15 Backward induction chess, strategies, and credible threats
象棋研究报告作文英语

In the realm of board games,chess stands out as one of the most intellectually stimulating and historically rich games.It is a game that has captivated minds for centuries,with a complex set of rules and strategies that can be both challenging and rewarding to learn.This report delves into the intricacies of chess,exploring its history,the psychology behind the game,and its impact on cognitive development.The History of ChessChess has a rich history that dates back to the6th century in India,where it was known as Chaturanga.Over time,the game evolved and spread to Persia,where it was called Shatranj.The modern form of chess that we know today took shape in Europe during the late15th century,with the introduction of the queen and bishop pieces and the standardization of the board to its current8x8grid.The game has been a favorite among scholars,military strategists,and even royalty.It is said that the game was so popular among the nobility in the16th century that it was sometimes referred to as the kings game. Chess has also been used as a metaphor for war,with each piece representing different units on the battlefield.Psychology of ChessChess is not just a game of strategy it is also a psychological duel between two players.The ability to anticipate an opponents moves and to plan several steps ahead requires a deep understanding of the game and itspossibilities.This foresight is a testament to the cognitive demands of chess,which can sharpen critical thinking and problemsolving skills.Moreover,chess has been studied for its effects on the brain.Research has shown that regular chess play can improve memory,concentration,and even spatial reasoning.It is a game that requires players to constantly evaluate positions,calculate potential outcomes,and make decisions under pressure,all of which are valuable skills in everyday life.Cognitive Development and ChessThe impact of chess on cognitive development is particularly noteworthy. Numerous studies have indicated that children who learn to play chess at a young age tend to perform better in school,particularly in subjects that require analytical thinking.Chess helps to develop a childs ability to focus, plan,and think abstractly,all of which are crucial for academic success.Moreover,chess can be a tool for teaching discipline and patience.The game requires players to sit still for extended periods,think deeply,and accept the consequences of their decisions.These are qualities that are not only beneficial in the game but also in life.Chess and SocietyChess has also played a significant role in society beyond the board.It has been used as a tool for social integration,bringing together people from different backgrounds and fostering a sense of community.Chess clubsand tournaments are common in many cities,providing a platform for social interaction and friendly competition.Furthermore,chess has been used in educational settings to teach strategic thinking and to promote intellectual growth.Many schools have integrated chess into their curriculum,recognizing its potential to enhance students cognitive abilities.ConclusionChess is more than just a game it is a testament to human ingenuity and strategic prowess.Its history is a reflection of our cultural evolution,and its psychological demands reveal much about the human mind.The cognitive benefits of chess are welldocumented,making it an invaluable tool for education and personal development.As we continue to explore the depths of this ancient game,we find that it offers a wealth of knowledge and skills that can be applied to many aspects of life.Whether played for leisure,competition,or as a means of intellectual growth,chess remains a timeless and enriching pursuit.。
2024年新规:中国象棋比赛规则英文版

2024年新规:中国象棋比赛规则英文版2024 Chinese Chess Competition RulesIn 2024, new regulations will be introduced for Chinese chess competitions. The updates aim to enhance the overall playing experience and fairness for all participants. These rules will cover various aspects of the game, including time limits, piece movement, and scoring systems.One significant change in the 2024 rules involves the time limits for each player. The time allocated for making moves will be adjusted to ensure games progress at a reasonable pace. This adjustment aims to prevent unnecessary delays and keep the competition moving smoothly.Another key aspect of the updated rules is the clarification of piece movement. The regulations will provide detailed instructions on how each chess piece can move on the board. This clarity aims to eliminate any confusion or disputes during gameplay, ensuring a more straightforward and enjoyable experience for all players.Additionally, the scoring system will be revised to better reflect the skill and strategy of each player. The new rules will assign points based on the outcome of each game, rewarding players for their performance and sportsmanship. This adjustment aims to promote fair competition and recognize the efforts of all participants.Overall, the 2024 Chinese Chess Competition Rules aim to create a more organized and competitive environment for players. These updates will help streamline gameplay, clarify rules, and encourage sportsmanship among participants. By following these regulations, players can expect a more engaging and rewarding experience in Chinese chess competitions.。
象棋的历史起源及规则写一篇英语作文

