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Generalization.md

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Sketch for further generalization

A positional game consists of:

  • Elements of a finite set X ("The board")
  • A family of subsets F ("The winning sets") which is a subset of Pow(X).
  • Two players, FP (First Player, Maker) and SP (Second Player, Breaker)
  • A criterion for winning the game

The players take turns, claiming previously unoccupied elements of X until all elements of X are claimed.

There are different winning criteria depending on the type of postitional game:

  • Strong positional game (Maker-Maker): The winner is the first player to fully claim some element in F. If neither player has claimed some element in F when all elements in X are claimed the game is a draw.

  • Weak positional game (Maker-Breaker): FP ("Maker") wins the game as soon as he fully claims a set in F (not necessarily first). If Maker has not won by the time all elemnets of X are claimed, SP ("Breaker") wins (i.e. SP has claimed at least one element in every winning set). Draws are not possible. Every Strong positional game can be reformulated as a Maker-Breaker variant?

  • Avoider-Enforcer positional game: This game has the exact opposite (misère) winning criteria of the corresponding Maker-Breaker game for the same X and F. I.e. SP ("Enforcer") wins if FP ("Avoider") fully claims an element of F ("losing sets"). Avoider wins if by the time all elements of X are claimed, he has not claimed an element of F.

  • Discrepancy game: A hybrid between Maker-Breaker and Avoider-Enforcer. FP's ("Balancer") aims to end up with the correct proportion of elements in element of F.

  • Orientation games:

  • Waiter-Client game (Picker-Chooser):

We can codify a positional game by the following properties:

  • The "Board" (the set X) is represented by a graph

  • Represent the elements of X ("positions") as either the set of edges, or the set of vertices in X.

  • Define in what way elements in X are related (interconnected). E.g. as a Hexagon board, square board, complete graph, ...

  • Define the "size" of X. The meaning of size may depend on how elements are related. E.g. size can be the side for a square square board, the number of vertices for a complete graph, ...

  • Valid next moves (element in X to be potentially claimed) for either player.

  • Winning criteria. Maybe the type of positional game can be used as a help when deciding who the winner is. It is desireable to deduce a winner as soon as soon as only one outcome is possible (assuming non-perfect players). E.g. to not let the game continue until all elements of X are claimed if it does not change the winner assuming non-perfect players.

    Ideally a set of general criteria (or small functions) should be figured out that could be reused when specifying a game. Some ideas: neigbouring positions of length n making up a geometric line (for Tic-Tac-Toe, Gomuko, ...), Some property on spanning trees (Gale, Shannon Switching Game, ...), Path existence (Hex), ..., Existence of Hamiltonian cycle, ...

Classification of some games:

Strong Positional

Maker-Breaker

Avoider-Enforcer

Alternative classification

Connection games