat. Number Theory7(2), special volume in honor of Ron Graham, A14, 19 pp., MR2337048.http://www.integers-ejcnt.org/vol7(2).html

706. A. S. Fraenkel and A. Kotzig [1987], Partizan octal games: partizansubtraction games, Internat. J. Game Theory 16(2), 145–154, 887178(88c:90145).http://dx.doi.org/10.1007/BF01780638

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707. A. S. Fraenkel and D. Krieger [2004], The structure of complementarysets of integers: a 3-shift theorem, Internat. J. Pure and Appl. Math. 10,1–49, MR2020683 (2004h:05012).

708. A. S. Fraenkel and D. Lichtenstein [1981], Computing a perfect strategyfor n×n chess requires time exponential in n, J. Combin. Theory (Ser. A)31, 199–214, preliminary version in Proc. 8th Internat. Colloq. Automata,Languages and Programming (S. Even and O. Kariv, eds.), Vol. 115, Acre,Israel, 1981, Lecture Notes in Computer Science, Springer Verlag, Berlin,pp. 278–293, MR629595 (83b:68044).

709. A. S. Fraenkel, M. Loebl and J. Nesetril [1988], Epidemiography. II.Games with a dozing yet winning player, J. Combin. Theory Ser. A 49(1),129–144, 957212 (90e:90170).http://dx.doi.org/10.1016/0097-3165(88)90030-1

710. A. S. Fraenkel and M. Lorberbom [1989], Epidemiography with variousgrowth functions, Discrete Appl. Math. 25(1-2), 53–71, Combinatoricsand complexity (Chicago, IL, 1987), 1031263 (90m:90310).http://dx.doi.org/10.1016/0166-218X(89)90046-2

711. A. S. Fraenkel and M. Lorberbom [1991], Nimhoff games, J. Combin.Theory Ser. A 58(1), 1–25, 1119698 (92i:90136).http://dx.doi.org/10.1016/0097-3165(91)90070-W

712. A. S. Fraenkel and J. Nesetril [1985], Epidemiography, Pacific J. Math.118(2), 369–381, 789177 (87a:90152).http://projecteuclid.org/getRecord?id=euclid.pjm/1102706445

713. A. S. Fraenkel and M. Ozery [1998], Adjoining to Wythoff’s game itsP -positions as moves, Theoret. Comput. Sci. 205(1-2), 283–296, 1638601(99m:90185).http://dx.doi.org/10.1016/S0304-3975(98)00044-9

714. A. S. Fraenkel and U. Peled [2013], Harnessing the Unwieldy MEX Func-tion, in: Games of No Chance 4 , Cambridge University Press, to appear.

715. A. S. Fraenkel and Y. Perl [1975], Constructions in combinatorial gameswith cycles, in: Infinite and finite sets (Colloq., Keszthely, 1973; dedi-cated to P. Erdos on his 60th birthday), Vol. II , North-Holland, Amster-dam, pp. 667–699. Colloq. Math. Soc. Janos Bolyai, Vol. 10, 0384171 (52#5048).

716. A. S. Fraenkel and O. Rahat [2001], Infinite cyclic impartial games, The-oret. Comput. Sci. 252, 13–22, special ”Computers and Games” issue;first version appeared in Proc. 1st Intern. Conf. on Computer GamesCG’98, Tsukuba, Japan, Nov. 1998, Lecture Notes in Computer Science,Vol. 1558, Springer, pp. 212-221, 1999., MR1715689 (2000m:91028).

717. A. S. Fraenkel and O. Rahat [2003], Complexity of error-correcting codesderived from combinatorial games, Proc. Intern. Conference on Com-puters and Games CG’2002, Edmonton, Alberta, Canada, July 2002,(Y. Bjornsson, M. Muller and J. Schaeffer, eds.), Vol. LNCS 2883, LectureNotes in Computer Science, Springer, pp. 201–21.

718. A. S. Fraenkel and E. Reisner [2009], The game of End-Wythoff, in:

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Games of No Chance 3, Proc. BIRS Workshop on Combinatorial Games,July, 2005, Banff, Alberta, Canada, MSRI Publ. (M. H. Albert and R. J.Nowakowski, eds.), Vol. 56, Cambridge University Press, Cambridge, pp.329–347.