象棋的历史起源及规则写一篇英语作文全文共3篇示例,供读者参考篇1Chess is a strategic board game that has been played for centuries. It is believed to have originated in India around the 6th century AD, and has since spread to other parts of the world, becoming one of the most popular and widely played games in the world.The history of chess can be traced back to the Indian game of chaturanga, which was played on an 8x8 board and featured pieces representing different military units. Over time, the game evolved and spread to Persia, where it became known as shatranj. From Persia, chess spread to the Arab world and then to Europe, where it gained popularity in the Middle Ages.The modern version of chess that we know today features 16 pieces for each player, including a king, queen, bishops, knights, rooks, and pawns. The objective of the game is to checkmate the opponent's king, which means putting the king in a position where it is under attack and cannot escape capture.Chess is played on an 8x8 board with alternating light and dark squares. Each player starts the game with 16 pieces, and takes turns moving their pieces across the board according to specific rules. The king can move one square in any direction, while the queen can move any number of squares in any direction. The bishops can move diagonally, the knights move in an L-shape, and the rooks move horizontally or vertically. The pawns move forward one square, but can capture diagonally.There are also special moves in chess, such as castling, en passant, and promotion. Castling allows the king and rook to move together, en passant allows a pawn to capture another pawn that has just moved two squares forward, and promotion allows a pawn to be exchanged for a more powerful piece if it reaches the other side of the board.Chess is a game of skill, strategy, and patience. Players must anticipate their opponent's moves, plan their own strategy, and adapt to changing circumstances during the game. It is a game that requires concentration, mental agility, and a deep understanding of tactics and positioning.Overall, chess is a timeless game that has captured the hearts and minds of players around the world. Its rich history, simple rules, and complex strategies make it a truly unique andcaptivating game that continues to be enjoyed by millions of people of all ages. Whether you are a beginner or a seasoned player, there is always something new to learn and explore in the world of chess.篇2Chess is a classic board game that has a long and rich history. Its origins can be traced back to ancient India, where it was known as "chaturanga." Over the centuries, the game spread to various parts of the world and evolved into the chess that we know today.The game of chess is believed to have originated in India during the Gupta Empire, around the 6th century AD. The earliest known form of the game was called "chaturanga," which means "four divisions of the army" in Sanskrit. In chaturanga, the pieces represented different divisions of the ancient Indian army –infantry, cavalry, elephants, and chariots.From India, chess spread to Persia, where it was known as "shatranj." The Persians made a few changes to the game, including introducing the queen and changing the initial setup of the pieces. It was during the Islamic Golden Age that chessbecame popular in the Muslim world and eventually spread to Europe.In Europe, chess underwent further changes and by the 15th century, the game had evolved into its modern form. The rules were standardized, and the pieces were given their current names and movements. The queen became the most powerful piece on the board, and the pawn was given the ability to move two squares on its first move.Today, chess is a popular game played by millions of people around the world. The game is played on a square board with 64 squares, arranged in an 8x8 grid. Each player starts with 16 pieces – one king, one queen, two rooks, two knights, two bishops, and eight pawns.The objective of the game is to checkmate the opponent's king, which means trapping the king in such a way that it cannot escape capture. The player who checkmates their opponent's king wins the game.Each piece in chess has its own unique way of moving on the board. The king can move one square in any direction, the queen can move any number of squares in any direction, the rook can move in a straight line along the ranks or files, the bishop can move diagonally along the board, the knight moves in an "L"shape, and the pawn moves forward one square but captures diagonally.Chess is a game of strategy and tactics, requiring players to think ahead and anticipate their opponent's moves. It is a game that rewards creativity, foresight, and patience. The best chess players in the world are masters of the game, able to outwit their opponents and think several moves ahead.In conclusion, chess is a game with a long and fascinating history, originating in ancient India and evolving into the game we know today. The rules of chess are simple, but the possibilities are endless, making it a timeless and challenging game that continues to captivate players of all ages.篇3The History and Rules of Chinese ChessChinese chess, also known as Xiangqi, is a strategic board game that has been played in China for centuries. With a rich history and a set of unique rules, Chinese chess continues to be a popular pastime for people of all ages.HistoryThe origins of Chinese chess can be traced back to the Han Dynasty (206 BC – 220 AD). It is believed that the game was inspired by an ancient Indian game called Chaturanga, which was the precursor to modern chess. Chinese chess quickly gained popularity in China and became an important part of Chinese culture.The game was originally played on a board with nine lines and ten columns, making a total of ninety points. The pieces used in Chinese chess are known as "xiangqi" pieces and each player has 16 pieces, including a general, two guards, two elephants, two horses, two chariots, two cannons, and five soldiers. The goal of the game is to checkmate the opponent's general, which is known as the "king" in Western chess.RulesChinese chess is played on a board with 9 lines and 10 columns, with each player controlling their own set of pieces. The pieces are placed on the intersection points and each piece has its own unique movement pattern. Here are some of the key rules of Chinese chess:1. General: The general can move one point vertically or horizontally within the palace. The generals cannot face each other directly, otherwise, it is considered a stalemate.2. Guards: The guards can move one point diagonally within the palace.3. Horses: The horses move in an "L" shape, moving one point vertically or horizontally and then one point diagonally. The horse cannot jump over other pieces.4. Elephants: The elephants move two points diagonally and cannot cross