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Digraph Placement Games

Alexander Clow
Department of Mathematics
Simon Fraser University
Burnaby, British Columbia, Canada
alexander_clow@sfu.ca
   Neil Anderson McKay
Department of Mathematics and Statistics
University of New Brunswick
Saint John, New Brunswick, Canada
neil.mckay@unb.ca
Abstract

This paper considers a natural ruleset for playing a partisan combinatorial game on a directed graph, which we call Digraph placement. Given a digraph GG with a not necessarily proper 22-coloring of V(G)V(G), the Digraph placement game played on GG by the players Left and Right, who play alternately, is defined as follows. On her turn, Left chooses a blue vertex which is deleted along with all of its out-neighbours. On his turn Right chooses a red vertex, which is deleted along with all of its out-neighbours. A player loses if on their turn they cannot move. We show constructively that Digraph placement is a universal partisan ruleset; for all partisan combinatorial games XX there exists a Digraph placement game, GG, such that G=XG=X. Digraph placement and many other games including Nim, Poset Games, Col, Node Kayles, Domineering, and Arc Kayles are instances of a class of placement games that we call conflict placement games. We prove that XX is a conflict placement game if and only if it has the same literal form as a Digraph placement game. A corollary of this is that deciding the winner of a Digraph placement game is PSPACE-hard. Next, for a game value XX we prove bounds on the order of a smallest Digraph placement game GG such that G=XG=X.

1 Introduction

Let G=(V,E)G=(V,E) a directed graph and ϕ:V{blue,red}\phi\colon V\to\{\text{blue},\text{red}\} a 22-coloring of the vertices of GG. Note that ϕ\phi need not be a proper coloring. The Digraph placement game played on GG, denoted simply by GG when the fact that we are playing a Digraph placement game is clear from context, is described as follows: Suppose there are two players, Left (blue) and Right (red). On her turn Left chooses a blue vertex vv of GG that has not been deleted, and deletes all vertices in N+[v]N^{+}[v]. On his turn Right chooses a red vertex uu of GG that has not been deleted, and deletes all vertices in N+[u]N^{+}[u]. If at the beginning of her turn, all blue vertices have been deleted, then Left loses. Similarly, if at the beginning of his turn, all red vertices have been deleted, then Right loses. When necessary we denote the Digraph placement game played on digraph G=(V,E)G=(V,E) with 22-coloring ϕ\phi by G=(V,E,ϕ)G=(V,E,\phi). The set of all Digraph placement games is the ruleset Digraph placement.

Given a Digraph placement game GG and a sequence of vertices u1,,utu_{1},\dots,u_{t} such that uiu_{i} is not an out-neighbour of any vertex uju_{j} where j<ij<i, we denote the game resulting from deleting vertices u1,,utu_{1},\dots,u_{t} and their out-neighbourhoods in GG by G/[u1,,ut]G/[u_{1},\dots,u_{t}]. To make for easier to read expressions, we denote G/[u]G/[u] simply as G/uG/u when only a single vertex and its out-neighbours are removed. We make no assumptions about the colours of removed vertices to allow for non-alternating play.

For readers familiar with the combinatorial game Node Kayles, observe that Digraph placement can be seen as a directed version of partisan Node Kayles. For readers unfamiliar, partisan Node Kayles is played on a 22-colored simple graph, where players take turns choosing a vertex of their color, call it uu, then deleting the closed neighbourhood of uu, N[u]N[u], from the graph.

Any Digraph placement game is a two-player game with perfect information, no chance, and where a player loses if they cannot move on their turn. As a result, every Digraph placement game is an example of a normal play combinatorial game. The players in a Digraph placement game necessarily have different options on their move, such games are called partisan, which simply implies that players need not have all of the same moves. See Figure 1 for two examples of Digraph placement games. The first example is disconnected and equal to a sum of simple combinatorial games, the second is connected and is a equal to the same sum of games.

Figure 1: Two Digraph placement games equal to 2++2+\mathord{\downarrow}+\mathord{\ast}. Here 2++2+\mathord{\downarrow}+\mathord{\ast} is chosen because it is an examples of simple, yet non-trivial combinatorial game. In this, and all other figures in this paper, an undirected edge (u,v)(u,v) implies that there exists directed edges (u,v)(u,v) and (v,u)(v,u). Blue vertices are drawn as circles and red vertices are drawn as squares.

This paper is intended for a general mathematical audience. We assume familiarity with basic notation from graph theory, such as the in or out neighbourhood of a vertex, and induced subgraphs. We do not assume the audience is familiar with combinatorial game theory. We follow many conventions from combinatorial game theory, see [1, 3, 30].

A combinatorial game is a two-player game which involves no randomness or hidden information. Normally the players in a combinatorial game are denoted Left and Right. For technical reasons, a specific instance of a game is called a game, whereas the set of all games played with the same rules is called a ruleset. Examples of combinatorial game rulesets include Chess, Checkers, and Go. A combinatorial game is short if there exists an integer kk, such that after kk turns the game must end, no matter the choices by either player, and at any point during the game, both players have at at most a finite number of moves. This prevents infinite sequences of play or infinite numbers of followers. Games which allow infinite sequences of play or allow a player to have infinitely many moves on their turn are called long. A combinatorial game is played under the normal play convention if a player loses if and only if they cannot move on their turn. In this paper all the combinatorial games we consider are normal play and short. Hence, if we say that XX is a game, suppose that XX is short.

Given a game XX we let L(X)L(X) be the set of games Left can move to if they move first in XX, and we let R(X)R(X) be the set of games Right can move to if they move first. We say a member of L(X)L(X) is a Left option of XX and a member of R(X)R(X) is a Right option of XX. Often a game XX will be written as {Y1,,Yk|Z1,,Zt}\{Y_{1},\dots,Y_{k}\mathrel{|}Z_{1},\dots,Z_{t}\} where L(X)={Y1,,Yk}L(X)=\{Y_{1},\dots,Y_{k}\} and R(X)={Z1,,Zt}R(X)=\{Z_{1},\dots,Z_{t}\}.

Given a game XX written as {Y1,,Yk|Z1,,Zt}\{Y_{1},\dots,Y_{k}\mathrel{|}Z_{1},\dots,Z_{t}\} and a game XX^{\prime} written as
{Y1,,Yk|Z1,,Zt}\{Y^{\prime}_{1},\dots,Y^{\prime}_{k}\mathrel{|}Z^{\prime}_{1},\dots,Z^{\prime}_{t}\} we say that XXX\cong X^{\prime} if and only if YiYiY_{i}\cong Y^{\prime}_{i} and ZjZjZ_{j}\cong Z^{\prime}_{j} for all ii and jj. The game with no moves from either player, {|}\{\mathrel{|}\}, is denoted by 0. So 0{|}0\cong\{\mathrel{|}\}. If XXX\cong X^{\prime} then we say that XX and XX^{\prime} have the same literal form. Notice that literal forms are useful as they allow one to say that two games appearing in different rulesets are literally the same, even when the rulesets are dissimilar

Games having the same literal form is too strong a notion of equivalence to be useful in many contexts. To that end we define another standard notion of equivalence in games, called equality. Given games XX and YY, the game X+YX+Y is the game with L(X+Y)={XL+Y:XLL(X)}{X+YL:YLL(Y)}L(X+Y)=\{X^{L}+Y:X^{L}\in L(X)\}\cup\{X+Y^{L}:Y^{L}\in L(Y)\} and R(X+Y)={XR+Y:XRL(X)}{X+YR:YRR(Y)}R(X+Y)=\{X^{R}+Y:X^{R}\in L(X)\}\cup\{X+Y^{R}:Y^{R}\in R(Y)\}. This is often less formally written as

X+Y={XL+Y,X+YL|XR+Y,X+YR}.X+Y=\{X^{L}+Y,X+Y^{L}\mathrel{|}X^{R}+Y,X+Y^{R}\}.

We say that X+YX+Y is the disjunctive sum of XX and YY. Although it may not be immediately clear, the game X+YX+Y is the game played by each player choosing either XX or YY, but not both, to make a move in on their turn. As players lose when they have no move this new game played on two smaller games is well defined. Given a game XX we say the outcome of XX is Left win if Left will win moving first or second, is Right win if Right will win moving first or second, is next player win if whoever moves next will win, or is previous player win if whoever moves first will lose. Now, we say games YY and ZZ are equal, written as Y=ZY=Z, if and only if for all games XX, the outcome of X+YX+Y is the same as the outcome of X+ZX+Z.

Observe that if GG is a Digraph placement game, whose underlying graph is disconnected, then GG is a disjunctive sum of its components. Also, notice that even if GG is a connected Digraph placement game, then GG can easily become disconnected through players deleting vertices. Hence, understanding disjunctive sums, and therefore values, is critical to understanding Digraph placement games.

We say the class of games equal to XX, is the value of XX. For each game XX, the games with value XX have a unique simplest representative, which is called the canonical form of XX. For a proof of this see Theorem 2.7 and Theorem 2.9 from Chapter II of [30].

Modulo equality, the set of all games under this addition operation forms an abelian group. This group, and other algebraic objects like it, are the central object of study in combinatorial game theory. For more on the foundations of combinatorial game theory we recommend [1, 3, 30].

Placement games, also called medium placement games, are a class of rulesets introduced in [7], satisfying the following properties,

  1. 1.

    the game begins with an empty game board, and

  2. 2.

    a move is to place pieces on one, or more, parts of the board subject to the rules of the game, and

  3. 3.

    the rules must imply that if a piece can be legally placed in a certain position on the board, then it was legal to place this piece in that position at any time earlier in the game, and

  4. 4.

    once played, a piece remains on the board, never being moved or removed.

Note here that deleting a vertex vv in Digraph placement can be viewed as placing a piece onto vv, with the added rule that if an in-neighbour of a vertex uu, or uu itself, has a piece placed on it, then no further piece may be placed onto uu. In this way, the set of vertices with pieces placed on them at the end of the game will form a minimal directed dominating set. So Digraph placement is a placement game.