719. A. S. Fraenkel and E. R. Scheinerman [1991], A deletion game on hy-pergraphs, Discrete Appl. Math. 30(2-3), 155–162, ARIDAM III (NewBrunswick, NJ, 1988), 1095370 (92a:90102).http://dx.doi.org/10.1016/0166-218X(91)90041-T

720. A. S. Fraenkel, E. R. Scheinerman and D. Ullman [1993], Undirected edgegeography, Theoret. Comput. Sci. 112(2), 371–381, 1216328 (94a:90043).http://dx.doi.org/10.1016/0304-3975(93)90026-P

721. A. S. Fraenkel and S. Simonson [1993], Geography, Theoret. Comput. Sci.110(1), 197–214, 1208665 (94h:90083).http://dx.doi.org/10.1016/0304-3975(93)90356-X

722. A. S. Fraenkel and Y. Tanny [2013], A class of Wythoff-like games, in:Combinatorial Number Theory, de Gruyter, Proc. Integers Conference,Carrollton, Georgia, October 26-29, 2011, Integers, Electr. J. of Combi-nat. Number Theory 12(B) (2013) A7, 18pp.

723. A. S. Fraenkel and U. Tassa [1975], Strategy for a class of games with dy-namic ties, Comput. Math. Appl. 1(no.2), 237–254, 0414115 (54 #2220).

724. A. S. Fraenkel and U. Tassa [1982], Strategies for compounds of parti-zan games, Math. Proc. Cambridge Philos. Soc. 92(2), 193–204, 671176(84k:90100).http://dx.doi.org/10.1017/S0305004100059867

725. A. S. Fraenkel, U. Tassa and Y. Yesha [1978], Three annihilation games,Math. Mag. 51(1), 13–17, 0496795 (58 #15272).

726. A. S. Fraenkel and Y. Yesha [1976], Theory of annihilation games, Bull.Amer. Math. Soc. 82(5), 775–777, 0449726 (56 #8027).

727. A. S. Fraenkel and Y. Yesha [1979], Complexity of problems in games,graphs and algebraic equations, Discrete Appl. Math. 1(1-2), 15–30,544387 (81c:90091).http://dx.doi.org/10.1016/0166-218X(79)90012-X

728. A. S. Fraenkel and Y. Yesha [1982], Theory of annihilation games – I, J.Combin. Theory Ser. B 33(1), 60–86, 678172 (84c:90097).http://dx.doi.org/10.1016/0095-8956(82)90058-2

729. A. S. Fraenkel and Y. Yesha [1986], The generalized Sprague-Grundyfunction and its invariance under certain mappings, J. Combin. TheorySer. A 43(2), 165–177, 867643 (87m:90179).http://dx.doi.org/10.1016/0097-3165(86)90058-0

730. A. S. Fraenkel and D. Zusman [2001], A new heap game, Theoret. Com-put. Sci. 252, 5–12, special ”Computers and Games” issue; first ver-sion appeared in Proc. 1st Intern. Conf. on Computer Games CG’98,Tsukuba, Japan, Nov. 1998, Lecture Notes in Computer Science, Vol.1558, Springer, pp. 205-211, 1999., MR1715688 (2000m:91027).

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731. C. N. Frangakis [1981], A backtracking algorithm to generate all kernelsof a directed graph, Intern. J. Comput. Math. 10, 35–41.

732. P. Frankl [1987], Cops and robbers in graphs with large girth and Cayleygraphs, Discrete Appl. Math. 17, 301–305.

733. P. Frankl [1987], On a pursuit game on Cayley graphs, Combinatorica7(1), 67–70, 905152 (88j:90276).http://dx.doi.org/10.1007/BF02579201

734. P. Frankl and N. Tokushige [2003], The game of n-times nim, DiscreteMath. 260, 205–209, MR1948387 (2003m:05017).

735. W. Fraser, S. Hirshberg and D. Wolfe [2005], The structure of the dis-tributive lattice of games born by day n, Integers, Electr. J of Combinat.Number Theory 5(2), #A06, 11 pp., MR2192084 (2006g:91041).http://www.integers-ejcnt.org/vol5(2).html

736. D. Fremlin [1973], Well-founded games, Eureka 36, 33–37.737. G. H. Fricke, S. M. Hedetniemi, S. T. Hedetniemi, A. A. McRae, C. K.