the river in the middle of the board.5. Chariots: The chariots can move in a straight line horizontally or vertically but cannot jump over other pieces.6. Cannons: The cannons move like the chariots but they need to jump over exactly one piece to capture an opponent's piece.7. Soldiers: The soldiers move one point forward after crossing the river and can only move sideways after reaching the opponent's half.Chinese chess is a highly strategic game that requires careful planning and foresight. Players need to think several moves ahead to outwit their opponents and secure victory. It is a game that tests both analytical skills and creativity.In conclusion, Chinese chess is a fascinating game with a long history and intricate rules. It continues to be popular inChina and among Chinese communities around the world. Whether you are a beginner or an experienced player, Chinese chess offers a unique gaming experience that is both challenging and rewarding. Why not give it a try and see if you can master the ancient game of Xiangqi?。
博弈论与经济行为

博弈论与经济行为博弈论已经成为整个社会科学特别是经济学的核心。
萨缪尔森在他的经典教科书中曾引用过的短谚是: “你可以使鹦鹉成为训练有素的经济学家,所有它必须要学的只是两个词,供给和需求”——现在它们或许可换成“博弈”和“均衡”。
天才数学家冯诺伊曼(1904-1957) 是“传奇中的传奇”。
他是一个卓尔不群的数学天才,他几乎独立完成了这篇1200 页的论文,进行史无前例的论述了“博弈论是一切经济学理论的正确基础”,为博弈论以后的发展打下了坚实的基础。
按照1998 年诺贝尔经济学奖得主阿玛蒂亚森的看法,博弈论和社会选择理论是20 世纪社会科学最主要的成就。
到目前为止,我们对经济活动的考察没有考虑人们之间的相互影响。
其实,一个人的行为总是受到他人行为的影响。
人们在追逐自己利益时,难免要与他人发生利益冲突或矛盾,于是就出现了各种各样的问题,比如如何克服和解决人们之间的利益冲突, 如何才能实现一种既能让每个人都实现自己的利益,又能让每个人都不妨碍和伤害他人利益的互利互惠的和谐局面, 显而易见,这些问题的解决并非易事,于是就出现了博弈论。
它为解决这些问题提供了有力工具。
博弈论以人的理性为基本假定,强调策略性——一种普遍的行为现象。
这种现象的广阔背景是市场中的竞争与合作。
20世纪80 年代以来,博弈论在经济学中得到了广泛应用,在揭示经济行为的相互影响和制约方面取得了重大进展。
大部分经济活动都可以用博弈论加以解释,甚至连市场调节与宏观调控这样的重大问题,都可看成博弈现象来研究。
下边列举两个故事,来简单说明一下。
1. 智猪博弈的故事猪圈里有一大一小两头猪,猪圈一边装有踏板,踩一下,远离踏板的食槽端就会落下食物。
若一猪去踩踏板,另一猪就会等在槽边抢先吃到食物。
若小猪去踩,大猪会在小猪跑到食槽前吃光食物; 若大猪去踩,大猪还有机会在小猪吃完之前抢吃到食物的一半。
这两头猪会采取什么策略呢?答案: 小猪舒服地等在槽边,大猪要为争取残羹奔忙于踏板和食槽之间。
S315大学高数第10章 博弈论初步

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第十章 博弈论初步 第二节 同时博弈:纯策略均衡
条件策略下划线法: 用下划线分别来表示甲厂商和乙厂商的条件策略。 在甲厂商的支付矩阵中,找出每一列的最大者;在乙
厂商的支付矩阵中,找出每一行的最大者。 都有划线的支付组合为条件均衡策略。
甲厂商的策略
的个体,至少有两个,有时可以引入一个虚拟的参与 人如“自然” 。 策略(Strategies/actions) :是一项规则,一组可选择 的行动集合。 参与人应该在什么条件下选择什么样的 行动,以保证自身利益最大化。 支付(Payoffs) :参与人得到的报酬,所得到的支付 都是所有策略共同作用的结果——支付组合。
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第十章 博弈论初步 第一节 博弈论和策略行为
博弈论重要性 20世纪70 年代以后,博弈论形成了一个完整的体系;从80 年代
开始,博弈论逐渐成为主流经济学的一部分,甚至成为微观经济学的 基础。
1994年:纳什(Nash)、泽尔腾(Selten)和海萨尼(Harsanyi) 3位数学家因在非合作博弈的均衡分析理论方面作出了开创性的贡献, 对博弈论和经济学产生了重要影响而获得了诺贝尔经济学奖。
1950年,22岁的纳什获得博士学位。博士论文为“非 合作的赛局”(后被称为“纳什均衡”) ,该论文仅28 页。
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第十章 博弈论初步 第二节 同时博弈:纯策略均衡
1958年,纳什得了严重的精神分裂症。他的妻子艾莉 西亚,一直守护在纳什身边,并走过了唯一的儿子同 样罹患精神分裂症的震惊与哀伤……漫长的岁月证明, 与艾莉西亚结婚,也许是纳什一生中比获得诺贝尔奖 更重要的事情。
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第十章 博弈论初步
第二节 同时博弈:纯策略均衡
国际象棋英语词典

国际象棋英语词典In the realm of chess, the language barrier can often pose a significant challenge for players seeking to expand their knowledge and skills beyond their native tongues. Fortunately, the existence of a comprehensive English chess dictionary has bridged this gap, enabling players from diverse linguistic backgrounds to delve deeper into the strategies, tactics, and terminologies of the game.The English chess dictionary is not just a repository of terms and definitions; it is a gateway to a rich and diverse chess culture. It offers players a standardized language to communicate their moves, strategies, and insights, regardless of their mother tongue. This standardization is crucial in maintaining the integrity and universality of the game, ensuring that players from around the world can understand and appreciate each other's play. Moreover, the dictionary serves as a valuable resource for players who are learning the game. It provides clear and concise explanations of chess terminologies, from basic concepts like "pawn" and "rook" to more advanced strategies like "smothered mate" and "zwischenzug." These definitionsare often accompanied by illustrative examples and diagrams, making it easier for beginners to grasp the nuances of the game.For competitive players, the dictionary is an indispensable tool for honing their skills. It allows themto delve deeper into the strategies employed by masters and grandmasters, understanding the reasoning behind their moves and learning from their successes and failures. By studying the terminologies and concepts outlined in the dictionary, players can enhance their understanding of the game and improve their decision-making abilities.Furthermore, the English chess dictionary plays apivotal role in the development of chess literature and resources. Many chess books, articles, and online resources are written in English, making the dictionary a crucialtool for translating and understanding these materials.This enables players from all over the world to access a wealth of chess knowledge and insights, further expanding their horizons and enhancing their skills.In conclusion, the English chess dictionary is a vital component of the chess ecosystem. It breaks down languagebarriers, promotes standardization, and serves as aresource for players at all levels. Whether you're a beginner just starting out or a seasoned pro looking tohone your skills, having a reliable English chessdictionary at your fingertips is essential for enhancing your understanding and enjoyment of the game.**国际象棋英语词典的重要性及其在学习与竞技中的应用** 在国际象棋领域,语言障碍往往成为玩家在母语之外拓展知识与技能的重大挑战。
博弈行为中的演绎与归纳推理及其问题

博弈行为中的演绎与归纳推理及其问题作者:潘天群文章来源:自然辩证法研究200303【内容提要】博弈逻辑(game logic)是随着博弈论的迅速发展而形成的一个新的学科,它是一行动逻辑。
博弈逻辑研究的是理性的人在互动行动中即博弈中的推理问题。
在博弈行为中存在演绎推理和归纳推理。
正如在传统逻辑中存在逻辑悖论一样,博弈逻辑中同样存在悖论或者“问题”。
博弈参与人运用演绎推理时存在逆向归纳法悖论,而运用归纳推理时存在归纳是否有效的问题。
【关键词】博弈逻辑/演绎推理与归纳推理/逆向归纳法悖论/归纳推理的合理性【正文】中图分类号:BS12文献标识码:A1一种新的逻辑:博弈逻辑博弈论研究人类活动中的互动行为,在经济学中得到广泛的运用。
在博弈论中,人类的所有活动,只要是互动行为,均可以看成是博弈行动。
在此基础上,一种新的逻辑“博弈逻辑”(game logic)得以兴起,它是一种特殊的行动逻辑(action logic)。
博弈论研究多个理性人在互动过程中如何选择自己的策略。
理性的人是使自己的目标或得益最大化的人,在经济活动中理性的人即是使经济目标最大化的人——经济人。
理性人如何使得自己的“得益”最大?关键是“推理”。
博弈逻辑中存在着两种研究纲领。
第一种研究纲领是结合模态逻辑系统,建立新的博弈逻辑系统。
在这方面,日本筑波大学的金子守(Mamoru Kaneko)教授是这方面的权威。
近几年,他在国际刊物上发表了大量有关博弈逻辑方面的论文。
他不仅在模态逻辑系统的基础上建立了多个博弈逻辑(game logic)系统,而且,建立了与博弈逻辑密切相关的公共知识逻辑(common knowledge logic)系统。