Placement games that satisfy the additional constraint, that if a position can be reached by a sequence of legal moves, then any sequence of moves which reach this position is legal, are called strong placement games. This class of games was introduced by Faridi, Huntemann, and Nowakowski in [15], while the theory of strong placement games has been expanded upon in [16, 23, 24, 26]. Notice that Digraph placement is not a strong placement ruleset.

Placement games include many well studied rulesets such as Nim [5], Hackenbush [3, 13], Col [13, 18], Snort [3, 27, 25, 29], NoGo [7, 10], Poset Games [11, 18, 17, 19, 31], Node Kayles [4, 7, 20], Arc Kayles [8, 22, 29], Domineering [2, 6, 26, 35], and Teetering Towers [12]. Note that throughout the paper, when discussing rulesets such as Hackenbush and Poset Games, we mean blue, green, red Hackenbush and Poset Games. Domineering is an example of a strong placement game while Hackenbush is an example of a placement game which is not a strong placement game.

These rulesets are diverse in notable ways. For example, one can calculate the winner of a game of Nim or Teetering Towers in polynomial time [5, 12], whereas in other rulesets such as Snort, Col, and Poset Games calculating the winner of a given position is PSPACE-complete [18, 19, 29]. As another example of the diversity of possible rulesets that are presentable as placement games, observe that rulesets such as Nim both players always have the same option, while in other rulesets such as Domineering, players never the same options.

Given a ruleset RR, one of the natural questions to ask is, for which games XX does there exist a game GG in RR where G=XG=X. For example, it was shown by Conway [13] that every game of Col is equal to xx or x+x+\mathord{\ast} for a number xx. Alternatively, Huntemann [23] showed that many other kinds of values such a nimbers and switches appear in strong placement games. For many rulesets RR, there exists a game XX such that for all games GG in RR, GXG\neq X. For example, if RR is an impartial ruleset, then no game in RR is equal to 1{0|}1\cong\{0\mathrel{|}\}. If for all XX there exists a game GG in RR such that G=XG=X, then we say that the ruleset RR is universal.

Surprisingly, no ruleset was known to be universal until 2019. Even more interestingly, when a ruleset was discovered to be universal by Carvalho and Pereira dos Santos in [9], this ruleset, called Generalised Konane, was well established in the literature [14, 21, 28] and did not have a mathematical origin. Deciding a winner in Konane, the game which inspires Generalised Konane, is known to be PSPACE-complete [21] and the game originates from the ancestral peoples of Hawaii.

Since 2022, several more universal rulesets have been discovered. The first of these was given by Suetsugu [32] who showed another ruleset, called Turning Tiles, was universal. Unlike Konane, Turning Tiles is not an established ruleset, having been first defined in [32]. Determining the winner in Turning Tiles is also PSPACE-complete [37]. The next year, in 2023, Suetsugu [34] defined two more rulesets, called Go on Lattice and Beyond the Door, which they showed were also universal. By reducing Go on Lattice and Beyond The Door to Turning Tiles it was also shown that determining the winner of a game of Go on Lattice or Beyond the Door is also PSPACE-complete [37].

The primary contribution of this paper is to show that Digraph placement is a universal ruleset. This is significant because Digraph placement is the first placement ruleset which has been shown to be universal. This is particularly notable because Digraph placement, and placement games in general, provide an opportunity to build a new bridge between combinatorial game theory and other areas of mathematics, in particular graph theory. This is not only because Digraph placement is played on a graph, as other rulesets, for example Go on Lattice, can be generalised to be played on general graphs. Rather, placement games are much closer to traditional problems in graph theory, such as graph coloring and domination, compared to Generalised Konane or the rulesets introduced by Suetsugu. For example Col is a game where players take turns proper coloring vertices of a graph until no vertices remain that can be properly colored. As another example, in Node Kayles players take turns picking vertices, so that the sets of all chosen vertices form an independent set.

Like other placement games played on graphs such as Col, Snort, and Node Kayles, many tools from graph theory can be applied to study Digraph placement games. Given Digraph placement is universal, this may allow future research to study the space of all short games in new ways. Furthermore, there is also the possibility of tools from combinatorial game theory being helpful in graph theory.

The rest of the paper is structured as follows. Section 2 is devoted to introducing definitions and more necessary considerations. This includes standard notation from combinatorial game theory. Next, in Section 3 we prove that many well known rulesets are special cases of Digraph placement. Section 4 extends this discussion by proving that Digraph placement is a universal ruleset. This should be viewed as the main contribution of our paper. In Section 5 we consider the related extremal question of given a game XX, what is the smallest integer nn such that there is a Digraph placement game GG on nn vertices, where G=XG=X? We conclude with a discussion of future work.

2 Preliminaries

We must introduce some standard notation and ideas from the combinatorial game theory literature. We require these tools for proving various statements throughout the paper. What follows will be familiar to combinatorial game theorists. Such readers can proceed directly to Section 3.

As noted in the introduction, the set of all normal play games modulo equality forms an abelian group under the disjunctive sum operation. However, we have yet to address what an additive inverse of a game XX is. We clarify this now. Given a game X={Y1,,Yk|Z1,,Zt}X=\{Y_{1},\dots,Y_{k}\mathrel{|}Z_{1},\dots,Z_{t}\}, we define the negative of XX, denoted X-X, as follows,

X={Z1,,Zt|Y1,,Yk}.-X=\{-Z_{1},\dots,-Z_{t}\mathrel{|}-Y_{1},\dots,-Y_{k}\}.

Notice that X-X is essentially XX, except the roles of each player are reversed. Hence, if GG is a Digraph placement game, then G-G is the Digraph placement game played on the same digraph, where blue vertices in GG are red in G-G, and red vertices in GG are blue in G-G.

Also, note that 0{|}0\cong\{\mathrel{|}\} is the additive identity, due to the fact that X+0XX+0\cong X, and any games with the same literal forms are equal. Hence, we note that X+(X)X+(-X), which can be written as XXX-X is equal to 0. Notice that whoever moves first in XXX-X and in 0 loses. This is no coincidence as XX+0XXX-X+0\cong X-X must have the same outcome as 0+000+0\cong 0 by the definition of disjunctive sum. We further note that XYX-Y is previous player win if and only if XY=0X-Y=0 if and only if X=YX=Y.

Using this observation we extend our equivalence relation, equality, into a partial order. Given games XX and YY, we say XYX\leq Y if Right wins moving second in XYX-Y. Equivalently, X<YX<Y if and only if Right wins moving first or second. Symmetrically, we XYX\geq Y if Left wins XYX-Y moving second and X>YX>Y if and only if Left wins XYX-Y moving first or second. We note that if XYX\leq Y and XYX\geq Y, then this implies X=YX=Y. We use X\fltrivbYX\mathrel{\fltrivb}Y to denote XYX\not\geq Y. This implies, that XX is Left win if and only if X>0X>0, that XX is right win if and only if X<0X<0, that XX is previous player win if and only if X=0X=0, and XX is next player win if and only if X0X\not\geq 0 and X0X\not\leq 0.

Finally, we observe that there are many pairs of games XX and YY such that XYX\not\geq Y and XYX\not\leq Y. For example the game {1|1}{{0|}|{|0}}\{1\mathrel{|}-1\}\cong\{\{0\mathrel{|}\}\mathrel{|}\{\mathrel{|}0\}\} satisfies {1|1}0\{1\mathrel{|}-1\}\not\geq 0 and {1|1}0\{1\mathrel{|}-1\}\not\leq 0. We also note that {1|1}1{0|}\{1\mathrel{|}-1\}\not\geq 1\cong\{0\mathrel{|}\} and {1|1}1{0|}\{1\mathrel{|}-1\}\not\leq 1\cong\{0\mathrel{|}\}. Notice that XYX\not\geq Y and XYX\not\leq Y if and only if XYX-Y is next player win.

These observations provide a very useful way of proving how the value of two games XX and YY are related. That is, if we want to check if XYX\leq Y, then we simply play XYX-Y and determine if Left loses moving first. Such a proof, is called a playing proof. Moreover, these inequalities provide a means to study when a game XX is better for one player, than a game YY. If XX is at least as good for Left than YY, then XYX\geq Y.

These inequalities are important in defining dominated options and numbers. Given a game X={Y1,Y2,,Yk|Z1,Z2,Zt}X=\{Y_{1},Y_{2},\dots,Y_{k}\mathrel{|}Z_{1},Z_{2}\dots,Z_{t}\}, we say a Left option Y1Y_{1} is dominated if there exists another Left option, call it Y2Y_{2}, such that Y1Y2Y_{1}\leq Y_{2}. Here we can think of Y2Y_{2} being a better move for Left than Y1Y_{1}. Because Y2Y_{2} is a better move, we can ignore Y1Y_{1}, since Left will never move to Y1Y_{1} when using an optimal strategy. Thus, when Y1Y_{1} is a dominated Left option, we can remove Y1Y_{1} without changing the value of XX. That is,

X={Y2,,Yk|Z1,Z2,,Zt}.X=\{Y_{2},\dots,Y_{k}\mathrel{|}Z_{1},Z_{2},\dots,Z_{t}\}.

Similarly, if Z1Z2Z_{1}\geq Z_{2}, then we say that Z1Z_{1} is a dominated Right option. As before, we can remove a dominated option without changing the value of XX,

X={Y1,Y2,,Yk|Z2,,Zt}.X=\{Y_{1},Y_{2},\dots,Y_{k}\mathrel{|}Z_{2},\dots,Z_{t}\}.

It is important to note that canonical forms have no dominated options for either player.

