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Introduction to
  Euler Getter
  Takehiko Yasuda (Osaka Univ.)



Mathematical Software and Free Documents XV
What is EG
  (Euler Getter) ?
a game introduced by Y. (2010)

               Other games with
 Features
                  the feature
 topological
               Hex, Minor, Shapley
(connection)

  territory    Go, Reversi (Othello)
Hex
the ?rst topological game invented by Piet Hein
     and reinvented by John Nash (1940s)
Hex variants

? Milnor (or Y)
? Shapley (or Projective Plane, Projex)
? many others
EG Board
            1       2        3       4

        6       7        8       5

    5       9       10       6

4       3       2        1
EG Board
               1       2        3       4

           6       7        8       5

       5       9       10       6

   4       3       2        1

?real projective plane like Shapley
EG Board
               1       2        3       4

           6       7        8       5

       5       9       10       6

   4       3       2        1

?real projective plane like Shapley
?each vertex three edges.
EG Board
               1       2        3       4

           6       7        8       5

       5       9       10       6

   4       3       2        1

?real projective plane like Shapley
?each vertex three edges.
EG Rules
EG Rules

? Two players: Red and Blue
EG Rules

? Two players: Red and Blue
? Take turns coloring a cell red or
  blue, until all cells are colored.
EG Rules

? Two players: Red and Blue
? Take turns coloring a cell red or
  blue, until all cells are colored.

? The winner is the one whose area
  has larger Euler characteristic.
Euler characteristic

A : area consisting of cells on a EG board
  ??e(A)     Z : its Euler characteristic
Euler characteristic

 A : area consisting of cells on a EG board
    ??e(A)        Z : its Euler characteristic


e(A) := #{vertices} - #{edges} + #{cells}
Euler characteristic

 A : area consisting of cells on a EG board
    ??e(A)        Z : its Euler characteristic


e(A) := #{vertices} - #{edges} + #{cells}
     = #{connected components} - #{loops}   ← human-friendly
Example
e(A) = #{connected components} - #{loops}




  Q: What are the Euler characteristics of
             RED and BLUE?
Example
e(A) = #{connected components} - #{loops}
Euler characteristic
       as a measure

   Inclusion-exclusion principle:
    e(X Y) = e(X) + e(Y) - e(X Y)


The idea came from the motivic integration.
Euler characteristic
  as a measure
  In EG, if the board is ?lled,
 e(Red) + e(Blue) = e(P?) = 1
Euler characteristic
  as a measure
  In EG, if the board is ?lled,
 e(Red) + e(Blue) = e(P?) = 1
  e(Red)     e(Blue); No Draw!
Euler characteristic
  as a measure
  In EG, if the board is ?lled,
 e(Red) + e(Blue) = e(P?) = 1
  e(Red)     e(Blue); No Draw!
           Key Facts
Euler characteristic
  as a measure
  In EG, if the board is ?lled,
 e(Red) + e(Blue) = e(P?) = 1
  e(Red)     e(Blue); No Draw!
             Key Facts
  ?P? is closed and unorientable.
Euler characteristic
  as a measure
  In EG, if the board is ?lled,
 e(Red) + e(Blue) = e(P?) = 1
  e(Red)     e(Blue); No Draw!
             Key Facts
  ?P? is closed and unorientable.
  ? Red Blue = disjoint loops
Euler characteristic
  as a measure
  In EG, if the board is ?lled,
 e(Red) + e(Blue) = e(P?) = 1
  e(Red)     e(Blue); No Draw!
             Key Facts
  ?P? is closed and unorientable.
  ? Red Blue = disjoint loops
  ?          e(loop) = 0
Winning Strategy

              Theorem (Schnell)
If #{cells} is even, then the ?rst player has
              a winning strategy.
Winning Strategy

              Theorem (Schnell)
If #{cells} is even, then the ?rst player has
              a winning strategy.