第二种研究纲领是研究博弈活动中的实际“推理问题”,许多博弈论专家在此方面做了大量的工作。
对博弈逻辑做整体的分析不是这里的任务,本文的目的是简要论述博弈活动中的推理问题,属于第二种研究纲领。
根据博弈论,人们在实际的博弈活动中涉及到两种推理:演绎推理与归纳推理。
棋盘规则的作文英语

棋盘规则的作文英语Chess is a timeless game that transcends borders and cultures, captivating minds with its blend of strategy, skill, and anticipation. At the heart of this game lies the chessboard, a grid of 64 squares arranged in an 8x8 pattern. The rules governing this board are fundamental to thegame's dynamics and outcomes.First and foremost, understanding the layout of the chessboard is crucial. Each square on the board is uniquely identified by a combination of a letter and a number. The files, or columns, are labeled a through h from left toright for White and from right to left for Black. Meanwhile, the ranks, or rows, are numbered 1 through 8 from bottom to top for White and from top to bottom for Black. This system of notation enables players to communicate moves and positions effectively.The next fundamental rule involves the movement of the pieces across the board. Chess features six different typesof pieces, each with its own distinct movement capabilities. The King, Queen, Rooks, Bishops, Knights, and Pawns all contribute to the intricate tapestry of the game. However, their movements are governed by specific rules:1. The King: The King can move one square in any direction—horizontally, vertically, or diagonally. However, it cannot move to a square that is under attack by an opponent's piece.2. The Queen: The Queen combines the powers of the Rook and Bishop, allowing her to move horizontally, vertically,or diagonally any number of squares.3. The Rook: The Rook moves horizontally or vertically any number of squares. It is a powerful piece, particularly in the endgame when the board opens up.4. The Bishop: The Bishop moves diagonally any numberof squares. Each player has one Bishop that moves on light squares and another on dark squares.5. The Knight: The Knight moves in an L-shape—two squares in one direction and then one square perpendicular to that direction. It is the only piece that can "jump" over other pieces.6. The Pawn: Pawns have a unique movement pattern. They move forward one square, but they capture diagonally. On their first move, Pawns have the option to advance two squares instead of one. Pawns also have the ability to perform a special move called en passant and can promote to any other piece (except a King) if they reach theopponent's back rank.Additionally, there are rules governing special moves and situations, such as castling, en passant, and pawn promotion, which add depth and complexity to the game. Castling allows the King to move two squares towards a Rook while the Rook moves to the square next to the King. En passant permits a pawn to capture an opponent's pawn if it moves two squares forward from its starting position and lands beside the capturing pawn. Pawn promotion occurs when a pawn reaches the opposite side of the board, allowing itto be exchanged for any other piece except a King.The chessboard also serves as a battlefield where players strive to control key squares, create strategic outposts, and execute tactical maneuvers. The interplay between pieces, the spatial relationships, and the ever-evolving positions create a dynamic and intellectually stimulating experience for players of all levels.In conclusion, the rules of the chessboard form the foundation upon which the game of chess is built. Understanding the layout of the board, the movements of the pieces, and the intricacies of special moves are essential for mastering this ancient game of strategy and skill. As players navigate the 64 squares, they embark on a journey of mental prowess and strategic brilliance, where every move shapes the outcome of the battle.。
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Game Theory: Lecture 15 TranscriptOverview:We first discuss Zermelo's theorem: that games like tic-tac-toe or chess have a solution. That is, either there is a way for player 1 to force a win, or there is a way for player 1 to force a tie, or there is a way for player 2 to force a win. The proof is by induction. Then we formally define and informally discuss both perfect information and strategies in such games. This allows us to find Nash equilibria in sequential games. But we find that some Nash equilibria are inconsistent with backward induction. In particular, we discuss an example that involves a threat that is believed in an equilibrium but does not seem credible.October 29, 2007<< backProfessor Ben Polak: So last time we finished up by playing the game of Nim and you'll remember, I hope, that the game of Nim was a game where there was two piles of stones--we made do with lines on the board--and the winner was the person who picked up the last stone. Remember you had to pick piles. I want to use the game of Nim to make a transition here. So what we had pointed out about the game of Nim was it illustrated very nicely for us that games can have first mover advantages or they can have second mover advantages. A very small change in the game, essentially a very small change in where we started from, could switch a game from a game with a first mover advantage to a game with a second mover advantage.Now today, I want to just draw a slightly grander lesson out of that game. So not only was it the case that the game sometimes has first mover advantages and sometimes has second mover advantages, but moreover, we could tell when it had a first mover advantage and we could tell when it had a second mover advantage. Is that right? When we actually looked at the initial set up of those stones, we knew immediately that's a game in which Player 1 is going to win, or alternatively, we knew immediately that's a game which Player 2 is going to win. Now it turns out that that idea is very general and actually has a name attached to it, and that name is Zermelo. So today we'll start off by talking about a theorem due to a guy called Zermelo, and the idea of this theorem is this.We're going to look at games more general than just Nim, and we're going to ask the question, under what circumstances