## From my Fifth A-to-Z: Zugzwang

The Fall 2018 A-to-Z gave me the chance to talk a bit more about game theory. It and knot theory are two of the fields of mathematics I most long to know better. Well, that and differential geometry. It also gave me the chance to show off how I read The Yiddish Policeman’s Union. I enjoyed the book.

My final glossary term for this year’s A To Z sequence was suggested by aajohannas, who’d also suggested “randomness” and “tiling”. I don’t know of any blogs or other projects they’re behind, but if I do hear, I’ll pass them on.

# Zugzwang.

Some areas of mathematics struggle against the question, “So what is this useful for?” As though usefulness were a particular merit — or demerit — for a field of human study. Most mathematics fields discover some use, though, even if it takes centuries. Others are born useful. Probability, for example. Statistics. Know what the fields are and you know why they’re valuable.

Game theory is another of these. The subject, as often happens, we can trace back centuries. Usually as the study of some particular game. Occasionally in the study of some political science problem. But game theory developed a particular identity in the early 20th century. Some of this from set theory experts. Some from probability experts. Some from John von Neumann, because it was the 20th century and all that. Calling it “game theory” explains why anyone might like to study it. Who doesn’t like playing games? Who, studying a game, doesn’t want to play it better?

But why it might be interesting is different from why it might be important. Think of what a game is. It is a string of choices made by one or more parties. The point of the choices is to achieve some goal. Put that way you realize: this is everything. All life is making choices, all in the pursuit of some goal, even if that goal is just “not end up any worse off”. I don’t know that the earliest researchers in game theory as a field realized what a powerful subject they had touched on. But by the 1950s they were doing serious work in strategic planning, and by 1964 were even giving us Stanley Kubrick movies.

This is taking me away from my glossary term. The field of games is enormous. If we narrow the field some we can discuss specific kinds of games. And say more involved things about these games. So first we’ll limit things by thinking only of sequential games. These are ones where there are a set number of players, and they take turns making choices. I’m not sure whether the field expects the order of play to be the same every time. My understanding is that much of the focus is on two-player games. What’s important is that at any one step there’s only one party making a choice.

The other thing narrowing the field is to think of information. There are many things that can affect the state of the game. Some of them might be obvious, like where the pieces are on the game board. Or how much money a player has. We’re used to that. But there can be hidden information. A player might conceal some game money so as to make other players underestimate her resources. Many card games have one or more cards concealed from the other players. There can be information unknown to any party. No one can make a useful prediction what the next throw of the game dice will be. Or what the next event card will be.

But there are games where there’s none of this ambiguity. These are called games with “perfect information”. In them all the players know the past moves every player has made. Or at least should know them. Players are allowed to forget what they ought to know.

There’s a separate but similar-sounding idea called “complete information”. In a game with complete information, players know everything that affects the gameplay. At least, probably, apart from what their opponents intend to do. This might sound like an impossibly high standard, at first. All games with shuffled decks of cards and with dice to roll are out. There’s no concealing or lying about the state of affairs.

Set complete-information aside; we don’t need it here. Think only of perfect-information games. What are they? Some ancient games, certainly. Tic-tac-toe, for example. Some more modern versions, like Connect Four and its variations. Some that are actually deep, like checkers and chess and go. Some that are, arguably, more puzzles than games, as in sudoku. Some that hardly seem like games, like several people agreeing how to cut a cake fairly. Some that seem like tests to prove people are fundamentally stupid, like when you auction off a dollar. (The rules are set so players can easily end up paying more then a dollar.) But that’s enough for me, at least. You can see there are games of clear, tangible interest here.

The last restriction: think only of two-player games. Or at least two parties. Any of these two-party sequential games with perfect information are a part of “combinatorial game theory”. It doesn’t usually allow for incomplete-information games. But at least the MathWorld glossary doesn’t demand they be ruled out. So I will defer to this authority. I’m not sure how the name “combinatorial” got attached to this kind of game. My guess is that it seems like you should be able to list all the possible combinations of legal moves. That number may be enormous, as chess and go players are always going on about. But you could imagine a vast book which lists every possible game. If your friend ever challenged you to a game of chess the two of you could simply agree, oh, you’ll play game number 2,038,940,949,172 and then look up to see who won. Quite the time-saver.

Most games don’t have such a book, though. Players have to act on what they understand of the current state, and what they think the other player will do. This is where we get strategies from. Not just what we plan to do, but what we imagine the other party plans to do. When working out a strategy we often expect the other party to play perfectly. That is, to make no mistakes, to not do anything that worsens their position. Or that reduces their chance of winning.