The second way we will use these inequalities outside of playing proofs, is by considering a notable class of games called numbers. We say that a game XX is a number if and only if all XLL(X)X^{L}\in L(X) and all XRR(X)X^{R}\in R(X) satisfy XL<XRX^{L}<X^{R}. We point out that it was shown in [13] that every number xx is equal to a Hackenbush stalk, that is a blue, red path in Hackenbush with a single ground edge. We also note that this class of games in called numbers, because if we allow for long games, then the field of real numbers injects into the set of number games, which form a field using the disjunctive sum as addition and a multiplication operation we do not define here. For more on this see [13].The set of short numbers is equal to the image of the dyadic rationals under this map. Given a number XX, we say we often write X=xX=x, if the image of this map sends the real number xx to the value of XX, and we use xx to denote the canonical form of XX. For example, 1{0|}1\cong\{0\mathrel{|}\} and 12{0|1}\frac{1}{2}\cong\{0\mathrel{|}1\}. We note that integers, that is games X=nX=n where nn is an integer, are the unique games in which one or both players may have no option.

The final definition we must give in this preliminaries section is a game’s birthday. Given a game XX, we let the birthday of XX be the greatest integer bb, such that there exists a sequence of moves beginning in XX of length bb. If XX is a short game, then bb is finite, if XX is a long game then bb is an ordinal. When we say that the canonical form of a game XX is the unique simplest game equal to XX, we mean that the canonical form of XX, call it CC, has a birthday strictly less than any other game equal to XX.

3 Digraph Placement Games in Disguise

Whereas Digraph placement is first defined in this paper, we show that many placement games from well studied rulesets are instances of Digraph placement. For a formal statement of this see Theorem 3.1. This result is a natural analogue to Theorem 4.4 from [15] which shows that every strong placement game is an instance of a position in a given ruleset played on a simplicial complex.

Let RR be a placement ruleset and XX a game in RR. We can record all moves in XX as triples (x,T,p)(x,T,p) where TT is the type of piece to be placed, xx is the location of the piece on the game board, and pp is the player who can legally make this move if it is their turn. If Left and Right can both place piece TT at location xx on their turn, then we record two triples: (x,T,Left)(x,T,\text{Left}) and (x,T,Right)(x,T,\text{Right}), respectively. For a placement game XX, we let M(X)M(X) denote the moves of XX expressed as triples. For any follower YY of XX, M(Y)M(X)M(Y)\subseteq M(X) by the definition of a placement game. The options of YY are not necessarily a subset of the options of XX.

Now we define a class of placement games which we show characterize the literal forms of Digraph placement. A placement ruleset RR is a conflict placement ruleset if for all games XX in RR, and all moves (x,T,p)(x,T,p) in XX there exists a set of moves in XX, Ax,T,pA_{x,T,p}, such that (x,T,p)(x,T,p) is a legal move in a follower YY of XX if and only if YY is obtained from XX by a sequence of legal moves (x1,T1,p1),,(xn,Tn,pn)(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}) and

Ax,T,p{(x1,T1,p1),,(xn,Tn,pn)}=.A_{x,T,p}\cap\{(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})\}=\emptyset.

If XX is a game in a conflict placement ruleset, then we say XX is a conflict placement game. In a conflict placement game XX and a move (x,T,p)(x,T,p) in XX, we call the set Ax,T,pA_{x,T,p} the conflict set of (x,T,p)(x,T,p).

Notice that if XX is a short conflict placement game, then for all (x,T,p)M(X)(x,T,p)\in M(X), (x,T,p)(x,T,p) is in its own conflict set. Otherwise, the player pp can make the move (x,T,p)(x,T,p) an arbitrary number of times, which contradicts our assumption that XX is short. Hence, if a short conflict placement ruleset RR allows for a player to place a piece in the same position as an already placed piece, then the two pieces must be different types, otherwise this would allow an infinite sequence of play. Recall that all games we consider are short.

Observe that the rulesets Nim, Col, Snort, Poset Games, Node Kayles, Arc Kayles, Domineering, and Teetering Towers are all conflict placement rulesets. For example, in Domineering a move (x,T,p)(x,T,p) has conflict set {(x,T,p):xx}\{(x^{\prime},T^{\prime},p^{\prime}):x\cap x^{\prime}\neq\emptyset\}, and in Poset Games if we record moves as elements of the poset, a move xx has conflict set {y:yx}\{y:y\leq x\}. In particular, Digraph placement is a conflict placement ruleset. Given a Digraph placement game GG, and a vertex vv in GG, the conflict set of the move which deletes vv, is the set of moves given by either player deleting a vertex in N[v]N^{-}[v]. We will prove that every conflict placement game has the same literal form as a Digraph placement game.

Familiar placement rulesets Hackenbush and NoGo are not conflict placement rulesets. For each ruleset there exist games where a move (x,T,p)(x,T,p) can be illegal after some set of moves SS, where |S|2\lvert S\rvert\geq 2, are played but if a subset of the moves in SS are played then xx remains legal. For the reader who is familiar with the ruleset Hackenbush see Figure 2 for an example of a game in Hackenbush which is not a conflict placement game.

Figure 2: A game of Hackenbush, with literal form {11,12|{0,1|}}\{1-1,-\frac{1}{2}\mathrel{|}\{0,1\mathrel{|}\}\}, that is not a conflict placement game. This game is not a conflict placement game because the top edge cannot be cut if both bottom edges are cut, but the top edge can be cut if at most one of the bottom edges is cut.
Theorem 3.1.

The game XX is a conflict placement game if and only if there exists a Digraph placement game GXG\cong X.

Proof.

As noted, Digraph placement is a conflict placement ruleset and thus every Digraph placement game GG has the same literal form as a conflict placement game. Now suppose XX is a conflict placement game.

As XX is a conflict placement game, if YY is obtained from XX by a sequence of legal moves (x1,T1,p1),,(xn,Tn,pn)(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}), and we let AiA_{i} be the conflict set of (xi,Ti,pi)(x_{i},T_{i},p_{i}), then

M(Y)=M(X)(1inAi).M(Y)=M(X)\setminus(\cup_{1\leq i\leq n}A_{i}).

We define a Digraph placement game G=(V,E,ϕ)G=(V,E,\phi) as follows. Let the vertices be V=M(X)V=M(X). Next, let ((x,T,p),(x,T,p))E((x,T,p),(x^{\prime},T^{\prime},p^{\prime}))\in E if and only if (x,T,p)(x,T,p) is in the conflict set of (x,T,p)(x^{\prime},T^{\prime},p^{\prime}). Finally, let ϕ(x,T,p)=blue\phi(x,T,p)=\text{blue} if and only if p=Leftp=\text{Left} and ϕ(x,T,p)=red\phi(x,T,p)=\text{red} otherwise.

We show that GXG\cong X. In particular, we make the stronger claim that if any legal sequence of moves (x1,T1,p1),,(xn,Tn,pn)(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}) is made from XX resulting in a game YY, then

G/[(x1,T1,p1),,(xn,Tn,pn)]Y.G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]\cong Y.

This claim implies that GXG\cong X, as the game resulting from an empty sequence of moves made from XX is XX.

As XX is a short game there exists an integer bb, such that for all legal sequences of moves (x1,T1,p1),,(xn,Tn,pn)(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}) made in XX, nbn\leq b. Let (x1,T1,p1),,(xn,Tn,pn)(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}) be a fixed sequence of legal moves made in XX. We proceed by induction on m=bnm=b-n.

If m=0m=0, then n=bn=b and by our choice of bb, Y0Y\cong 0. This implies that no further pieces can be placed in the game, which implies for every move (x,T,p)(x,T,p) in XX, a move (x,T,p)(x^{\prime},T^{\prime},p^{\prime}) in the conflict set of (x,T,p)(x,T,p) has been played in (x1,T1,p1),,(xn,Tn,pn)(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}). By our definition of GG, this implies that,

V1inN+[(xn,Tn,pn)].V\subseteq\bigcup_{1\leq i\leq n}N^{+}[(x_{n},T_{n},p_{n})].

Hence, G/[(x1,T1,p1),,(xn,Tn,pn)]0G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]\cong 0. Thus, if m=0m=0, then

G/[(x1,T1,p1),,(xn,Tn,pn)]0YG/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]\cong 0\cong Y

as required.

Suppose now that m>0m>0 and for all 0M<m0\leq M<m, if (x1,T1,p1),,(xN,TN,pN)(x^{\prime}_{1},T^{\prime}_{1},p^{\prime}_{1}),\dots,(x^{\prime}_{N},T^{\prime}_{N},p^{\prime}_{N}) is a sequence of legal moves in XX which results in a position YY and M=bNM=b-N, then

G/[(x1,T1,p1),,(xn,Tn,pn)]Y.G/[(x^{\prime}_{1},T^{\prime}_{1},p^{\prime}_{1}),\dots,(x^{\prime}_{n},T^{\prime}_{n},p^{\prime}_{n})]\cong Y.

Recall that M(Y)M(X)M(Y)\subseteq M(X). Hence, every move in YY can be written in the form (x,T,p)(x,T,p). If YY has no moves, then by the same argument as in the m=0m=0 case,

G/[(x1,T1,p1),,(xn,Tn,pn)]0Y.G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]\cong 0\cong Y.

Suppose then that YY has at least one move.

Let (x,T,p)(x,T,p) be a fixed move in YY and let Yx,t,pY_{x,t,p} be the game obtained making the move (x,T,p)(x,T,p) in YY. The sequence of moves (x1,T1,p1),,(xn,Tn,pn),(x,T,p)(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}),(x,T,p) is length n+1n+1, so by the induction hypothesis G/[(x1,T1,p1),,(xn,Tn,pn),(x,T,p)]Yx,t,pG/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n}),(x,T,p)]\cong Y_{x,t,p}. As (x,T,p)(x,T,p) was an move in YY chosen without loss of generality, we conclude that the same result holds for all moves in M(Y)M(Y). Hence, what remains to be shown is that player pp can delete vertex (x,T,p)(x,T,p), for any move (x,T,p)M(Y)(x,T,p)\in M(Y), and that the vertex set of G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})] is equal to M(Y)M(Y).