would you know about a game either that Player 1, the person who goes first, can force a win, or that Player 2 can force a win, or will allow a third possibility, which is it'sgoing to be a tie. So here's the theorem, suppose there are two players in this game, like the games that we looked at last time, and suppose--I won't define this formally now--but suppose the game is a game of perfect information. So what do I mean by perfect information? I'll define this later on in the class, but for now all I mean is, that whenever a player has his turn to move, that player knows exactly what has happened prior in the game.So, for example, all these sequential move games we've been looking at are moves of perfect information. When I get to move I know exactly what you did yesterday, I know what I did the day before yesterday and so on. So it's a game of perfect information. I'm going to assume that the game has a finite number of nodes. So two things here, it can't go on forever, this game, and also there's no point in which it branches in an infinite way. So there's a finite number of nodes, and we'll assume that the game has three possible outcomes. Actually there's a more general version of this theorem but this will do for now.The three possible outcomes are either a win for Player 1, so I'll call , or a loss for Player 1, which is obviously a win for Player 2, or it W1a tie. So the game--like Nim last time, that only had two outcomes. So here we're going to look up to three outcomes or three or fewer outcomes I should say. So these are the conditions and here's the result. So I said three, it could be three but it could also be two here, I'm just allowing for three. (One is trivial.) So under these conditions the following is true.Either Player 1 can force a win, so either it's the case that this game is a game that if Player 1 plays as well as they can, they're going to win the game no matter what Player 2 does. Or 1 can at least force a tie, which means Player 1 can play in such a way that they can assure themselves of a tie regardless of what Player 2 does. Or it could be a game in which 2 can force a loss on 1, so a win for 2. So this theorem, when you first look at it, it doesn't seem to say very much. You're staring at this thing--you might think, we already knew that we're looking at games that only have three possible outcomes win, loss, or tie so it doesn't seem so surprising if you look at this theorem, it says, well, you're going to end up with a win, or a loss, or a tie.However, that's not quite what the theorem says. The theorem says, not only are you going to end up there--we knew that already--but the games divide themselves. Games of these forms divide themselves into those games in which Player 1 has a way of winning regardless of what Player 2 does; or games in which Player 1 has a way of forcing a tie regardless of whatPlayer 2 does; or Player 2 has a way of winning regardless of what Player 1 does, so these games all have a solution.Let's just go back to Nim to illustrate the point. So in Nim actually there's no tie so we can forget the middle of these, and in Nim, under certain circumstances it is the case that Player 1 can force a win. Who remembers what the case was, for when Player 1 can force a win? Anybody? The people who played last time. No, yes, Ale, there's somebody here. Shout it out.Student: Insuring that the piles are equal for the other player.Professor Ben Polak:All right, so if the piles start unequal, then Player 1 can actually force a win. So in Nim if the piles are unequal at the start, then 1 can force a win. It really doesn't matter what 2 does, 2 is "toast." Or the alternative case is the piles are equal at the start, and if they're equal at the start then it's Player 1 who's "toast." Player 2 is going to--rather--force a loss on 1, so 2 can force a loss on 1, i.e. a win for Player 2. Does everyone remember that from last time? It's just before the weekend, it shouldn't be so long ago.So this theorem applies to all games of this form. So what games are of this form? Let's try and think of some other examples. So one example is tic-tac-toe. Everyone know the rules of tic-tac-toe? In England we call it Noughts and Crosses, but you guys call it tic-tac-toe, is that right? Everyone know what tic-tac-toe is? Yeah, which category is tic-tac-toe? Is it a game which Player 1 can force a win, or is it a category in which Player 1 can only force a tie, or is it a category which you'd rather go second and Player 2 can force a win for Player 2 or a loss for Player 1? Which is tic-tac-toe?Let's have a show of hands here. Who thinks tic-tac-toe is a game in which Player 1 can force a win? Who thinks tic-tac-toe is a game in which Player 1 can only force a tie? Who thinks Player 2's going to win? Most of you are right. It's a game in which if people play correctly then it'll turn out to be a tie. So tic-tac-toe is a game that leads to a tie. Player 1 can still make a mistake, in which case they can lose. Player 2 can make a mistake in which case they would lose, but there is a way of playing that forces a tie. So these are fairly simple games, let's talk about more complicated games.So what about the game of checkers? So the game of checkers meets these conditions. It's a two player game. You always know all the moves prior to your move. It's finite: there's some rules in checkers that prevent it going on forever. And there are two or three outcomes: I guess there'sa third outcome if you get into a cycle you could tie. So checkers fits all these descriptions and what this theorem tells us is that checkers has a solution. I'm not sure I know what that solution is, or I think actually somebody did compute it quite recently, even in the last few months, I just forgot to Google it this morning to remind myself.But what this theorem tells us even before those people that computed it: checkers has a solution. Let's be a bit more ambitious. What about chess? So chess meets this description. Chess is a two player game, everybody knows all the moves before them, it's sequential, it has finite number of moves, it's a very large number but