… And yes, arguably, the word “chance” doesn’t belong there. These are games where the rules are known, every past move is known, every future move is in principle computable. And if we suppose everyone is making the best possible move then we can imagine forecasting the whole future of the game. One player has a “chance” of winning in the same way Christmas day of the year 2038 has a “chance” of being on a Tuesday. That is, the probability is just an expression of our ignorance, that we don’t happen to be able to look it up.

But what choice do we have? I’ve never seen a reference that lists all the possible games of tic-tac-toe. And that’s about the simplest combinatorial-game-theory game anyone might actually play. What’s possible is to look at the current state of the game. And evaluate which player seems to be closer to her goal. And then look at all the possible moves.

There are three things a move can do. It can put the party closer to the goal. It can put the party farther from the goal. Or it can do neither. On her turn the other party might do something that moves you farther from your goal, moves you closer to your goal, or doesn’t affect your status at all. It seems like this makes strategy obvious. On every step take the available move that takes one closest to the goal. This is known as a “greedy” strategy. As the name suggests it isn’t automatically bad. If you expect the game to be a short one, greed might be the best approach. The catch is that moves that seem less good — even ones that seem to hurt you initially — might set up other, even better moves. So strategy requires some thinking beyond the current step. Properly, it requires thinking through to the end of the game. Or at least until the end of the game seems obvious.

We should like a strategy that leaves us no choice but to win. Next-best would be one that leaves the game undecided, since something might happen like the other player needing to catch a bus and so resigning. This is how I got my solitary win in the two months I spent in the college chess club. Worst would be the games that leave us no choice but to lose.

It can be that there are no good moves. That is, that every move available makes it a little less likely that we win. Sometimes a game offers the chance to pass, preserving the state of the game but giving the other party the turn. Then maybe the other party will do something that creates a better opportunity for us. But if we are allowed to pass, there’s a good chance the game lets the other party pass, too, and we end up in the same fix. And it may be the rules of the game don’t allow passing anyway. One must move.

The phenomenon of having to make a move when it’s impossible to make a good move has prominence in chess. I don’t have the chess knowledge to say how common the situation is. But it seems to be a situation people who study chess problems love. I suppose it appeals to a love of lost causes and the hope that you can be brilliant enough to see what everyone else has overlooked. German chess literates gave it a name 160 years ago, “zugzwang”, “compulsion to move”. Somehow I never encountered the term when I was briefly a college chess player. Perhaps because I was never in zugzwang and was just too incompetent a player to find my good moves. I first encountered the term in Michael Chabon’s The Yiddish Policeman’s Union. The protagonist picked up on the term as he investigated the murder of a chess player and then felt himself in one.

Combinatorial game theorists have picked up the word, and sharpened its meaning. If I understand correctly chess players allow the term to be used for any case where a player hurts her position by moving at all. Game theorists make it more dire. This may reflect their knowledge that an optimal strategy might require taking some dismal steps along the way. The game theorist formally grants the term only to the situation where the compulsion to move changes what should be a win into a loss. This seems terrible, but then, we’ve all done this in play. We all feel terrible about it.

I’d like here to give examples. But in searching the web I can find only either courses in game theory. These are a bit too much for even me to sumarize. Or chess problems, which I’m not up to understanding. It seems hard to set out an example: I need to not just set out the game, but show that what had been a win is now, by any available move, turned into a loss. Chess is looser. It even allows, I discover, a double zugzwang, where both players are at a disadvantage if they have to move.

It’s a quite relatable problem. You see why game theory has this reputation as mathematics that touches all life.

And with that … I am done! All of the Fall 2018 Mathematics A To Z posts should be at this link. Next week I’ll post my big list of all the letters, though. And, as has become tradition, a post about what I learned by doing this project. And sometime before then I should have at least one more Reading the Comics post. Thanks kindly for reading and we’ll see when in 2019 I feel up to doing another of these.

## Some fun with Latin Squares

I found a cute, playful bit paper on arXiv.org. Fun with Latin Squares, by Michael Han, Tanya Khovanova, Ella Kim, Evin Liang, Miriam (Mira)Lubashev, Oleg Polin, Vaibhav Rastogi, Benjamin Taycher, Ada Tsui, and Cindy Wei, appears to be the result of a school research project. A Latin Square is an arrangement of numbers. Like, if you have the whole numbers from 1 to 5, you can make a five-row, five-column magic square, with each number appearing once in each row and column. If you have the numbers from 1 to 10 you can make a ten-row, ten-column magic square, again with each number appearing once per row and column. And so on.