Wallis, M. S. Jacobson, H. W. Martin and W. D. Weakley [1995], Com-binatorial problems on chessboards: a brief survey, in: Graph Theory,Combinatorics, and Algorithms: Proc. 7th Quadrennial Internat. Conf.on the Theory and Applications of Graphs (Y. Alavi and A. Schwenk,eds.), Vol. 1, Wiley, pp. 507–528.

738. E. J. Friedman and A. S. Landsberg [2007], Nonlinear dynamics incombinatorial games: renormalizing Chomp, Chaos 17(2), 023117 1–14,MR2340612.

739. E. J. Friedman and A. S. Landsberg [2009], On the geometry of combi-natorial games: a renormalization approach, in: Games of No Chance 3,Proc. BIRS Workshop on Combinatorial Games, July, 2005, Banff, Al-berta, Canada, MSRI Publ. (M. H. Albert and R. J. Nowakowski, eds.),Vol. 56, Cambridge University Press, Cambridge, pp. 349–376.

740. E. J. Friedman and A. S. Landsberg [2007], Scaling, renormalization, anduniversality in combinatorial games: the geometry of Chomp, in: Com-binatorial optimization and applications, Vol. 4616 of Lecture Notes inComput. Sci., Springer, Berlin, pp. 200–207, 2391862 (2009e:91045).http://dx.doi.org/10.1007/978-3-540-73556-4_23

741. A. Frieze, M. Krivelevich, O. Pikhurko and T. Szabo [2005], Thegame of JumbleG, Combin. Probab. Comput. 14, 783–793, MR2174656(2006k:05207).

742. M. Fukuyama [2003], A Nim game played on graphs, Theoret. Comput.Sci. 304, 387–399, MR1992342 (2004f:91041).

743. M. Fukuyama [2003], A Nim game played on graphs II, Theoret. Comput.Sci. 304, 401–419, MR1992343 (2004g:91036).

744. G. Fulep and N. Sieben [2010], Polyiamonds and polyhexes with mini-mum site-perimeter and achievement games, Electron. J. Combin. 17(1),Research Paper 65, 14, 2644851 (2011d:05078).http://www.combinatorics.org/Volume_17/Abstracts/v17i1r65.

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746. Z. Furedi and A. Seress [1994], Maximal triangle-free graphs with restric-tions on the degrees, J. Graph Theory 18, 11–24.

747. H. N. Gabow and H. H. Westermann [1992], Forests, frames, and games:algorithms for matroid sums and applications, Algorithmica 7, 465–497.

748. T. Gagie [2012], Bounds from a card trick, J. Discrete Algorithms 10,2–4.

749. D. Gale [1974], A curious Nim-type game, Amer. Math. Monthly 81, 876–879.

750. D. Gale [1979], The game of Hex and the Brouwer fixed-point theorem,Amer. Math. Monthly 86, 818–827.

751. D. Gale [1986], Problem 1237 (line-drawing game), Math. Mag. 59, 111,solution by J. Hutchinson and S. Wagon, ibid. 60 (1987) 116.

752. D. Gale [1991 – 1996], Mathematical Entertainments, Math. Intelligencer13 - 18, column on mathematical games and gems, Winter 1991 – Fall1996.

753. D. Gale [1993], The industrious ant, Math. Intelligencer 15, 54–58.754. D. Gale [1998], Tracking the Automatic Ant and Other Mathematical Ex-

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755. D. Gale and A. Neyman [1982], Nim-type games, Internat. J. Game The-ory 11, 17–20.

756. D. Gale, J. Propp, S. Sutherland and S. Troubetzkoy [1995], Further trav-els with my ant, Math. Intelligencer 17 issue 3, 48–56.