it is finite, and it has three possible outcomes, a win, a loss, or a tie. So let's be careful, the reason it's finite is that if you cycle--I forget what it is--three times then the game is declared a draw, declared a tie. So what's this theorem telling us? It's telling us that there is a way to solve chess. Chess has a solution.We don't know what that solution is. It could be that solution is that Player 1, who's the player with the white pieces can force a win. It could be that Player 1 can only force a tie, and it could even be that Player 2 can force a win. We don't know which it is, but there is a solution. There's a catch to this theorem. What's the catch? The catch is it doesn't actually tell us--this theorem is not going to tell us what that solution is. It doesn't tell us how to play. This theorem, in and of itself, doesn't tell us how to play chess. It just says there is a way to play chess.So we're going to try and prove this. We don't often do proofs in class, but the reason I want to prove this particular one is because I think the proof is instructive as part of sort of QR at Yale. So here's another example here, and some other examples. You could think of chess as being the most dramatic example. So the reason I want to spend actually some time proving this today is because we're going to prove it by induction and I'm going to sketch the proof. I'm not going to go through every possible step but I want to give people here a feeling for what a proof by induction looks like. The reason for this is, my guess is, well let's find out, how many of you have seen a proof by induction before? How many have not?So for those of you who haven't I think it's a good thing in life, at one point in your life to see a proof by induction, and for those who have, my guess is you saw it in some awful math class in high school and it just went over--it didn't necessarily go over your head but, the excitement of it doesn't catch on. This is a context where it might appeal. So proof by induction. We're going to prove this by induction on the maximum length of the game and we'll call that N. We'll call N the maximum length of thegame. What do I mean by this? If I write down a tree I can always look at all the paths from the beginning of the tree all the way through to the end of the tree. And I'm going to look at the path in that particular tree that has the largest length, and I'll call that the length of the game, the maximum length of the game.So we're going to do induction on the maximum length of the game. So how do we start a proof by induction? Let's just remind ourselves, those people who have seen them before. We're going to prove that this theorem this true, the claim in the theorem is true for the easy case when the game is only 1 move long. That's the first step, and then we're going to try and show that if it's true for all games of length < = N, whatever N is, then it must therefore be true for games of length N+1. That's the way you do a proof by induction. So let's just see how that works in practice.So let's start with the easy step and we'll do it in some detail, more detail than you really need to in a math class. So if N = 1, what do these games look like? Well let's look at some examples here. So I claim it's pretty trivial if N = 1 but let's do it anyway. So the game might look like this. Player 1 is going to move--here's Player 1 moving--the game's only length one--so Player 1's the only player who ever gets to move. So the game might look like this. Let's put in a fifth branch, it might look like this. And at the end of this game, rather than putting payoffs let me just put the outcomes.So the outcome must either be a win, or a tie, or a loss, so suppose it looks like this. Suppose it's a win, or here we could have a tie, or here we could have a win again, or here we could have a loss, and here we could have a tie. So in this particular game I claim it's pretty clear this game has a solution. It's pretty clear what 1 should do. What should 1 do? 1 should pick one of her choices that leads to a win. To be careful I'll put 1 in here just to distinguish who it is who's actually winning and losing.So in this game I claim that this game has a pretty obvious solution, either Player 1 is going to choose this branch that leads to a win or this branch that leads to a win, and either way Player 1 is going to win. Is that obvious? It's so obvious, it's kind of painful. So I claim this game, we could actually replace this first node with what's going to happen which is Player 1's going to win. Is that right? That was easy. Let's look at a different example, we'll do three.So here's another possible example, and this again, Player 1 is going to move here and this time the possible outcomes are tie, or a loss, or a loss. Once again it's a one player game, this time he has three choicesand the three choices lead to a tie or he loses, so I claim once again this is simple. What Player 1 should do is what? Choose the tie since there's no way of winning. But in that case he could actually force it. He could actually choose the tie in which case he's going to tie. So this game has a solution called choose the tie. And again, we could replace the first node of the game with what's actually going to happen which is a tie. Everyone happy?There's one other possibility I guess. The other possibility is that here Player 1 has a lot of choices, maybe four choices in this case, once again Player 1 is going to move but in each case--unfortunately for Player 1--in each case the outcome is that Player 1 loses. So this is a game in which Player 1 is going to lose no matter what they do. Once again it has a solution: the solution is Player 1 is toast and is going to lose. So I claim this has really captured all the possibilities of games of length 1. I mean you could imagine that there could be more branches on them, but basically there are these three possibilities.Either it's the case that one of those branches leads to a win, in which case the solution is Player 1 wins; or it's the case that none of the branches have wins in them, but one of them has a tie, in which