So what the arXiv.org paper does is look at different types of Latin Squares, and whip up some new ones by imposing new rules. Latin Squares are one of those corners of mathematics I haven’t thought about much. But they do connect to other problems, such as sudoku, or knights-tour and similar problems of chess piece movement. So we get enlightenment in those from considering these. And from thinking how we might vary the rules about how to arrange numbers. It’s pleasant, fun exercise.

## My 2018 Mathematics A To Z: Zugzwang

My final glossary term for this year’s A To Z sequence was suggested by aajohannas, who’d also suggested “randomness” and “tiling”. I don’t know of any blogs or other projects they’re behind, but if I do hear, I’ll pass them on.

# Zugzwang.

Some areas of mathematics struggle against the question, “So what is this useful for?” As though usefulness were a particular merit — or demerit — for a field of human study. Most mathematics fields discover some use, though, even if it takes centuries. Others are born useful. Probability, for example. Statistics. Know what the fields are and you know why they’re valuable.

Game theory is another of these. The subject, as often happens, we can trace back centuries. Usually as the study of some particular game. Occasionally in the study of some political science problem. But game theory developed a particular identity in the early 20th century. Some of this from set theory experts. Some from probability experts. Some from John von Neumann, because it was the 20th century and all that. Calling it “game theory” explains why anyone might like to study it. Who doesn’t like playing games? Who, studying a game, doesn’t want to play it better?

But why it might be interesting is different from why it might be important. Think of what a game is. It is a string of choices made by one or more parties. The point of the choices is to achieve some goal. Put that way you realize: this is everything. All life is making choices, all in the pursuit of some goal, even if that goal is just “not end up any worse off”. I don’t know that the earliest researchers in game theory as a field realized what a powerful subject they had touched on. But by the 1950s they were doing serious work in strategic planning, and by 1964 were even giving us Stanley Kubrick movies.

This is taking me away from my glossary term. The field of games is enormous. If we narrow the field some we can discuss specific kinds of games. And say more involved things about these games. So first we’ll limit things by thinking only of sequential games. These are ones where there are a set number of players, and they take turns making choices. I’m not sure whether the field expects the order of play to be the same every time. My understanding is that much of the focus is on two-player games. What’s important is that at any one step there’s only one party making a choice.

The other thing narrowing the field is to think of information. There are many things that can affect the state of the game. Some of them might be obvious, like where the pieces are on the game board. Or how much money a player has. We’re used to that. But there can be hidden information. A player might conceal some game money so as to make other players underestimate her resources. Many card games have one or more cards concealed from the other players. There can be information unknown to any party. No one can make a useful prediction what the next throw of the game dice will be. Or what the next event card will be.

But there are games where there’s none of this ambiguity. These are called games with “perfect information”. In them all the players know the past moves every player has made. Or at least should know them. Players are allowed to forget what they ought to know.

There’s a separate but similar-sounding idea called “complete information”. In a game with complete information, players know everything that affects the gameplay. At least, probably, apart from what their opponents intend to do. This might sound like an impossibly high standard, at first. All games with shuffled decks of cards and with dice to roll are out. There’s no concealing or lying about the state of affairs.

Set complete-information aside; we don’t need it here. Think only of perfect-information games. What are they? Some ancient games, certainly. Tic-tac-toe, for example. Some more modern versions, like Connect Four and its variations. Some that are actually deep, like checkers and chess and go. Some that are, arguably, more puzzles than games, as in sudoku. Some that hardly seem like games, like several people agreeing how to cut a cake fairly. Some that seem like tests to prove people are fundamentally stupid, like when you auction off a dollar. (The rules are set so players can easily end up paying more then a dollar.) But that’s enough for me, at least. You can see there are games of clear, tangible interest here.

The last restriction: think only of two-player games. Or at least two parties. Any of these two-party sequential games with perfect information are a part of “combinatorial game theory”. It doesn’t usually allow for incomplete-information games. But at least the MathWorld glossary doesn’t demand they be ruled out. So I will defer to this authority. I’m not sure how the name “combinatorial” got attached to this kind of game. My guess is that it seems like you should be able to list all the possible combinations of legal moves. That number may be enormous, as chess and go players are always going on about. But you could imagine a vast book which lists every possible game. If your friend ever challenged you to a game of chess the two of you could simply agree, oh, you’ll play game number 2,038,940,949,172 and then look up to see who won. Quite the time-saver.

Most games don’t have such a book, though. Players have to act on what they understand of the current state, and what they think the other player will do. This is where we get strategies from. Not just what we plan to do, but what we imagine the other party plans to do. When working out a strategy we often expect the other party to play perfectly. That is, to make no mistakes, to not do anything that worsens their position. Or that reduces their chance of winning.

