Computational Modelling for Combinatorial Game Strategies
Răzvan Diaconescu
TL;DR
The work develops a generic equational-logic framework to establish winning strategies in finite two-player games by recasting Zermelo's theorem in terms of strategies-as-subtrees. It encodes this framework as a parameterized Maude module (WINS) within the OBJ-family, enabling executable computation of brute strategies through game-tree instantiations. By applying the approach to concrete games such as heaps, board colouring, and transition systems, the authors demonstrate experimental mathematics methods for discovering pattern-based strategies and guiding proofs, while addressing complexity with symmetry and tracing techniques. The paper also discusses non-deterministic rewriting (POA) and outlines future directions for extending the methodology to broader classes of games and tooling improvements.
Abstract
We develop a generic computational model that can be used effectively for establishing the existence of winning strategies for concrete finite combinatorial games. Our modelling is (equational) logic-based involving advanced techniques from algebraic specification, and it can be executed by equational programming systems such as those from the OBJ-family. We show how this provides a form of experimental mathematics for strategy problems involving combinatorial games. We do this by defining general methods and by illustrating these with case studies.