Player 1 is going to tie; or it's the case that all the branches have loss in them, in which Player 1's going to lose. So I claim I'm for done for games of length one. Everyone okay? So that step is deceptively easy but there it is. All right, now we do the inductive step, the big step. What we're going to do is we're going to assume that the statement of the theorem, which I've now hidden unfortunately--let me unhide it if I can, it's not going to be easy. This now visible?So now let's assume that the statement of this theorem is true for all games length < = N, suppose that's the case. Suppose the claim is true for all games of this type, of length <= some N. What we need to show is--what we're going to try and show is therefore it will be true for all games of length N + 1. What we want to show is--we claim, therefore, it will be true for games of length N + 1, that's the key step in inductive proofs. All right, so how are we going to do that? Well let's have a look at a game of length N + 1, and obviously I can't use thousands here so let me choose from relatively small numbers, but the idea will go through. So let's have a look at a game.So here's a game in which Player 1 moves first, Player 2 moves second. Let's suppose that if Player 2 does this, then 1 only has little choice here, up here then one has a more complicated choice, and perhaps 2 could move again. So this is quite a complicated little game up here, and down here let's make it a little bit less complicated. Here the game looks likethis and then comes to an end, so the tree looks like this. I haven't put the end, I haven't put the outcomes on it but the tree looks like this. So how long is this tree first of all? Well I claim that the longest path in this tree, from the beginning to the end has four steps. Let's just check. So one, two, three, four that's what I claim is the longest path. Any path going down this way only has three moves in it, so this is a game of length four.So we can apply it to our claim, let's assume that the theorem holds for all trees length three or fewer, so that N + 1 is 4 for the purpose of our example. So in this example--I don't want to put it here, let's put it here--in this example N = 3, so that N + 1 = 4. Everyone happy with this in the example? Now what I want to observe about this is the following: contained in this N + 1, or the game of length 4 are some smaller games. You could think of them as sub-games. They're games within the game, is that right? So let's have a look. I claim, in particular--draw around them in pink--there's a game here that follows Player 1 choosing Up and there's a game here that follows Player 1 choosing Down, is that right? Okay, so these are both games, and what do we have here?So this little game in here--the game in the top circle, the game that follows Player 1 moving up--that's a game and it has a length. So this little thing is a game and I'm going to call it a sub-game, some jargon that we'll be getting used to later on in the semester. It's a game within the game, but it's basically just a game: it's a sub-game and this is a sub-game following 1 choosing Up--let's put Up in here--following up. And I claim that this game has a length--this sub-game has a length. So we knew that we started from a game of length 4, we've taken one of the moves, and let's just make sure this is actually a game of length 3. So the game started here, this would be a game of length 3 because you could go one, two, three moves, is that right?So this is a game of length 3. So this is a sub-game following 1 choosing Up and it, the sub-game, has length 3. Down here, this is also a sub-game, it's a game that follows Player 1 choosing Down and this little sub-game has length--now here we have to be a little bit careful--you might think that since we started from a game of length 4, after the first move we must be in a game of length 3. But actually that's not true, and if we look carefully, we'll notice that this game down here, the game starting here actually isn't of length 3. It's of length 2. Is that right? So even though started from a game of length 4, by going this way we put ourselves into a game of length 2. Is that right? So 1,2 or 1,2--whatever--it has length 2.Okay, all right so in this example N is 3 and N + 1 is 4, and our assumption, our induction assumption is what? We've assumed that the claim of the theorem holds for all games <= N, which in this case means <= 3. So what does that tell us? That tells us, by our assumption, this game, which I've put a pink circle around on the top, this is a game of length 3, this game has a solution. It must have a solution because it's of length 3 or less. So by the induction hypothesis as it's called--by the induction hypothesis--this is a technical term, but what's the induction hypothesis? It's this thing. By the assumption that we made this game has a solution.So it's a game of length 3, 3 <= N in this case. So this game must have a solution. Now I don't immediately know by staring at it what it is, but let's suppose it was W, say it was W. And the game down below, this is also a game, and it's a game of length 2 but 2 is less than 3 as well, 2 <= 3. So this game also has a solution. This game also, by the same assumption, has a solution, so its solution is say--I don't know--maybe its L. So what does that mean to say that these games have solutions, in this case we're going to assume W is this one, and L is this one, what does it mean? It means that, just as we did with the games up there, we could put the solution at the beginning of the game. We know that if we get into this game, we're going to get the solution of this game; and we know if we get into this game, we're going to get the solution of this game. So we can replace this one with its solution which by assumption was W, and this one by its solution which by assumption was L. And here I want to be really careful, I need to keep track of which person it is it's a win or loss for. So this was a win for Player 1, hence it was a loss for Player 2, and this was a loss for Player 1, hence it was a win for Player 2. So these games, each of