… And yes, arguably, the word “chance” doesn’t belong there. These are games where the rules are known, every past move is known, every future move is in principle computable. And if we suppose everyone is making the best possible move then we can imagine forecasting the whole future of the game. One player has a “chance” of winning in the same way Christmas day of the year 2038 has a “chance” of being on a Tuesday. That is, the probability is just an expression of our ignorance, that we don’t happen to be able to look it up.

But what choice do we have? I’ve never seen a reference that lists all the possible games of tic-tac-toe. And that’s about the simplest combinatorial-game-theory game anyone might actually play. What’s possible is to look at the current state of the game. And evaluate which player seems to be closer to her goal. And then look at all the possible moves.

There are three things a move can do. It can put the party closer to the goal. It can put the party farther from the goal. Or it can do neither. On her turn the other party might do something that moves you farther from your goal, moves you closer to your goal, or doesn’t affect your status at all. It seems like this makes strategy obvious. On every step take the available move that takes one closest to the goal. This is known as a “greedy” strategy. As the name suggests it isn’t automatically bad. If you expect the game to be a short one, greed might be the best approach. The catch is that moves that seem less good — even ones that seem to hurt you initially — might set up other, even better moves. So strategy requires some thinking beyond the current step. Properly, it requires thinking through to the end of the game. Or at least until the end of the game seems obvious.

We should like a strategy that leaves us no choice but to win. Next-best would be one that leaves the game undecided, since something might happen like the other player needing to catch a bus and so resigning. This is how I got my solitary win in the two months I spent in the college chess club. Worst would be the games that leave us no choice but to lose.

It can be that there are no good moves. That is, that every move available makes it a little less likely that we win. Sometimes a game offers the chance to pass, preserving the state of the game but giving the other party the turn. Then maybe the other party will do something that creates a better opportunity for us. But if we are allowed to pass, there’s a good chance the game lets the other party pass, too, and we end up in the same fix. And it may be the rules of the game don’t allow passing anyway. One must move.

The phenomenon of having to make a move when it’s impossible to make a good move has prominence in chess. I don’t have the chess knowledge to say how common the situation is. But it seems to be a situation people who study chess problems love. I suppose it appeals to a love of lost causes and the hope that you can be brilliant enough to see what everyone else has overlooked. German chess literates gave it a name 160 years ago, “zugzwang”, “compulsion to move”. Somehow I never encountered the term when I was briefly a college chess player. Perhaps because I was never in zugzwang and was just too incompetent a player to find my good moves. I first encountered the term in Michael Chabon’s The Yiddish Policeman’s Union. The protagonist picked up on the term as he investigated the murder of a chess player and then felt himself in one.

Combinatorial game theorists have picked up the word, and sharpened its meaning. If I understand correctly chess players allow the term to be used for any case where a player hurts her position by moving at all. Game theorists make it more dire. This may reflect their knowledge that an optimal strategy might require taking some dismal steps along the way. The game theorist formally grants the term only to the situation where the compulsion to move changes what should be a win into a loss. This seems terrible, but then, we’ve all done this in play. We all feel terrible about it.

I’d like here to give examples. But in searching the web I can find only either courses in game theory. These are a bit too much for even me to sumarize. Or chess problems, which I’m not up to understanding. It seems hard to set out an example: I need to not just set out the game, but show that what had been a win is now, by any available move, turned into a loss. Chess is looser. It even allows, I discover, a double zugzwang, where both players are at a disadvantage if they have to move.

It’s a quite relatable problem. You see why game theory has this reputation as mathematics that touches all life.

And with that … I am done! All of the Fall 2018 Mathematics A To Z posts should be at this link. Next week I’ll post my big list of all the letters, though. And, as has become tradition, a post about what I learned by doing this project. And sometime before then I should have at least one more Reading the Comics post. Thanks kindly for reading and we’ll see when in 2019 I feel up to doing another of these.

## Reading the Comics, April 6, 2017: Abbreviated Week Edition

I’m writing this a little bit early because I’m not able to include the Saturday strips in the roundup. There won’t be enough to make a split week edition; I’ll just add the Saturday strips to next week’s report. In the meanwhile:

Mac King and Bill King’s Magic in a Minute for the 2nd is a magic trick, as the name suggests. It figures out a card by way of shuffling a (partial) deck and getting three (honest) answers from the other participant. If I’m not counting wrongly, you could do this trick with up to 27 cards and still get the right card after three answers. I feel like there should be a way to explain this that’s grounded in information theory, but I’m not able to put that together. I leave the suggestion here for people who see the obvious before I get to it.