We begin by proving that for each move (x,T,p)(x,T,p) in YY, player pp deleting vertex (x,T,p)(x,T,p) is a legal move in G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]. By the definition of ϕ\phi, if (x,T,p)(x,T,p) is a vertex in G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})], then player pp can delete vertex (x,T,p)(x,T,p) on their turn. Then it is sufficient to prove that for each move (x,T,p)(x,T,p) in YY, a vertex (x,T,p)(x,T,p) exists in G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]. Thus it is sufficient to prove that the vertex set of G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})] is equal to the set of moves in YY stored as triples.

Suppose that the vertex set of G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})] is not equal to M(Y)M(Y). Either there exists a move (x,T,p)(x,T,p) in YY that is not a vertex of

G/[(x1,T1,p1),,(xn,Tn,pn)],G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})],

or there exists a vertex of G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})], call it vv, which is not equal to an move (x,T,p)(x,T,p) in YY. Notice that if m=bm=b, then n=0n=0, implying that X=YX=Y. Hence, if m=bm=b, then M(Y)=M(X)=VM(Y)=M(X)=V by the definition of GG. Suppose then that m<bm<b.

Suppose that for some move (x,T,p)(x,T,p) in YY, there is no vertex (x,T,p)(x,T,p). As (x,T,p)(x,T,p) is a move in YY, (x,T,p)(x,T,p) is a move in XX. Then, (x,T,p)(x,T,p) is a vertex in GG. As (x,T,p)(x,T,p) is not a vertex in G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})], it must be the case that

(x,T,p)1inN+[(xi,Ti,pi)].(x,T,p)\in\bigcup_{1\leq i\leq n}N^{+}[(x_{i},T_{i},p_{i})].

But by the definition of GG, this implies that there exists an integer ii, such that (xi,Ti,pi)(x_{i},T_{i},p_{i}) is in the conflict set of (x,T,p)(x,T,p). This contradicts (x,T,p)(x,T,p) being an move in YY.

Suppose then that there exists a vertex of G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})], call it vv, which is not equal to a move (x,T,p)(x,T,p) in YY. As G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})] is a subgraph of GG, vv is a vertex in GG. Hence, v=(x,T,p)v=(x^{\prime},T^{\prime},p^{\prime}), which is an move in XX. As (x,T,p)(x^{\prime},T^{\prime},p^{\prime}) is not an move in YY, there must exists a integer ii such that (xi,Ti,pi)(x_{i},T_{i},p_{i}) is in the conflict set of (x,T,p)(x^{\prime},T^{\prime},p^{\prime}). But this implies that v=(x,T,p)v=(x^{\prime},T^{\prime},p^{\prime}) is not a vertex in G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]. As this is a contradiction, we observe that the vertex set of G/[(x1,T1,p1),,(xn,Tn,pn)]G/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})] is in fact equal to M(Y)M(Y).

Therefore,

G/[(x1,T1,p1),,(xn,Tn,pn)]YG/[(x_{1},T_{1},p_{1}),\dots,(x_{n},T_{n},p_{n})]\cong Y

which implies that GXG\cong X as YY was chosen without loss of generality. ∎

There are immediate consequences of this concerning the computational complexity of deciding a winner in a Digraph placement game.

Corollary 3.2.

Determining the winner of a Digraph placement game GG is PSPACE-hard in the number nn of vertices in GG.

Proof.

It was shown in [17] that it is PSPACE-complete to decide the winner of Poset Games PP in terms of the number of elements in PP. By Theorem 3.1 every game in Poset Games has the same literal form as a game in Digraph placement. Furthermore, each vertex in a Poset Games game PP will correspond to at least 11 and at most 22 vertices in the Digraph placement game GG with the same literal form as PP, while transforming PP into GG is polynomial time in the number of elements in PP. Hence, there exists games in Digraph placement where it is PSPACE-complete to decided the winner. This completes the proof. ∎

4 Universality

Despite there being literal forms such as the example in Figure 2 which do not appear as Digraph placement games, in this section we show that Digraph placement is a universal ruleset. See Theorem 4.5 for this result. Our proof is constructive and requires some preliminaries from the literature. Before proving Theorem 4.5 we consider four relevant lemmas, the first two of which are familiar to those familiar with combinatorial game theory.

Lemma 4.1 (Chapter II Theorem 3.7 [30]).

Let GG be a short game. Then there exists an integer nn such that n<G<n-n<G<n.

Lemma 4.2 (Chapter II Theorem 3.21 [30]).

Let G={Y1,,Yk|Z1,,Zt}G=\{Y_{1},\dots,Y_{k}\mathrel{|}Z_{1},\dots,Z_{t}\} be a short game and xx a short number. Then

G+x={Y1+x,,Yk+x|Z1+x,,Zt+x}.G+x=\{Y_{1}+x,\dots,Y_{k}+x\mathrel{|}Z_{1}+x,\dots,Z_{t}+x\}.

The first lemma we must prove is that every short number is equal to some Digraph placement game. For completeness we state it formally as follows.

Lemma 4.3.

If xx is a short number, then there exists a Digraph placement game G=xG=x.

Proof.

By Theorem 3.1 every literal form appearing in Poset Games appears as a literal form in Digraph placement. As every Hackenbush game played on a path with a single ground edge has the same literal form as a position in Poset Games, every such Hackenbush game has the same literal form as a Digraph placement game. It was shown by Conway [13] that every short number xx is equal to a Hackenbush game played on a path with a single ground edge. Hence, for all numbers xx, there exists a Digraph placement game equal to xx. This completes the proof. ∎

The next step in the proof of the main theorem requires a complicated construction (gadget). Our construction is recursive. Let’s first explore a relatively simple case. Given Digraph placement games GG and HH we aim to construct a Digraph placement game equal to {G|H}\{G\mathrel{|}H\}. Hence, we take a copy of GG, a copy HH, and some additional vertices and edges. To get a Left option to GG we add a blue vertex which has an edge to every vertex not in our copy of GG and to get an option to HH we add a red vertex with an edge to every vertex not in our copy of HH. To ensure that the moves in either the copy of GG or the copy HH do not affect the value we include additional red and blue vertices that ensure dominated incentives for these moves. The inclusion of these extra vertices (and some edges) results in a game with value {1,G|1,H}\{-1,G\mathrel{|}1,H\}. We will argue in the proof of Theorem 4.5 that the existence of such a Digraph placement game is sufficient to imply the existence of a Digraph placement game equal to {G|H}\{G\mathrel{|}H\}. Our formal construction is given for games with multiple options for each player. See Lemma 4.4 for the value of what we construct.

For fixed but arbitrary positive integers kk and tt, let G1,,GkG_{1},\dots,G_{k} and H1,,HtH_{1},\dots,H_{t} be Digraph placement games. Let nn be a positive integer. We define a new Digraph placement game denoted by nG1,,Gk|H1,,Htn\langle G_{1},\dots,G_{k}\mathrel{|}H_{1},\dots,H_{t}\rangle; this game is played on the directed graph GG. The vertex set of GG, V(G)V(G), is the disjoint union of the vertex sets of the digraphs G1,,GkG_{1},\dots,G_{k} and H1,,HtH_{1},\dots,H_{t} and vertex sets {b1,,bk},{r1,,rt}\{b_{1},\dots,b_{k}\},\{r_{1},\dots,r_{t}\}, and {x1,,xn},{y1,,yn}\{x_{1},\dots,x_{n}\},\{y_{1},\dots,y_{n}\}. The 22-coloring of GG, ϕ\phi, is as follows;

  • if vV(Gi)v\in V(G_{i}), ϕ(v)=ψi(v)\phi(v)=\psi_{i}(v) where ψi\psi_{i} is the 22-coloring of GiG_{i}, and

  • if vV(Hj)v\in V(H_{j}), ϕ(v)=ψk+j(v)\phi(v)=\psi_{k+j}(v) where ψk+j\psi_{k+j} is the 22-coloring of HjH_{j}, and

  • for all 1ik1\leq i\leq k, ϕ(bi)=blue\phi(b_{i})=\text{blue}, and

  • for all 1jt1\leq j\leq t, ϕ(rj)=red\phi(r_{j})=\text{red}, and

  • for all 1in1\leq i\leq n, ϕ(xi)=blue\phi(x_{i})=\text{blue}, and

  • for all 1jn1\leq j\leq n, ϕ(yj)=red\phi(y_{j})=\text{red}.