757. D. Gale and F. M. Stewart [1953], Infinite games with perfect information,Ann. of Math. Stud. (Contributions to the Theory of Games), Princeton2(28), 245–266.

758. H. Galeana-Sanchez [1982], A counterexample to a conjecture of Meynielon kernel-perfect graphs, Discrete Math. 41, 105–107.

759. H. Galeana-Sanchez [1986], A theorem about a conjecture of Meyniel onkernel-perfect graphs, Discrete Math. 59, 35–41.

760. H. Galeana-Sanchez [1988], A new method to extend kernel-perfect graphsto kernel-perfect critical graphs, Discrete Math. 69, 207–209, MR937787(89d:05086).

761. H. Galeana-Sanchez [1990], On the existence of (k, l)-kernels in digraphs,Discrete Math. 85, 99–102, MR1078316 (91h:05056).

762. H. Galeana-Sanchez [1992], On the existence of kernels and h-kernels indirected graphs, Discrete Math. 110, 251–255.

763. H. Galeana-Sanchez [1995], B1 and B2-orientable graphs in kernel theory,Discrete Math. 143, 269–274.

764. H. Galeana-Sanchez [1996], On claw-free M -oriented critical kernel-imperfect digraphs, J. Graph Theory 21, 33–39, MR1363686 (96h:05089).

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765. H. Galeana-Sanchez [1998], Kernels in edge-colored digraphs, DiscreteMath. 184, 87–99, MR1609359 (99a:05055).

766. H. Galeana-Sanchez [2000], Semikernels modulo F and kernels in di-graphs, Discrete Math. 218, 61–71, MR1754327 (2001d:05068).

767. H. Galeana-Sanchez [2002], Kernels in digraphs with covering number atmost 3, Discrete Math. 259, 121–135, MR1948776 (2003m:05090).

768. H. Galeana-Sanchez [2004], Some sufficient conditions on odd directedcycles of bounded length for the existence of a kernel, Discuss. Math.Graph Theory 24, 171–182, MR2120561 (2005m:05104).

769. H. Galeana-Sanchez [2006], Kernels and perfectness in arc-local tour-nament digraphs, Discrete Math. 306(19-20), 2473–2480, special issue:Creation and Recreation: A Tribute to the Memory of Claude Berge,MR2261913 (2007g:05071).

770. H. Galeana-Sanchez [2008], Kernels in edge-coloured orientations ofnearly complete graphs, Discrete Math. 308(20), 4599–4607, 2438165(2009e:05115).http://dx.doi.org/10.1016/j.disc.2007.08.079

771. H. Galeana-Sanchez [2012], A new characterization of perfect graphs, Dis-crete Math. 312(17), 2751–2755.

772. H. Galeana-Sanchez and J. de J. Garcıa-Ruvalcaba [2000], Kernels in theclosure of coloured digraphs, Discuss. Math. Graph Theory 20, 243–254,MR1817495 (2001m:05123).

773. H. Galeana-Sanchez and J. d. J. Garcıa-Ruvalcaba [2001], On graphs allof whose C3, T3-free arc colorations are kernel-perfect, Discuss. Math.Graph Theory 21(1), 77–93, MR1867488 (2002j:05075).

774. H. Galeana-Sanchez and M.-k. Guevara [2007], Kernel perfect and criticalkernel imperfect digraphs structure, in: 6th Czech-Slovak InternationalSymposium on Combinatorics, Graph Theory, Algorithms and Applica-tions, Vol. 28 of Electron. Notes Discrete Math., Elsevier, Amsterdam,pp. 401–408, MR2324045.

775. H. Galeana-Sanchez and M.-k. Guevara [2009], Some sufficient conditionsfor the existence of kernels in infinite digraphs, Discrete Math. 309, 3680–3693, 2528045 (2010h:05211).http://dx.doi.org/10.1016/j.disc.2008.01.025

776. H. Galeana-Sanchez and X. Li [1998], Kernels in a special class of di-graphs, Discrete Math. 178, 73–80, MR1483740 (98f:05073).

777. H. Galeana-Sanchez and X. Li [1998], Semikernels and (k, l)-kernels indigraphs, SIAM J. Discrete Math. 11, 340–346 (electronic), MR1617163(99c:05078).