Bil Keane and Jeff Keane’s Family Circus (probable) rerun for the 6th reassured me that this was not going to be a single-strip week. And a dubiously included single strip at that. I’m not sure that lotteries are the best use of the knowledge of numbers, but they’re a practical use anyway.

Bill Bettwy’s Take It From The Tinkersons for the 6th is part of the universe of students resisting class. I can understand the motivation problem in caring about numbers of apples that satisfy some condition. In the role of distinct objects whose number can be counted or deduced cards are as good as apples. In the role of things to gamble on, cards open up a lot of probability questions. Counting cards is even about how the probability of future events changes as information about the system changes. There’s a lot worth learning there. I wouldn’t try teaching it to elementary school students.

Jeffrey Caulfield and Alexandre Rouillard’s Mustard and Boloney for the 6th uses mathematics as the stuff know-it-alls know. At least I suppose it is; Doctor Know It All speaks of “the pathagorean principle”. I’m assuming that’s meant to be the Pythagorean theorem, although the talk about “in any right triangle the area … ” skews things. You can get to stuf about areas of triangles from the Pythagorean theorem. One of the shorter proofs of it depends on the areas of the squares of the three sides of a right triangle. But it’s not what people typically think of right away. But he wouldn’t be the first know-it-all to start blathering on the assumption that people aren’t really listening. It’s common enough to suppose someone who speaks confidently and at length must know something.

Dave Whamond’s Reality Check for the 6th is a welcome return to anthropomorphic-numerals humor. Been a while.

Zach Weinersmith’s Saturday Morning Breakfast Cereal for the 6th builds on the form of a classic puzzle, about a sequence indexed to the squares of a chessboard. The story being riffed on is a bit of mathematical legend. The King offered the inventor of chess any reward. The inventor asked for one grain of wheat for the first square, two grains for the second square, four grains for the third square, eight grains for the fourth square, and so on, through all 64 squares. An extravagant reward, but surely one within the king’s power to grant, right? And of course not: by the 64th doubling the amount of wheat involved is so enormous it’s impossibly great wealth.

The father’s offer is meant to evoke that. But he phrases it in a deceptive way, “one penny for the first square, two for the second, and so on”. That “and so on” is the key. Listing a sequence and ending “and so on” is incomplete. The sequence can go in absolutely any direction after the given examples and not be inconsistent. There is no way to pick a single extrapolation as the only logical choice.

We do it anyway, though. Even mathematicians say “and so on”. This is because we usually stick to a couple popular extrapolations. We suppose things follow a couple common patterns. They’re polynomials. Or they’re exponentials. Or they’re sine waves. If they’re polynomials, they’re lower-order polynomials. Things like that. Most of the time we’re not trying to trick our fellow mathematicians. Or we know we’re modeling things with some physical base and we have reason to expect some particular type of function.

In this case, the \$1.27 total is consistent with getting two cents for every chess square after the first. There are infinitely many other patterns that would work, and the kid would have been wise to ask for what precisely “and so on” meant before choosing.

Berkeley Breathed’s Bloom County 2017 for the 7th is the climax of a little story in which Oliver Wendell Holmes has been annoying people by shoving scientific explanations of things into their otherwise pleasant days. It’s a habit some scientifically-minded folks have, and it’s an annoying one. Many of us outgrow it. Anyway, this strip is about the curious evidence suggesting that the universe is not just expanding, but accelerating its expansion. There are mathematical models which allow this to happen. When developing General Relativity, Albert Einstein included a Cosmological Constant for little reason besides that without it, his model would suggest the universe was of a finite age and had expanded from an infinitesimally small origin. He had grown up without anyone knowing of any evidence that the size of the universe was a thing that could change.

Anyway, the Cosmological Constant is a puzzle. We can find values that seem to match what we observe, but we don’t know of a good reason it should be there. We sciencey types like to have models that match data, but we appreciate more knowing why the models look like that and not anything else. So it’s a good problem some of the cosmologists have been working on. But we’ve been here before. A great deal of physics, especially in the 20th Century, has been driven by looking for reasons behind what look like arbitrary points in a successful model. If Oliver were better-versed in the history of science — something scientifically minded people are often weak on, myself included — he’d be less easily taunted by Opus.

Mikael Wulff and Anders Morgenthaler’s TruthFacts for the 7th thinks that we forgot they ran this same strip back on the 17th of March. I spotted it, though. Nyah.