We define the edge set of GG as follows. Let u,vV(G)u,v\in V(G),

  1. 1.

    if u,vV(Gi)u,v\in V(G_{i}), then (u,v)E(G)(u,v)\in E(G) if and only if (u,v)E(Gi)(u,v)\in E(G_{i}), and

  2. 2.

    if u,vV(Hj)u,v\in V(H_{j}), then (u,v)E(G)(u,v)\in E(G) if and only if (u,v)E(Hj)(u,v)\in E(H_{j}), and

  3. 3.

    if uV(Gi)u\in V(G_{i}) and vV(Gj)v\in V(G_{j}) where iji\neq j, then (u,v),(v,u)E(G)(u,v),(v,u)\in E(G), and

  4. 4.

    if uV(Hi)u\in V(H_{i}) and vV(Hj)v\in V(H_{j}) where iji\neq j, then (u,v),(v,u)E(G)(u,v),(v,u)\in E(G), and

  5. 5.

    if uV(Gi)u\in V(G_{i}) and vV(Hj)v\in V(H_{j}), then (u,v),(v,u)E(G)(u,v),(v,u)\in E(G), and

  6. 6.

    if u,v{b1,,bk}{r1,,rt}u,v\in\{b_{1},\dots,b_{k}\}\cup\{r_{1},\dots,r_{t}\}, then (u,v),(v,u)E(G)(u,v),(v,u)\in E(G), and

  7. 7.

    if u{b1,,bk}{r1,,rt}u\in\{b_{1},\dots,b_{k}\}\cup\{r_{1},\dots,r_{t}\} and v{x1,,xn}{y1,,yn}v\in\{x_{1},\dots,x_{n}\}\cup\{y_{1},\dots,y_{n}\}, then
    (u,v),(v,u)E(G)(u,v),(v,u)\in E(G), and

  8. 8.

    if v=biv=b_{i} and uV(Gi)u\in V(G_{i}), then (u,v)E(G)(u,v)\in E(G) and (v,u)E(G)(v,u)\not\in E(G), and

  9. 9.

    if v=rjv=r_{j} and uV(Hj)u\in V(H_{j}) , then (u,v)E(G)(u,v)\in E(G) and (v,u)E(G)(v,u)\not\in E(G), and

  10. 10.

    if v=bjv=b_{j}, and uV(Gi)u\in V(G_{i}) for iji\neq j, or uV(Hl)u\in V(H_{l}) for any ll, then (u,v),(v,u)E(G)(u,v),(v,u)\in E(G), and

  11. 11.

    if v=riv=r_{i}, and uV(Hj)u\in V(H_{j}) for jij\neq i, or uV(Gl)u\in V(G_{l}) for any ll, then (u,v),(v,u)E(G)(u,v),(v,u)\in E(G), and

  12. 12.

    if u,v{x1,,xn}{y1,,yn}u,v\in\{x_{1},\dots,x_{n}\}\cup\{y_{1},\dots,y_{n}\}, then (u,v),(v,u)E(G)(u,v),(v,u)\not\in E(G) , and

  13. 13.

    if uV(Gi)u\in V(G_{i}) or uV(Hj)u\in V(H_{j}) for any ii or jj, and v=xlv=x_{l}, then (v,u)E(G)(v,u)\in E(G), while (u,v)E(G)(u,v)\in E(G) if and only if ϕ(u)=blue\phi(u)=\text{blue}.

  14. 14.

    if uV(Gi)u\in V(G_{i}) or uV(Hj)u\in V(H_{j}) for any ii or jj, and v=ylv=y_{l}, then (v,u)E(G)(v,u)\in E(G), while (u,v)E(G)(u,v)\in E(G) if and only if ϕ(u)=red\phi(u)=\text{red}.

This describes the Digraph placement game nG1,,Gk|H1,,Htn\langle G_{1},\dots,G_{k}\mathrel{|}H_{1},\dots,H_{t}\rangle. Given sets of Digraph placement games L={G1,,Gk}L=\{G_{1},\dots,G_{k}\} and R={H1,,Ht}R=\{H_{1},\dots,H_{t}\}, we let nL|R=nG1,,Gk|H1,,Htn\langle L\mathrel{|}R\rangle=n\langle G_{1},\dots,G_{k}\mathrel{|}H_{1},\dots,H_{t}\rangle.

Figure 3: The Digraph placement game 10,H|0,H=21\langle 0,H\mathrel{|}0,H\rangle=\mathord{\ast}2.

We now consider some examples. Let 0 denote the empty graph. Let

H=({u,v},{(u,v),(v,u)},ϕ)H=(\{u,v\},\{(u,v),(v,u)\},\phi)

such that ϕ(u)=blue\phi(u)=\text{blue} and ϕ(v)=red\phi(v)=\text{red}; notice that H=H=\mathord{\ast}. See Figure 3 for a figure depicting 10,H|0,H1\langle 0,H\mathrel{|}0,H\rangle. In Figure 1, the component of the (left) game equal to ={|0}\mathord{\downarrow}=\{\mathord{\ast}\mathrel{|}0\} is 1H|01\langle H\mathrel{|}0\rangle.

We now proceed to Lemma 4.4.

Lemma 4.4.

Let G1,,GkG_{1},\dots,G_{k} and H1,,HtH_{1},\dots,H_{t} be Digraph placement games. Then there exists a Digraph Placement game

G={1,G1,,Gk|1,H1,,Ht}.G=\{-1,G_{1},\dots,G_{k}\mathrel{|}1,H_{1},\dots,H_{t}\}.
Proof.

As G1,,GkG_{1},\dots,G_{k} and H1,,HtH_{1},\dots,H_{t} are finite lists of short games, the set SS of all games QQ such that QQ is an option of some game GiG_{i} or HjH_{j}, or the option of an option of some game GiG_{i} to HjH_{j}, is finite. Then by Lemma 4.1 there exists a positive integer nn such that for all QSQ\in S,

n<Q<n.-n<Q<n.

Observe that any nn greater than the order of all graphs G1,,GkG_{1},\dots,G_{k} and H1,,HtH_{1},\dots,H_{t} satisfies the above property. Let nn be such an integer and let G(2n+2)G1,,Gk|H1,,HtG\cong(2n+2)\langle G_{1},\dots,G_{k}\mathrel{|}H_{1},\dots,H_{t}\rangle. We claim that

G={1,G1,,Gk|1,H1,,Ht}.G=\{-1,G_{1},\dots,G_{k}\mathrel{|}1,H_{1},\dots,H_{t}\}.

We prove that Left has options to every value in the set {1,G1,,Gk}\{-1,G_{1},\dots,G_{k}\}, and every non-dominated Left option takes a value in the set {1,G1,,Gk}\{-1,G_{1},\dots,G_{k}\}; we also prove that Right has an option to every value in the set {1,H1,,Ht}\{1,H_{1},\dots,H_{t}\}, and every non-dominated Right option takes a value in the set {1,H1,,Ht}\{1,H_{1},\dots,H_{t}\}. We prove this fact for Left’s options; the result for Right’s options follows by a similar argument due to the symmetry of our construction.

Suppose it is Left’s turn. Let 1ik1\leq i\leq k be fixed. Observe that N+[bi]=V(G)V(Gi)N^{+}[b_{i}]=V(G)\setminus V(G_{i}). Hence, if Left deletes vertex bib_{i}, then all vertices in GG except those vertices in GiG_{i} are also deleted. As G[V(Gi)]GiG[V(G_{i})]\cong G_{i}, Left has an option to GiG_{i}. As 1ik1\leq i\leq k was chosen without loss of generality, Left has an option to GiG_{i} for all 1ik1\leq i\leq k.

Observe that for all 1i2n+21\leq i\leq 2n+2,

N+(xi)=V(G)({x1,,x2n+2}{y1,,y2n+2}).N^{+}(x_{i})=V(G)\setminus(\{x_{1},\dots,x_{2n+2}\}\cup\{y_{1},\dots,y_{2n+2}\}).

Hence, if Left deletes any blue vertex xix_{i}, then this leaves a Digraph placement game with 2n+12n+1 blue vertices, 2n+22n+2 red vertices, and no edges. Such a game is equal to 1-1. Hence, Left has an option to 1-1.

The remaining Left options in GG to consider are any moves which delete a blue vertex in GiG_{i} for some 1ik1\leq i\leq k or HjH_{j} for some 1jt1\leq j\leq t. Let 1ik1\leq i\leq k and 1jt1\leq j\leq t be fixed. Notice that if vV(Gi)v\in V(G_{i}), then

V(G)N+[v]=(V(Gi)N+[v]){y1,,y2n+2}V(G)\setminus N^{+}[v]=(V(G_{i})\setminus N^{+}[v])\cup\{y_{1},\dots,y_{2n+2}\}

and that if vV(Hj)v\in V(H_{j}), then

V(G)N+[v]=(V(Hj)N+[v]){y1,,y2n+2}.V(G)\setminus N^{+}[v]=(V(H_{j})\setminus N^{+}[v])\cup\{y_{1},\dots,y_{2n+2}\}.

We claim that by our choice of nn, deleting any blue vertex vV(Gi)v\in V(G_{i}) or vV(Hj)v\in V(H_{j}) is a dominated Left option. Suppose without loss of generality vV(Gi)v\in V(G_{i}). To prove this we will show that

G/v<1.G/v<-1.

In order to show this we will prove that

G/v<(Gi/v)n1.G/v<(G_{i}/v)-n-1.

Notice that (Gi/v)n1<1(G_{i}/v)-n-1<-1 by our choice of nn.

Consider the difference G/vGi/v+n+1G/v-G_{i}/v+n+1. Notice that y1y_{1} is a red vertex and

G/[v,y1]2n1.G/[v,y_{1}]\cong-2n-1.

Hence, Right moving first by deleting y1y_{1} moves the difference to a game equal to Gi/vnG_{i}/v-n, which is negative 0 by our choice of nn. So Right wins G/vGi/v+n+1G/v-G_{i}/v+n+1 moving first.

Next, we show that all of Left’s moves in the difference G/vGi/v+n+1G/v-G_{i}/v+n+1 are losing. By Lemma 4.2, if Left has a winning option in G/vGi/v+n+1G/v-G_{i}/v+n+1, then Left has a winning option by moving in G/vG/v or by moving in Gi/vG_{i}/v. Notice that no blue vertex in G/vG/v has a edge pointing to any vertex in the set {y1,,x2n+2}\{y_{1},\dots,x_{2n+2}\}. If Left deletes vertex uV(G/v)u\in V(G/v), then Right wins by deleting y1y_{1} on their turn because as before this results in a game equal to Gi/vnG_{i}/v-n, which is negative. If Left deletes vertex uV(Gi/v)u\in V(G_{i}/v), then this leaves the game G/vGi/[v,u]+n+1G/v-G_{i}/[v,u]+n+1. Again, Right deletes y1y_{1} in response leaving the game

2n1+Gi/[v,u]+n+1=Gi/[v,u]n-2n-1+G_{i}/[v,u]+n+1=G_{i}/[v,u]-n

which is negative by our choice of nn. Hence, Left loses moving first. This implies the desired result that G/v<1G/v<-1. As vv was chosen without loss of generality, Left deleting a blue vertex vV(Gi)v\in V(G_{i}) is a dominated Left option for all blue vertices vV(Gi)v\in V(G_{i}) for all 1ik1\leq i\leq k. Notice that the same argument can be made when vV(Hj)v\in V(H_{j}) is a blue vertex.