778. H. Galeana-Sanchez and V. Neumann-Lara [1984], On kernels and semik-ernels of digraphs, Discrete Math. 48, 67–76.

779. H. Galeana-Sanchez and V. Neumann Lara [1986], On kernel-perfect crit-ical digraphs, Discrete Math. 59, 257–265, MR842278 (88b:05069).

780. H. Galeana-Sanchez and V. Neumann-Lara [1991], Extending kernel per-

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FAQs

What are the games in combinatorics? ›

Combinatorial games are two-player games with no hidden information and no chance elements. They include child's play such as Tic-Tac-Toe and Dots and Boxes; mathematical abstractions “played” on arbitrary graphs or grids or posets; and some of the deepest and best-known board games in the world, such as Go and Chess.

What is the number in combinatorial game theory? ›

Numbers represent the number of free moves, or the move advantage of a particular player. By convention positive numbers represent an advantage for Left, while negative numbers represent an advantage for Right. They are defined recursively with 0 being the base case. The zero game is a loss for the first player.

What is the oldest mathematical games? ›

Mancala. Africa is also where one of the oldest math games, Mancala, can be found. It's origins trace back to Matara (Eritrea) and Yeha (Ethiopia), around A.D. 700. There are well over 100 variants of the educational game worldwide.

Is combinatorics the hardest part of math? ›

Combinatorics is, arguably, the most difficult subject in mathematics, which some attribute to the fact that it deals with discrete phenomena as opposed to continuous phenomena, the latter being usually more regular and well behaved.

Is combinatorics easy or hard? ›

People who encounter the term combinatorics for the first time often discredit it as "easy" because they "already know how to count." While this is true in the sense that people know how to count lists of numbers, enumeration problems are (typically) not nearly as simple as counting a list of numbers.

What is the combinatorial game theory concept? ›

A combinatorial game is a game in which two players take turns making moves; both of them have complete information about what has happened in the game so far and what each player's options are from each position. Common examples of combinatorial games include chess, go, and tic-tac-toe.

What is the fundamental theorem of combinatorial games? ›

The Fundamental Theorem of Combinatorial Game Theory states that given any game with a certain player moving first, there is one player who can force a win, meaning there is a predetermined player with a winning strategy no matter what the other player does.

What is the combinatorial game theory Nim? ›

Nim is a combinatorial game, where two players alternately take turns in taking objects from several heaps. The only rule is that each player must take at least one object on their turn, but they may take more than one object in a single turn, as long as they all come from the same heap.

What is the oldest math in the world? ›

We can trace back the origin of Mathematics to about 18,000 BC via the Ishango bone. The etchings on an Ishango bone are reminiscent of tally marks which is the system you'd use if you wanted to quickly count something.

What is the oldest game in the universe? ›

Some historians believe that mancala is the oldest game in the world based on the archaeological evidence found in Jordan that dates around 6000 BC. The game might have been played by ancient Nabataeans and could have been an ancient version of the modern mancala game.

What is the oldest math question? ›

Goldbach's conjecture is one of the oldest and best-known unsolved problems in number theory and all of mathematics. It states that every even natural number greater than 2 is the sum of two prime numbers.

What are examples of combined games? ›

For example, playing two games of Tic-Tac-Toe at once is a combined game; playing Nim and Checkers is another combined game. Such combinations create completely new games to explore. In this section, we formalize and define the concept of a Combined Game and introduce properties combinations of games exhibit.

How many combinations of 3 games are there? ›

Any of the three matches can have three outcomes. So by fundamental principle of counting, total number of outcomes are (like WWW, WLD, DLL, LDW etc.) 3*3*3=27. The fundamental principle of counting says that If there are m ways to do one thing, and n ways to do another, then there are m*n ways of doing both.

What is the best way to learn combinatorics? ›

Exercises: The single most important thing a student can do to learn combinatorics is to work out problems. This is more true in this subject than almost any other area of mathematics. Exercises will be assigned each week but many more good problems are to be found, with solutions, in your textbooks.

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