                 Proof
       Strategy-stealing argument
Tactics and
     terminology
Miura, Sannai, Shibuta, Tiba, ...
Tactics and
      terminology
Miura, Sannai, Shibuta, Tiba, ...
  ?   鋭点 (acute point)
Tactics and
      terminology
Miura, Sannai, Shibuta, Tiba, ...
  ?   鋭点 (acute point)

  ?   鈍点 (blunt point)
Tactics and
      terminology
Miura, Sannai, Shibuta, Tiba, ...
  ?   鋭点 (acute point)

  ?   鈍点 (blunt point)

  ?   竦み (?inch)
Tactics and
      terminology
Miura, Sannai, Shibuta, Tiba, ...
  ?   鋭点 (acute point)

  ?   鈍点 (blunt point)

  ?   竦み (?inch)

  ?   凝り (lump)
Tactics and
      terminology
Miura, Sannai, Shibuta, Tiba, ...
  ?   鋭点 (acute point)

  ?   鈍点 (blunt point)

  ?   竦み (?inch)

  ?   凝り (lump)

  ?   安息地 (haven)
Tactics and
      terminology
Miura, Sannai, Shibuta, Tiba, ...
  ?   鋭点 (acute point)

  ?   鈍点 (blunt point)

  ?   竦み (?inch)

  ?   凝り (lump)

  ?   安息地 (haven)

  ?   渋田止め (Shibuta block)
Implementations
    In chronological order,

?   Euler Getter 1 (Y., Haskell)

?   Web Euler Getter (motemen, Perl+JavaScript)

?   E2G2 (Hashimoto, Maxima, AI)

?   Euler Getter 2 (Y., Python, AI)

?   Euler Getter 2 wrapper (Numata, Python, AI)
Implementations
    In chronological order,

?   Euler Getter 1 (Y., Haskell)

?   Web Euler Getter (motemen, Perl+JavaScript)

?   E2G2 (Hashimoto, Maxima, AI)

?   Euler Getter 2 (Y., Python, AI)

?   Euler Getter 2 wrapper (Numata, Python, AI)


         The Monte-Carlo method works well.
           (Or humans are still too weak.)
Problems
Problems
? What are the best shape and size as an
  EG board? (Special cells like the acute
  point are not desirable.)
Problems
? What are the best shape and size as an
  EG board? (Special cells like the acute
  point are not desirable.)

? Is the reversed rule better?
Problems
? What are the best shape and size as an
  EG board? (Special cells like the acute
  point are not desirable.)

? Is the reversed rule better?
? Di?cult to explain rules to the general
  public
Problems
? What are the best shape and size as an
    EG board? (Special cells like the acute
    point are not desirable.)

? Is the reversed rule better?
? Di?cult to explain rules to the general
    public

?   No iOS or Android implementation
S.E.G.           (Stringy Euler Getter)

         a possible variant of EG
which might address issues in the last slide
S.E.G.            (Stringy Euler Getter)

         a possible variant of EG
which might address issues in the last slide

?   on a torus instead of the projective plane
S.E.G.            (Stringy Euler Getter)

         a possible variant of EG
which might address issues in the last slide

?   on a torus instead of the projective plane

?   each cell has an assigned score
    (randomly at the beginning)
S.E.G.            (Stringy Euler Getter)

         a possible variant of EG
which might address issues in the last slide

?   on a torus instead of the projective plane

?   each cell has an assigned score
    (randomly at the beginning)

?   compete on: Euler char. + the sum of
    scores (+ Komi)
S.E.G.            (Stringy Euler Getter)

         a possible variant of EG
which might address issues in the last slide

?   on a torus instead of the projective plane

?   each cell has an assigned score
    (randomly at the beginning)

?   compete on: Euler char. + the sum of
    scores (+ Komi)


    Algebro-geometric interpretation
     torus + scores = log elliptic curve
Euler char. + scores = stringy Euler number
References