It follows that Left has options to every value in the set {1,G1,,Gk}\{-1,G_{1},\dots,G_{k}\}, while every non-dominated Left option takes a value in the set {1,G1,,Gk}\{-1,G_{1},\dots,G_{k}\}. As stated earlier, our claim that Right has an option to every value in the set {1,H1,,Ht}\{1,H_{1},\dots,H_{t}\}, while every non-dominated Right option takes a value in the set {1,H1,,Ht}\{1,H_{1},\dots,H_{t}\} follows by a symmetric argument. This concludes the proof. ∎

With all of the necessary preliminaries complete we are prepared to prove that Digraph placement is a universal ruleset.

Theorem 4.5.

If XX is a short game, then there exists a Digraph placement game GG, such that G=XG=X.

Proof.

Let XX be a short game. By Lemma 4.3 if XX is a short number, then there exists a G=XG=X. Suppose then that XX is not a number. Then XX has a Left option and a Right option, given that the only games without options for both players are integers.

Suppose without loss of generality that XX is in canonical form and

X={Y1,,Yk|Z1,,Zt}.X=\{Y_{1},\dots,Y_{k}\mathrel{|}Z_{1},\dots,Z_{t}\}.

Every option of XX has a birthday smaller than XX. As XX has an option for both players and XX is in canonical form, X0X\neq 0. Hence, the birthday of XX, say bb, is strictly positive. Suppose for the sake of contradiction that XX is not equal to any Digraph placement game, and bb is the least integer such that a game XX with birthday bb not equal to any Digraph placement game.

By this assumption for all 1ik1\leq i\leq k and 1jt1\leq j\leq t, there exists a Digraph placement game Gi=YiG_{i}=Y_{i} and a Digraph placement game Hj=ZjH_{j}=Z_{j}. By Lemma 4.4 there exists a Digraph placement game GG^{\prime} which satisfies that

G={1,G1,,Gk|1,H1,,Ht}.G^{\prime}=\{-1,G_{1},\dots,G_{k}\mathrel{|}1,H_{1},\dots,H_{t}\}.

If G=XG^{\prime}=X, then we have contradicted our assumption that no Digraph placement game equals XX. Suppose then that GXG^{\prime}\neq X.

If GXG^{\prime}\neq X, then either 1-1 is not dominated by a Left option of XX or 11 is not dominated by a Right option of XX. Observe that at least one of these options must be dominated, as otherwise, X=0X=0 contradicting our assumption that XX is not a number. Without loss of generality consider the case where 1-1 is dominated by a Left option of XX but 11 is not dominated by a Right option of XX.

Now consider the difference, GXG^{\prime}-X. Right wins going second by following a mirroring strategy. Similarly, Right loses moving first unless Right takes their option to 11 in GG^{\prime}. By our assumption that GXG^{\prime}\neq X, it follows that 1X01-X\leq 0, given that we have shown all other moves are losing for either player. Given our assumption that XX is not a number, this implies that X>1X>1.

We let nn be the smallest integer such that X<nX<n, this is defined due to Lemma 4.1. As X>1X>1, we conclude that n2n\geq 2. Then, by the minimality of nn, X=n1X=n-1 or n1\fltrivbXn-1\mathrel{\fltrivb}X. But we have assumed that XX is not an integer, so Xn1X\neq n-1 implying that n1\fltrivbXn-1\mathrel{\fltrivb}X. Hence, 0\fltrivbXn+1<X0\mathrel{\fltrivb}X-n+1<X and as a result Xn+1X-n+1 is either Left win, or next player win. That is, Left going first has an option in Xn+1X-n+1 which is at least 0 and so dominates 1-1. We note for future consideration that Xn+1<1X-n+1<1 given (Xn+1)1=Xn<0(X-n+1)-1=X-n<0 by our choice of nn.

We claim that there exists a Digraph placement game G′′=Xn+1G^{\prime\prime}=X-n+1. By Lemma 4.2 we notice that

Xn+1={Y1n+1,,Ykn+1|Z1n+1,,Ztn+1}.X-n+1=\{Y_{1}-n+1,\dots,Y_{k}-n+1\mathrel{|}Z_{1}-n+1,\dots,Z_{t}-n+1\}.

As 1n1-n is a number, there exists a Digraph placement game equal to 1n1-n, hence, for all 1ik1\leq i\leq k and 1jt1\leq j\leq t, there exists a Digraph placement game equal to Gin+1=Yin+1G_{i}-n+1=Y_{i}-n+1 and a Digraph placement game equal to Hjn+1=Zjn+1H_{j}-n+1=Z_{j}-n+1 formed by taking disjoint unions of Digraph placement games. Thus, by Lemma 4.4 there exists a Digraph placement game G′′G^{\prime\prime} such that

G′′\displaystyle G^{\prime\prime} =\displaystyle= {1,G1n+1,,Gkn+1|1,H1n+1,,Htn+1}\displaystyle\{-1,G_{1}-n+1,\dots,G_{k}-n+1\mathrel{|}1,H_{1}-n+1,\dots,H_{t}-n+1\}
=\displaystyle= {1,Y1n+1,,Ykn+1|1,Z1n+1,,Ztn+1}.\displaystyle\{-1,Y_{1}-n+1,\dots,Y_{k}-n+1\mathrel{|}1,Z_{1}-n+1,\dots,Z_{t}-n+1\}.

We claim that G′′=Xn+1G^{\prime\prime}=X-n+1.

Recall that Left has an option in Xn+1X-n+1 which dominates 1-1. So 1-1 is dominated as a Left option in G′′G^{\prime\prime}. Thus, G′′=HG^{\prime\prime}=H where

H\displaystyle H =\displaystyle= {Y1n+1,,Ykn+1|1,Z1n+1,,Ztn+1}.\displaystyle\{Y_{1}-n+1,\dots,Y_{k}-n+1\mathrel{|}1,Z_{1}-n+1,\dots,Z_{t}-n+1\}.

Consider the difference H(Xn+1)H-(X-n+1). As before, a mirroring strategy implies that Left will loses moving first in this difference, while a mirroring strategy also implies that Right will lose moving first, unless they take their option to 11 in HH. Suppose that Right moves first and takes their option in HH to 11. Then the resulting game is of the form

1(Xn+1)\displaystyle 1-(X-n+1) =\displaystyle= 1X+n1\displaystyle 1-X+n-1
=\displaystyle= nX>0\displaystyle n-X>0

by our choice of nn. So Right also loses if they move first in H(Xn+1)H-(X-n+1). Hence, H(Xn+1)H-(X-n+1) is previous player win, which implies that G′′=H=Xn+1G^{\prime\prime}=H=X-n+1. By Lemma 4.3 there exists a Digraph placement game equal to n1n-1, hence there exists a Digraph placement game, call it G=G′′+n1=(Xn+1)+n1=XG=G^{\prime\prime}+n-1=(X-n+1)+n-1=X formed by taking the disjoint union of G′′G^{\prime\prime} and a Digraph placement game equal to n1n-1. As this contradicts our assumption that XX is not equal to a Digraph placement game, this assumption must be false, so XX is equal to a Digraph placement game.

The case where 11 is dominated by a Right option of XX but 1-1 is not dominated by a Left option of XX leads to a contradiction by a symmetric argument. Here symmetric refers to switching the roles of the players. Given XX was chosen to be a minimal counter-example, we conclude that there exists no counter-example. This complete the proof. ∎

5 Constructing Games Values in Smallest Graphs

Now that we know Digraph placement is a universal ruleset, as shown in Theorem 4.5, we can consider the matter of which values are hardest to construct in Digraph placement. Given a game XX, let f(X)f(X) be the least integer such that there exists a Digraph placement game GG with f(X)f(X) vertices where G=XG=X. In this section we provide bounds on the function f(X)f(X) for general XX.

We let 𝔾b\mathbb{G}_{b} be the set of values born by day bb, g(b)=|𝔾b|g(b)=\lvert\mathbb{G}_{b}\rvert, and we let

F(b)=maxX𝔾bf(X).F(b)=\max_{X\in\mathbb{G}_{b}}f(X).

Next let a(b)a(b) be the cardinality of a largest subset S𝔾bS\subseteq\mathbb{G}_{b} such that for all X,YSX,Y\in S, XYX\not\leq Y and XYX\not\geq Y; that is, a(b)a(b) is the cardinality of the largest antichain of games born by day bb. Observe that by containment, a(b)g(b)a(b)\leq g(b).

Our upper bound comes from the construction used in Section 4. Notably, even for a number of small games our construction does not minimize the number of vertices in a graph G=XG=X. See Appendix A. Do to this, we believe the upper bound we give here can be significantly improved. Our lower bounds are derived from some standard combinatorial and graph theoretic arguments.

We begin by analysing the number of vertices used in the construction given to prove Theorem 4.5.

Lemma 5.1.

Let b0b\geq 0. Then

F(b+1)2a(b)(F(b)+b+1)+5b+8.F(b+1)\leq 2a(b)(F(b)+b+1)+5b+8.
Proof.