them have some solution, and this case I've written down the solutions as W or L.So now what could we do? Let me just bring down this board again. I can translate this game into a very simple game. I'm going to translate it up here, so this game can be translated as follows. Player 1 moves, if he goes Up then he hits a W and if he goes Down he hits a L. So in this particular example, Player 1 is effectively choosing between going Up and finding himself in a game which has a solution, and the solution is he wins it, or going Down and finding himself in a game which has a solution, and the solution is he's toast. But that's what? That's a one move game. So we know this has a solution, and in particular, he's going to choose Up. This one has a solution. This has a solution, it is a game of length 1.So what do we do? Somewhat schematically, we took a game of length N + 1, in this case that was 4; and we pointed out that once Player 1 has made her first move in this game, we are in a game, or in a sub-game if you like, that has length less than 4, it could be 3, it could be 2, whatever.Whatever sub-game we're in, by assumption, that game has a solution. So it's really effectively, Player 1 is choosing between going into a game with solution W or going into a game with solution L. And if there were 15 other sub-games here, each one would have a solution, and each one Player 1 would be able to associate that solution with what he's going to get--what she's going to get.So I claim that, if it in fact is true that each of these sub-games of length 3 or less had a solution, then the game of length 4 must have a solution, which is what? It's the solution which is: Player 1 should pick the best sub-game. Are people convinced by that step? People are looking slightly "deer in the headlamps" now, so let me just say it again. We started by assuming that all games of length 3 or less, or N or less, have a solution. We pointed out that any game that has length N + 1 can be thought of as an initial move by Player 1 followed by a game of length N or less, N or fewer I should say. Each of those games of N or fewer steps has a solution, so Player 1 is just going to choose the game that has the best solution for her and we're done.In this particular example, Player 1 is going to choose Up and therefore the solution to this parent game is Player 1 wins. Now the hard step I think in proofs by induction is realizing that you're done. So I claim we're now done, why are we done? Well we know that it was pretty easy that all games of length 1 have a solution. That was pretty trivial. And we've shown that if any game of length of N or fewer has a solution, then games of N + 1 have a solution.So now let's see how we can proceed. We know that games of length 1 have a solution, so let's consider games of length 2. Games of length 2, do games of length 2 have a solution? Well let's set N = 1. We know that if games of length 1 have a solution, then any game of length 2 could be thought of as an initial step followed by a game of length 1, but that has a solution, so therefore games of length 2 have a solution. Now let's think of games with length 3, we've shown that games with length 1 havea solution and games with length 2 have a solution. Any game of length3 can be thought of as a game in which there's an initial step followed by either a game of length 1 or a game of length 2, each of which have a solution, so once again a game of length 3 has a solution and so on.So games of induction, they work by building up on the length of the game, and we're ending up knowing that we're done. For those people who have never seen a proof by induction don't worry I'm not going to test you on a proof with induction on the exam, I just wanted you to see one once. Let's all take a deep breath and try and digest this a little bit by playing a game. I'll leave it up there so you can stare at it. We'll want it downagain later. Let's try and actually play a game and see if we can actually throw any light on this.So I'm going to pick out volunteers like I did last time, but first of all, let me tell you what the game is. So once again I'm going to have rocks in this game, and once again I'm going to approximate those rocks with marks on the blackboard. So here's an example. The example is this. The game involves an array of rocks, so here the array has five rows and three columns. So the rocks are not arranged as they were before in piles, but rather in a sort of in a pretty array. I should have made it more even but this is: one, two, three, four, five rows; and one, two, three columns, at least in this example. But in general there's an array of rocks, N x M.We're going to play sequentially with the players. And the way the game is going to work is this--is when it's your turn to move, you have to point to one of these rocks and whichever rock you point to I will remove. I will delete that rock and all the rocks that lie above or to the right of it: all the rocks that lie to the northeast of it. So for example, if you pointed to this rock, then I will remove this rock and also this one, this one, and this one. If the next person comes along and chooses this one, then I will remove this one, and also that one. Okay, everyone understand? All right and the game is lost--this is important--the game is lost by the person who ends up taking the last rock. The loser is the person who ends up removing the last rock.Could I have some volunteers? Can I volunteer people then? How about the guy with the white t-shirt with the yellow on there? Okay, come on up front, and who else can I volunteer. Everyone's looking away from me, desperately looking away from me. How about the guy with the Yale sweatshirt on, the Yale football sweatshirt on, okay. So come on up. Your name is? I should get a mike, let me get a mike up here, thank you. Great, your name is?Student: Noah.Professor Ben Polak: Noah and your name is?Student: Koran.Professor Ben Polak: Say it into the mike.Student: Koran.Professor Ben Polak: Koran okay. So Noah and Koran are our players. Everyone understand the rules? Do you understand the rules? Yeah? So why。