? Euler Getter Wiki:
  http://www14.atwiki.jp/euler_getter/


? My homepage:
  http://takehikoyasuda.jimdo.com/

More Related Content

Euler Getter

  • 1. Introduction to Euler Getter Takehiko Yasuda (Osaka Univ.) Mathematical Software and Free Documents XV
  • 2. What is EG (Euler Getter) ? a game introduced by Y. (2010) Other games with Features the feature topological Hex, Minor, Shapley (connection) territory Go, Reversi (Othello)
  • 3. Hex the ?rst topological game invented by Piet Hein and reinvented by John Nash (1940s)
  • 4. Hex variants ? Milnor (or Y) ? Shapley (or Projective Plane, Projex) ? many others
  • 5. EG Board 1 2 3 4 6 7 8 5 5 9 10 6 4 3 2 1
  • 6. EG Board 1 2 3 4 6 7 8 5 5 9 10 6 4 3 2 1 ?real projective plane like Shapley
  • 7. EG Board 1 2 3 4 6 7 8 5 5 9 10 6 4 3 2 1 ?real projective plane like Shapley ?each vertex three edges.
  • 8. EG Board 1 2 3 4 6 7 8 5 5 9 10 6 4 3 2 1 ?real projective plane like Shapley ?each vertex three edges.
  • 10. EG Rules ? Two players: Red and Blue
  • 11. EG Rules ? Two players: Red and Blue ? Take turns coloring a cell red or blue, until all cells are colored.
  • 12. EG Rules ? Two players: Red and Blue ? Take turns coloring a cell red or blue, until all cells are colored. ? The winner is the one whose area has larger Euler characteristic.
  • 13. Euler characteristic A : area consisting of cells on a EG board ??e(A) Z : its Euler characteristic
  • 14. Euler characteristic A : area consisting of cells on a EG board ??e(A) Z : its Euler characteristic e(A) := #{vertices} - #{edges} + #{cells}
  • 15. Euler characteristic A : area consisting of cells on a EG board ??e(A) Z : its Euler characteristic e(A) := #{vertices} - #{edges} + #{cells} = #{connected components} - #{loops} ← human-friendly
  • 16. Example e(A) = #{connected components} - #{loops} Q: What are the Euler characteristics of RED and BLUE?
  • 17. Example e(A) = #{connected components} - #{loops}
  • 18. Euler characteristic as a measure Inclusion-exclusion principle: e(X Y) = e(X) + e(Y) - e(X Y) The idea came from the motivic integration.
  • 19. Euler characteristic as a measure In EG, if the board is ?lled, e(Red) + e(Blue) = e(P?) = 1
  • 20. Euler characteristic as a measure In EG, if the board is ?lled, e(Red) + e(Blue) = e(P?) = 1 e(Red) e(Blue); No Draw!
  • 21. Euler characteristic as a measure In EG, if the board is ?lled, e(Red) + e(Blue) = e(P?) = 1 e(Red) e(Blue); No Draw! Key Facts
  • 22. Euler characteristic as a measure In EG, if the board is ?lled, e(Red) + e(Blue) = e(P?) = 1 e(Red) e(Blue); No Draw! Key Facts ?P? is closed and unorientable.
  • 23. Euler characteristic as a measure In EG, if the board is ?lled, e(Red) + e(Blue) = e(P?) = 1 e(Red) e(Blue); No Draw! Key Facts ?P? is closed and unorientable. ? Red Blue = disjoint loops
  • 24. Euler characteristic as a measure In EG, if the board is ?lled, e(Red) + e(Blue) = e(P?) = 1 e(Red) e(Blue); No Draw! Key Facts ?P? is closed and unorientable. ? Red Blue = disjoint loops ? e(loop) = 0
  • 25. Winning Strategy Theorem (Schnell) If #{cells} is even, then the ?rst player has a winning strategy.
  • 26. Winning Strategy Theorem (Schnell) If #{cells} is even, then the ?rst player has a winning strategy. Proof Strategy-stealing argument
  • 27. Tactics and terminology Miura, Sannai, Shibuta, Tiba, ...