For an integer nn, digraph games G1,,GkG_{1},\dots,G_{k}, and H1,,HtH_{1},\dots,H_{t}, the game
nG1,,Gk|H1,,Htn\langle G_{1},\dots,G_{k}\mathrel{|}H_{1},\dots,H_{t}\rangle has exactly

2n+k+t+1ik|V(Gi)|+1jt|V(Hj)|2n+k+t+\sum_{1\leq i\leq k}\lvert V(G_{i})\rvert+\sum_{1\leq j\leq t}\lvert V(H_{j})\rvert

vertices. By Lemma 4.4 and the proof of Theorem 4.5, for all games of the form X={Y1,,Yk|Z1,,Zt}X=\{Y_{1},\dots,Y_{k}\mathrel{|}Z_{1},\dots,Z_{t}\}, either

X\displaystyle X =(2m+2)G1,,Gk|H1,,Ht\displaystyle=(2m+2)\langle G_{1},\dots,G_{k}\mathrel{|}H_{1},\dots,H_{t}\rangle

or

X\displaystyle X =(2m+2)G1m+1,,Gkm+1|H1m+1,,Htm+1+m1,\displaystyle=(2m+2)\langle G_{1}-m+1,\dots,G_{k}-m+1\mathrel{|}H_{1}-m+1,\dots,H_{t}-m+1\rangle+m-1,

where for all options of XX and all options of options of XX, QQ, we have m<Q<m-m<Q<m.

Here for all 1ik1\leq i\leq k, Gi=YiG_{i}=Y_{i} and for all 1jt1\leq j\leq t, Hj=ZjH_{j}=Z_{j} where G1,,GkG_{1},\dots,G_{k} and H1,,HtH_{1},\dots,H_{t} are all Digraph placement games. Observe that for every option XX^{\prime} of XX, f(Xm+1)f(X)+m1F(b)+m1f(X^{\prime}-m+1)\leq f(X^{\prime})+m-1\leq F(b)+m-1. Assume without loss of generality that for all options XX^{\prime} of XX, we make Xm+1X-m+1 as a Digraph placement game with f(X)+m1f(X^{\prime})+m-1 vertices. Then the second form of XX above contains more vertices than the first, so we can assume that XX is of the second form without loss of generality.

Suppose without loss of generality that X={Y1,,Yk|Z1,,Zt}X=\{Y_{1},\dots,Y_{k}\mathrel{|}Z_{1},\dots,Z_{t}\} is born on day b+1b+1 and is in canonical form. Then XX has no dominated options and every option of XX is born by day bb. Hence, removing dominated options from {1,G1m+1,,Gkm+1}\{-1,G_{1}-m+1,\dots,G_{k}-m+1\} to form a set LL and removing dominated options from {1,H1m+1,,Htm+1}\{-1,H_{1}-m+1,\dots,H_{t}-m+1\} to form a set RR, notice that X=G(2m+2)L|Rm+1X=G\cong(2m+2)\langle L\mathrel{|}R\rangle-m+1 and |L|,|R|a(b)\lvert L\rvert,\lvert R\rvert\leq a(b). Furthermore, we note that for all games ZZ born by day bb, b1<Z<b+1-b-1<Z<b+1, so we may choose m=b+1m=b+1.

Hence,

f(X)\displaystyle f(X) 4b+8+2a(b)+a(b)(F(b)+b)+a(b)(F(b)+b)+b\displaystyle\leq 4b+8+2a(b)+a(b)(F(b)+b)+a(b)(F(b)+b)+b
=2a(b)(F(b)+b+1)+5b+8.\displaystyle=2a(b)(F(b)+b+1)+5b+8.

This concludes the proof. ∎

We have the following useful lower bound of F(b)F(b).

Lemma 5.2 (Lemma 9 [36]).

For all b0b\geq 0,

g(b+1)g(b)2.g(b+1)\geq g(b)^{2}.
Lemma 5.3.

Let nn be a fixed integer and let G(n)G(n) equal the number of distinct game values equal to a Digraph placement game on at most nn vertices. Then for all n1n\geq 1,

log2(G(n))log2(n)+n2.\log_{2}(G(n))\leq\log_{2}(n)+n^{2}.
Proof.

Observe that each Digraph placement game is equal to exactly one game value. Hence, G(n)G(n) is at most the number of Digraph placement games on at most nn vertices. Observe that there are exactly

22(n2)=2n(n1)2^{2\binom{n}{2}}=2^{n(n-1)}

labeled directed graphs on nn vertices without repeated edges of the same orientation. Next, observe that for a fixed labeled directed graph GG on nn vertices, there are 2n2^{n}, 22-colorings of the vertices GG. Hence, there are at most

2n2n(n1)=2n22^{n}\cdot 2^{n(n-1)}=2^{n^{2}}

Digraph placement games with exactly nn vertices. Therefore,

G(n)n2n2G(n)\leq n2^{n^{2}}

implying that

log2(G(n))log2(n)+n2\log_{2}(G(n))\leq\log_{2}(n)+n^{2}

as required. ∎

We now can and do bound F(b)F(b) below by a function of bb.

Theorem 5.4.

For all b2b\geq 2,

F(b)2b/2.F(b)\geq\lfloor 2^{b/2}\rfloor.
Proof.

Let F(b)=nF(b)=n. Then G(n)g(b)G(n)\geq g(b) where G(n)G(n) is the number of distinct game values XX equal to a Digraph placement game on at most nn vertices. We now consider a lower bound on the value of g(b)g(b).

The literal forms born by day 11 are 0{|}0\cong\{\mathrel{|}\}, 1{0|}1\cong\{0\mathrel{|}\}, 1{|0}-1\cong\{\mathrel{|}0\}, and {0|0}\mathord{\ast}\cong\{0\mathrel{|}0\}. No two of these games are equal, so g(1)=4g(1)=4. By induction, for b2b\geq 2 Lemma 5.2 implies that

g(b)\displaystyle g(b) g(1)2b1\displaystyle\geq g(1)^{2^{b-1}}
=42b1\displaystyle=4^{2^{b-1}}
=22b.\displaystyle=2^{2^{b}}.

Thus G(n)22bG(n)\geq 2^{2^{b}} and furthermore log2(G(n))2b\log_{2}(G(n))\geq 2^{b}. Lemma 5.3 implies that

log2(n)+n2\displaystyle\log_{2}(n)+n^{2} 2b.\displaystyle\geq 2^{b}.

Hence, n2b/2n\geq\lfloor 2^{b/2}\rfloor, since log2(n)+n2=n\lfloor\sqrt{\log_{2}(n)+n^{2}}\rfloor=n for all integers n1n\geq 1. ∎

Having now established a lower bound for F(b)F(b), we turn our attention to getting specific bounds for b5b\leq 5. For b2b\leq 2 we obtain exact values of F(b)F(b). For b3b\geq 3 there remains significant room for improvement in future work.

Our estimations of F(b)F(b) for small bb use several methods. For b2b\leq 2 we construct games by hand for our upper bound and use combinatorial arguments to prove that these are tight. For b3b\geq 3 we obtain our upper bounds by bootstrapping using Lemma 5.1 and computational results from the literature regarding a(b)a(b) and g(b)g(b). Hence, we include some tables of small values of a(b)a(b) and g(b)g(b). Our lower bounds for 3b53\leq b\leq 5 are trivial and giving significant improvements seems a hard problem.

Lemma 5.5 (Chapter III, Section 1 [30], Lemma 3, Theorem 2 [33], Theorem 11 [36]).

For b4b\leq 4, g(b)g(b) and a(b)a(b) satisfy,

bb a(b)a(b) g(b)g(b)
0 11 11
11 22 44
22 44 2222
33 8686 14741474
44 <410184<4\cdot 10^{184} <410184<4\cdot 10^{184}
Theorem 5.6.

For b5b\leq 5, F(b)F(b) satisfies,

bb F(b)\leq F(b) F(b)F(b)\leq
0 0 0
11 22 22
22 44 44
33 55 7474
44 66 13 43913\,439
55 77 1.08101891.08\cdot 10^{189}
Proof.

We divide the proof into cases depending on which value bb takes in {0,1,2,3,4,5}\{0,1,2,3,4,5\}.


Case.1: b=0b=0.

The game 0{|}0\cong\{\mathrel{|}\} is the unique game born on day 0. As neither player has a move, the Digraph placement game played on an empty graph has value 0. So F(0)=0F(0)=0.


Case.2: b=1b=1.

The literal forms born by day 11 are 0{|}0\cong\{\mathrel{|}\}, 1{0|}1\cong\{0\mathrel{|}\}, 1{|0}-1\cong\{\mathrel{|}0\}, and {0|0}\mathord{\ast}\cong\{0\mathrel{|}0\}. The games 11 and 1-1 are equal to the Digraph placement game on a single blue vertex and a single red vertex respectfully. Meanwhile, \mathord{\ast} is equal to the Digraph placement game with a single blue vertex uu and a single red vertex vv, such that (u,v),(u,v)(u,v),(u,v) are both edges. Hence, F(1)2F(1)\leq 2.

To show that F(1)2F(1)\geq 2, observe that \mathord{\ast} has an option for both players. Hence, if GG is a Digraph placement game equal to \mathord{\ast} there must be at least one blue vertex and at least one red vertex. Thus, F(1)=2F(1)=2.


Case.3: b=2b=2.

By Lemma 5.5, g(2)=22g(2)=22, and a full list of game values born by day 22 is given in [33]. We construct all 2222 of these values born by day 22 in as Digraph placement games with at most 44 vertices in Appendix A. Hence, F(2)4F(2)\leq 4.

Observe that if a Digraph placement game, say HH, has no blue vertices, then HH is an integer and H0H\leq 0 with equality holding exactly when HH is empty. Similarly, if HH has no red vertices, then HH is an integer and H0H\geq 0.

To see that F(2)4F(2)\geq 4, consider the game {1|1}\{1\mathrel{|}-1\} and let GG be a Digraph placement game equal to {1|1}\{1\mathrel{|}-1\}. Without loss of generality, consider Left moving first. If every Left option of GG has no blue vertices, then every option is a non-negative integer. Because Left wins GG going first, there must then be an option to the empty game. The option to the empty game is not reversible; hence G{1|1}G\neq\{1\mathrel{|}-1\}, a contradiction. That is, Left has an option to a game with a blue vertex and thus must itself have two blue vertices. Since Left was chosen without loss of generality, there must also be two red vertices. Thus, F(2)=4F(2)=4.


