In Hackenbush, the drawn figure uses vertices and line segments, which are connected to a final line called the ground. Players take turns deleting one of their lines. Therefore, left and right take on the colors blue and red respectively. If there is, at any time, a path that cannot be drawn from the ground to a line segment, the segment is deleted. This allows for more strategic plays as a player can delete an opponent’s move during their turn [7, 8]. Figure 3 is an example of the Hackenbush game.
Now, we will discuss how the game is played. In a game represented by Fig. 3. We will pick left to make the first move. Left has two legal moves. He can either remove the line on the right or the line on the top of the red line. However, the latter move is best, because it allows right to take his middle piece, and effectively remove left’s piece with it. Likewise, right should take his middle piece if he moves first for that same exact reason. That would be the optimal plays in that current example. Mathematically, after every move, the resulting game’s board becomes a sub-game of the original game’s board, or in other words, a new game with new independent possibilities [9, 10].
Assuming optimal plays are always being made, finite values can be assigned to each game or sub-game. These values are determined by observing the advantages the left player has, after each move. For example, after Left makes a move, he has a moves advantage over right, but after right moves, left has b moves advantage over right.
Those values could be written in the form {a| b}. This form does not make any quantifiable sense at the moment, because of the actual value determined by what “a” and “b” are.
Before explaining how to find those values, we will first consider the case in which there are no legal moves for neither players, left or right. Therefore, the player’s (with no legal moves) score is left blank in the notation. If both players have no legal moves, the result is a Zero game.
Definition 3.1.
A Zero-game
A Zero-game is a game that scores { | } = 0, or in other words, the player who moves next loose, assuming all moves made are optimal.
For Hackenbush, the simplest form of a Zero game equates to an empty board at the beginning. Thus, it is obvious the first player to move has no legal move, therefore loses. In another scenario, if we were to add one blue line, left would have 0 moves after he removes the only possible line, and right would have no legal move giving left a clear 1 move advantage, written {0| } = 1. This trend continues in such a manner that {n| } = n + 1, as n equals the number of remaining moves left has, after making the optimal move [11].
However, what will happen if we add the red line instead? As done before, these values are applied with respect to the advantage of the left player. Thus, adding one line for right results in putting left at a one move disadvantage, or a (−1) advantage. So, adding one red line results in { | 0} = − 1. Adding two red lines would then be { | −1} = − 2. And so on to a general form of { | −n} = − (n + 1), as n equals the number of remaining moves right has after the optimal move.
Now with the groundwork out of the way, we can start using the values of sub-games to determine the value of an overall game, for example, see Fig. 4.
After left moves, right has one legal move. In that case, we clearly have a { | 0 } = − 1 situation. Conversely, if right moves first, we have { 0 | } = 1. This results in the overall game having a value of {−1| 1} = 0. It makes sense because we equally added one independent move for both players to an empty board [12], which means that the advantage does not change. But what about the game in Fig. 5?
Now both players have been given one line each. But if left moves, right’s only legal move is eliminated, but if right moves, left will still have one legal move. It is not so clear what the given value of this game by implementing the “scoring rules” discussed earlier. That is why we must utilize a new rule called the “simplicity rule,” to assign values to the previous example [13].
Definition 3.2.
A * game
A * game (pronounced star game) is an infinitesimal game that scores.
{0| 0} = ∗ resulting in the first player to move wins, assuming all moves made are optimal [14].
For example, Hackenbush’s game has another line type that is green, which is claimable by either player. Then, we get the following game which results in a value of {0| 0} = ∗ (see Fig. 6). Building on the previous concept, we can see results like {n| −n} = n∗, as n ∗ = n + ∗. It is also worth noting that ∗ has the property such that ∗ + ∗ = 0, see Fig. 6.
Furthermore, there are more two infinitesimal games.
Definition 3.3.
An ↑ game
An ↑-game (pronounced “up game”) is a positive infinitesimal game as the score is {0| ∗}, favoring the Left player [15], as shown in Fig. 7:
The negative version of an up game is called a down game and defined as follows.
Definition 3.4.
An ↓game
A ↓ game (pronounced “down game”) is a negative infinitesimal game as the score is {∗| 0} which favors the right player [15].
The relation between “up” and “down” games represents the relation among the inverses of games. In every game, there is a way to reverse every move, which results in negating the value of the game originally obtained. In Hackenbush, this is obtained by replacing every red line with a blue line and vice versa. See Fig. 8.
Property 3.1.
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(A)
\( -\frac{1}{2^{\mathrm{n}}}<\downarrow <0<\uparrow <\frac{1}{2^{\mathrm{n}}} \)
for any integer n > 0.
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(B)
↓ = − ↑ .
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(C)
Both ↑ and ↓ are fuzz to ∗.
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(D)
\( {\displaystyle \begin{array}{l}\left\{\uparrow |\downarrow \right\}=\left\{\uparrow |\ 0\right\}=\\ {}=\left\{0\ |\downarrow \right\}=\left\{0\ |\ 0\right\}=\ast .\end{array}} \)