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Introduction to Euler Getter Takehiko Yasuda (Osaka Univ.) Mathematical Software and Free Documents XV

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Page 1: Euler Getter

Introduction to Euler GetterTakehiko Yasuda (Osaka Univ.)

Mathematical Software and Free Documents XV

Page 2: Euler Getter

What is EG (Euler Getter) ?

a game introduced by Y. (2010)

Features Other games with the feature

topological(connection) Hex, Minor, Shapley

territory Go, Reversi (Othello)

Page 3: Euler Getter

Hexthe first topological game invented by Piet Hein

and reinvented by John Nash (1940s)

Page 4: Euler Getter

Hex variants

•Milnor (or Y)

• Shapley (or Projective Plane, Projex)•many others

Page 5: Euler Getter

EG Board1 2 3 4

6 7 8 5

5 9 10 6

4 3 2 1

Page 6: Euler Getter

EG Board1 2 3 4

6 7 8 5

5 9 10 6

4 3 2 1

•real projective plane like Shapley

Page 7: Euler Getter

EG Board1 2 3 4

6 7 8 5

5 9 10 6

4 3 2 1

•real projective plane like Shapley•each vertex ↔ three edges.

Page 8: Euler Getter

EG Board1 2 3 4

6 7 8 5

5 9 10 6

4 3 2 1

•real projective plane like Shapley•each vertex ↔ three edges.

Page 9: Euler Getter

EG Rules

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EG Rules

• Two players: Red and Blue

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EG Rules

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

Page 12: Euler Getter

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.

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Euler characteristic

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

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Euler characteristic

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

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

Page 15: Euler Getter

Euler characteristic

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

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

= #{connected components} - #{loops} ← human-friendly

Page 16: Euler Getter

Example

e(A) = #{connected components} - #{loops}

Q: What are the Euler characteristics of RED and BLUE?

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Example

e(A) = #{connected components} - #{loops}

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Euler characteristicas a measure

Inclusion-exclusion principle:

e(X∪Y) = e(X) + e(Y) - e(X∩Y)

The idea came from the motivic integration.

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Euler characteristic as a measureIn EG, if the board is filled, e(Red) + e(Blue) = e(P²) = 1

Page 20: Euler Getter

Euler characteristic as a measureIn EG, if the board is filled, e(Red) + e(Blue) = e(P²) = 1

⇒ e(Red) ≠ e(Blue); No Draw!

Page 21: Euler Getter

Euler characteristic as a measureIn EG, if the board is filled, e(Red) + e(Blue) = e(P²) = 1

Key Facts

⇒ e(Red) ≠ e(Blue); No Draw!

Page 22: Euler Getter

Euler characteristic as a measureIn EG, if the board is filled, e(Red) + e(Blue) = e(P²) = 1

Key Facts•P² is closed and unorientable.

⇒ e(Red) ≠ e(Blue); No Draw!

Page 23: Euler Getter

Euler characteristic as a measureIn EG, if the board is filled, e(Red) + e(Blue) = e(P²) = 1

Key Facts•P² is closed and unorientable.• Red ∩ Blue = disjoint loops

⇒ e(Red) ≠ e(Blue); No Draw!

Page 24: Euler Getter

Euler characteristic as a measureIn EG, if the board is filled, e(Red) + e(Blue) = e(P²) = 1

Key Facts•P² is closed and unorientable.• Red ∩ Blue = disjoint loops• e(loop) = 0

⇒ e(Red) ≠ e(Blue); No Draw!

Page 25: Euler Getter

Winning Strategy

Theorem (Schnell)If #{cells} is even, then the first player has

a winning strategy.

Page 26: Euler Getter

Winning Strategy

Theorem (Schnell)If #{cells} is even, then the first player has

a winning strategy.

ProofStrategy-stealing argument

Page 27: Euler Getter

Tactics and terminology

Miura, Sannai, Shibuta, Tiba, ...

Page 28: Euler Getter

Tactics and terminology

• 鋭点 (acute point)

Miura, Sannai, Shibuta, Tiba, ...

Page 29: Euler Getter

Tactics and terminology

• 鋭点 (acute point)

• 鈍点 (blunt point)

Miura, Sannai, Shibuta, Tiba, ...

Page 30: Euler Getter

Tactics and terminology

• 鋭点 (acute point)

• 鈍点 (blunt point)

• 竦み (flinch)

Miura, Sannai, Shibuta, Tiba, ...

Page 31: Euler Getter

Tactics and terminology

• 鋭点 (acute point)

• 鈍点 (blunt point)

• 竦み (flinch)

• 凝り (lump)

Miura, Sannai, Shibuta, Tiba, ...

Page 32: Euler Getter

Tactics and terminology

• 鋭点 (acute point)

• 鈍点 (blunt point)

• 竦み (flinch)

• 凝り (lump)

• 安息地 (haven)

Miura, Sannai, Shibuta, Tiba, ...

Page 33: Euler Getter

Tactics and terminology

• 鋭点 (acute point)

• 鈍点 (blunt point)

• 竦み (flinch)

• 凝り (lump)

• 安息地 (haven)

• 渋田止め (Shibuta block)

Miura, Sannai, Shibuta, Tiba, ...

Page 34: Euler Getter

ImplementationsIn 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)

Page 35: Euler Getter

ImplementationsIn 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.)

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Problems

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Problems• What are the best shape and size as an

EG board? (Special cells like the acute point are not desirable.)

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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?

Page 39: Euler Getter

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?

• Difficult to explain rules to the general public

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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?

• Difficult to explain rules to the general public

• No iOS or Android implementation

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S.E.G. (Stringy Euler Getter) a possible variant of EG

which might address issues in the last slide

Page 42: Euler Getter

S.E.G. (Stringy Euler Getter)

• on a torus instead of the projective plane

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

Page 43: Euler Getter

S.E.G. (Stringy Euler Getter)

• on a torus instead of the projective plane

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

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

Page 44: Euler Getter

S.E.G. (Stringy Euler Getter)

• 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)

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

Page 45: Euler Getter

S.E.G. (Stringy Euler Getter)

• 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 interpretationtorus + scores = log elliptic curve

Euler char. + scores = stringy Euler number

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

Page 46: Euler Getter

References

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

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