Case.4: b=3b=3.

Observe that F(3)74F(3)\leq 74 follows from Lemma 5.1 given F(2)=4F(2)=4 by case.3 and Lemma 5.5. To see that F(3)5F(3)\geq 5, notice that there exist game values born on day 33 with an option to a game equal to {1|1}\{1\mathrel{|}-1\}. Hence, any game that has {1|1}\{1\mathrel{|}-1\} as a follower requires at least 55 vertices.


Case.5: b=4b=4.

Observe that F(4)13 439F(4)\leq$13\,439$ follows from Lemma 5.1 given F(3)74F(3)\leq 74 by case.4 and Lemma 5.5. It is immediate that F(4)F(3)+16F(4)\geq F(3)+1\geq 6. Thus, 6F(4)13 4396\leq F(4)\leq$13\,439$.


Case.6: b=5b=5.

Observe that F(5)1.0810189F(5)\leq 1.08\cdot 10^{189} follows from Lemma 5.1 given F(4)13 439F(4)\leq$13\,439$ by case.5 and Lemma 5.5. It is immediate that F(5)F(4)+17F(5)\geq F(4)+1\geq 7. Thus, 7F(5)1.08101897\leq F(5)\leq 1.08\cdot 10^{189}. ∎

We now can and do give an upper bound for F(b)F(b) that is not recursive, unlike Lemma 5.1. This bound is not the best possible upper bound achievable by these methods. However, in the authors’ opinion, any improvement made primarily using these methods would remain far from tight. Hence, we give the following bound that is relatively simple to state.

Theorem 5.7.

For all b1b\geq 1,

F(b)<12g(b+1)b.F(b)<\frac{1}{2}g(b+1)-b.
Proof.

The result holds for 1b31\leq b\leq 3 by Lemma 5.5 and by Theorem 5.6. Suppose that the result holds for F(b)F(b) and consider F(b+1)F(b+1) where b3b\geq 3. Applying Lemma 5.1 and the induction hypothesis, we see that

F(b+1)\displaystyle F(b+1) 2a(b)(F(b)+b+1)+5b+8\displaystyle\leq 2a(b)(F(b)+b+1)+5b+8
2g(b)(F(b)+b+1)+5b+8.\displaystyle\leq 2g(b)(F(b)+b+1)+5b+8.
g(b)g(b+1)+5b+8.\displaystyle\leq g(b)g(b+1)+5b+8.

Using Lemma 5.2 twice gives g(b+2)g(b)2g(b+1)g(b+2)\geq g(b)^{2}g(b+1). This implies that

F(b+1)\displaystyle F(b+1) g(b+2)g(b)+5b+8.\displaystyle\leq\frac{g(b+2)}{g(b)}+5b+8.

We claim that g(b+2)g(b)+5b+8<g(b+2)2(b+1)\frac{g(b+2)}{g(b)}+5b+8<\frac{g(b+2)}{2}-(b+1). To show this, we consider the difference

g(b+2)2b1(g(b+2)g(b)+5b+8).\frac{g(b+2)}{2}-b-1-\left(\frac{g(b+2)}{g(b)}+5b+8\right).

By Lemma 5.2, for b2b\geq 2,

g(b)\displaystyle g(b) g(1)2b1\displaystyle\geq g(1)^{2^{b-1}}
=42b1\displaystyle=4^{2^{b-1}}
=22b.\displaystyle=2^{2^{b}}.

For all b3b\geq 3, g(b)22b>6b+9g(b)\geq 2^{2^{b}}>6b+9; hence

g(b+2)2(g(b+2)g(b)+6b+9)>0\frac{g(b+2)}{2}-\left(\frac{g(b+2)}{g(b)}+6b+9\right)>0

if and only if

g(b)g(b+2)2g(b+2)2(6b+9)g(b)>0.g(b)g(b+2)-2g(b+2)-2(6b+9)g(b)>0.

From here it is not hard to verify that

g(b)g(b+2)2g(b+2)2(6b+9)g(b)\displaystyle g(b)g(b+2)-2g(b+2)-2(6b+9)g(b) =(g(b)2)g(b+2)2(6b+9)g(b)\displaystyle=(g(b)-2)g(b+2)-2(6b+9)g(b)
(g(b)2)g(b+2)2g(b)2\displaystyle\geq(g(b)-2)g(b+2)-2g(b)^{2}
(g(b)2)g(b+2)2g(b+1)\displaystyle\geq(g(b)-2)g(b+2)-2g(b+1)
>2g(b+2)2g(b+1)\displaystyle>2g(b+2)-2g(b+1)
=2(g(b+2)g(b+1))\displaystyle=2\Bigl{(}g(b+2)-g(b+1)\Bigr{)}
>0.\displaystyle>0.

For all b3b\geq 3, g(b)>4g(b)>4 and g(b)g(b) is a strictly increasing monotone function. Thus,

F(b+1)\displaystyle F(b+1) g(b+2)g(b)+5b+9\displaystyle\leq\frac{g(b+2)}{g(b)}+5b+9
<g(b+2)2b\displaystyle<\frac{g(b+2)}{2}-b

as desired. This concludes the proof. ∎

6 Future Work

Here we discuss some questions for future work. The first and perhaps most obvious of these is the following.

Problem 6.1.

Determine the value of F(3)F(3).

If F(3)F(3) is small, say at most 1515, then a computer assisted search may be able to answer this question explicitly. If F(3)F(3) is much larger there may be no way to obtain an explicit solution to this problem through brute force. Even if this is the case, it seems our estimation that 5F(3)745\leq F(3)\leq 74 should be able to be improved. Such work may contribute some insight into alternative methods of constructing values than the one we present in Theorem 4.5, potentially leading to improved upper bound for F(b)F(b) compared to Theorem 5.7.

This leads into our first conjecture.

Conjecture 6.2.

F(b)=o(g(b))F(b)=o(g(b)).

Theorem 5.6 implies that for b4b\leq 4, F(b)<g(b)F(b)<g(b). Moreover, we notice that the gap between F(b)F(b) and g(b)g(b) is expanding rapidly for b4b\leq 4. Hence, it seems reasonable to assume, given the nature of how fast these functions are growing, that these early gaps will further expand as bb tends to infinity, hence this conjecture. To prove this result, one would need a new approach to bounding F(b)F(b) above, or, using Lemma 5.1, to prove that a(b)F(b)=o(g(b))a(b)F(b)=o(g(b)). We observe that there is little to indicate that a(b)F(b)=o(g(b))a(b)F(b)=o(g(b)), although the possibility of this cannot be discounted.

Another approach to understanding the construction of game values in Digraph placement is to maximize f(X)f(X) over smaller sets of games XX. What values XX are the hardest to make in Digraph placement? One way to formalize this is as 6.3.

Problem 6.3.

Find a set of game values SS, such that there exists a constant c>0c>0, where if SbS_{b} is the set of all games in SS born by day bb,

minXSbf(X)cF(b)\min_{X\in S_{b}}f(X)\geq cF(b)

for all sufficiently large bb.

Alternatively, which game values XX born by day bb require much fewer than F(b)F(b) vertices to make? Numbers, switches, uptimals and other notable classes of games are all candidates. We note that every nimber n\mathord{\ast}n can be constructed with 2n2n vertices through the use of ordinal sums. We conjecture that this is best possible.

Conjecture 6.4.

Let n1n\geq 1 be an integer. Then,

f(n)=2n.f(\mathord{\ast}n)=2n.

A similar meta question is to ask which graph theoretic parameters of the underlying graph GG impact the winner and the value of a Digraph placement game GG. There are too many such questions to list; we provide three examples.

Question 6.5.

Huntemann and Maciosowski [25] recently proved that the maximum degree of a graph GG and the temperature of the Snort game played on GG can be arbitrarily far apart. How do degree and temperature relate in Digraph placement games?

Question 6.6.

Do there exists values XX such that XX is not equal to any connected Digraph placement game?

Question 6.7.

For which graph classes 𝒢\mathcal{G} can the winner of all Digraph placement games GG in 𝒢\mathcal{G} be solved in polynomial time?

Tools that would likely assist in answering the aforementioned problems are methods for helpfully simplifying a Digraph placement game GG while ensuring that the resulting Digraph placement game HH satisfies G=HG=H. Do such operations exist?

In a similar vein one can ask, how do operations on graphs, which are natural from the perspective of graph theory, impact the values of Digraph placement games? The first author and Finbow conjectured in [11] that the value of a lexicographic product of a family of impartial Poset Games can be written in closed form as a function of the values of its factors. For which families of Digraph placement games do useful properties of Poset Games remain true?

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Appendix A Minimal constructions of Values Born by Day 2

All 2222 game values born by day 22 are constructed as Digraph placement games. We use the minimum number of vertices required for each value. There are several values that require 44 vertices.


2-2 :22 :

1-1 :11 :

1+-1+\mathord{\ast} :1+1+\mathord{\ast} :

12-\frac{1}{2} :12\frac{1}{2} :

{|1}\{\mathord{\ast}\mathrel{|}-1\} :{1|}\{1\mathrel{|}\mathord{\ast}\} :

{0|1}\{0\mathrel{|}-1\} :{1|0}\{1\mathrel{|}0\} :

\mathord{\downarrow} :\mathord{\uparrow} :

+\mathord{\downarrow}+\mathord{\ast} :+\mathord{\uparrow}+\mathord{\ast} :

{0,|1}\{0,\mathord{\ast}\mathrel{|}-1\} :{1|0,}\{1\mathrel{|}0,\mathord{\ast}\} :

0 :\mathord{\ast} :

2\mathord{\ast}2 :{1|1}\{1\mathrel{|}-1\} :