fyi:

http://scienceblogs.com/goodmath/2007/04/post_3.php


Today we're going to take our first baby-step into the land of surreal games.

A surreal number is a pair of sets {L|R} where every value in L is less than every value in R. If we follow the rules of surreal construction, so that the members of L sets are always strictly less than members of R sets, we end up with a totally ordered field (almost) - it gives us something essentially equivalent to a superset of the real numbers. (The reason for the almost is that technically, the surreals form a class not a set, and a field must be based on a set. But for our purposes, we can treat them as a field without much trouble.)

But what happens if we take away the restriction about the < relationship between the L and R sets? What we get is a set of things called games. A game is a pair of sets L and R, where each member of L and R is also a game. It should be obvious that every surreal number is also a game - but there are many more games than there are surreal numbers, and most games are not surreal numbers.

Games lose some of the nice properties of the surreal numbers. They are not a field. They are not totally ordered. In fact, they're not even all positive or negative. They're very strange things.

So why would we want to break the restriction on the surreals that gives us games? Naturally, because games have useful applications in modeling many things - in particular, games (in the non-mathematical sense - games like Go, Chess, Checkers, Poker, etc).

Let's take a bit more of a detailed look at games, and how they interact.

Game arithmetic is exactly the same as surreal arithmetic: addition, subtraction, multiplication, negation - even division (which we haven't looked at yet) are all defined in the same way of surreal numbers and games.

But: while surreal numbers are always either positive, negative, or zero, games can also be fuzzy. Remember, games are not fully ordered. That means that there are pairs of games (a,b) where ¬a b and ¬b a - that is, where the two games cannot meaningfully be compared. Fuzzy games are games that can't be compared to zero.

What does a fuzzy game look like? The simplest example is: {1|-1}. Try to use the definition of " " on that game with zero - it doesn't work.

Games also have some strange behaviors with respect to multiplication. If a, b, and c are games, then (as you would expect for numbers), if x×z=y×z then x=y. But, with games, x=y doesn't mean that x×z=y×z. Nasty, that, eh?

So what are these beasts useful for? Part of Conway's motivation was trying to analyze the game of Go (aka Wei-Chi). Go is one of the oldest strategic games in the world; it's been played for thousands of years in China, Japan, and Korea. Go is the Japanese name, which is generally used here in the US; Wei-Chi is the chinese name for it. It's a thoroughly fascinating game.

Go is a two-player game where the players have a 17x17 grid. Each move, a player puts a piece of their own color on one of the intersections on the grid. The goal of the game is to surround territory using your pieces. Whoever has the most territory at the end wins. Mechanically, it's about as simple as a game can get. Strategically, it's unbelievably deep and complex. It's frequently compared to Chess in terms of depth and strategy. It's a wonderful game. ...


---
vice-chair http://ocjug.org/


_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Reply via email to