  • 28. Tactics and terminology Miura, Sannai, Shibuta, Tiba, ... ? 鋭点 (acute point)
  • 29. Tactics and terminology Miura, Sannai, Shibuta, Tiba, ... ? 鋭点 (acute point) ? 鈍点 (blunt point)
  • 30. Tactics and terminology Miura, Sannai, Shibuta, Tiba, ... ? 鋭点 (acute point) ? 鈍点 (blunt point) ? 竦み (?inch)
  • 31. Tactics and terminology Miura, Sannai, Shibuta, Tiba, ... ? 鋭点 (acute point) ? 鈍点 (blunt point) ? 竦み (?inch) ? 凝り (lump)
  • 32. Tactics and terminology Miura, Sannai, Shibuta, Tiba, ... ? 鋭点 (acute point) ? 鈍点 (blunt point) ? 竦み (?inch) ? 凝り (lump) ? 安息地 (haven)
  • 33. Tactics and terminology Miura, Sannai, Shibuta, Tiba, ... ? 鋭点 (acute point) ? 鈍点 (blunt point) ? 竦み (?inch) ? 凝り (lump) ? 安息地 (haven) ? 渋田止め (Shibuta block)
  • 34. Implementations In chronological order, ? Euler Getter 1 (Y., Haskell) ? Web Euler Getter (motemen, Perl+JavaScript) ? E2G2 (Hashimoto, Maxima, AI) ? Euler Getter 2 (Y., Python, AI) ? Euler Getter 2 wrapper (Numata, Python, AI)
  • 35. Implementations In chronological order, ? Euler Getter 1 (Y., Haskell) ? Web Euler Getter (motemen, Perl+JavaScript) ? E2G2 (Hashimoto, Maxima, AI) ? Euler Getter 2 (Y., Python, AI) ? Euler Getter 2 wrapper (Numata, Python, AI) The Monte-Carlo method works well. (Or humans are still too weak.)
  • 37. Problems ? What are the best shape and size as an EG board? (Special cells like the acute point are not desirable.)
  • 38. Problems ? What are the best shape and size as an EG board? (Special cells like the acute point are not desirable.) ? Is the reversed rule better?
  • 39. Problems ? What are the best shape and size as an EG board? (Special cells like the acute point are not desirable.) ? Is the reversed rule better? ? Di?cult to explain rules to the general public
  • 40. Problems ? What are the best shape and size as an EG board? (Special cells like the acute point are not desirable.) ? Is the reversed rule better? ? Di?cult to explain rules to the general public ? No iOS or Android implementation
  • 41. S.E.G. (Stringy Euler Getter) a possible variant of EG which might address issues in the last slide
  • 42. S.E.G. (Stringy Euler Getter) a possible variant of EG which might address issues in the last slide ? on a torus instead of the projective plane
  • 43. S.E.G. (Stringy Euler Getter) a possible variant of EG which might address issues in the last slide ? on a torus instead of the projective plane ? each cell has an assigned score (randomly at the beginning)
  • 44. S.E.G. (Stringy Euler Getter) a possible variant of EG which might address issues in the last slide ? on a torus instead of the projective plane ? each cell has an assigned score (randomly at the beginning) ? compete on: Euler char. + the sum of scores (+ Komi)
  • 45. S.E.G. (Stringy Euler Getter) a possible variant of EG which might address issues in the last slide ? on a torus instead of the projective plane ? each cell has an assigned score (randomly at the beginning) ? compete on: Euler char. + the sum of scores (+ Komi) Algebro-geometric interpretation torus + scores = log elliptic curve Euler char. + scores = stringy Euler number
  • 46. References ? Euler Getter Wiki: http://www14.atwiki.jp/euler_getter/ ? My homepage: http://takehikoyasuda.jimdo.com/

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