Col (game)
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Col (game)
Col is a pencil and paper game, specifically a map-coloring games, map-coloring game, involving the shading of areas in a line drawing according to the rules of graph coloring. With each move, the graph must remain Graph coloring#Vertex coloring, proper (no two areas of the same colour may touch), and a player who cannot make a legal move loses. The game was described and analysed by John Horton Conway, John Conway, who attributed it to Colin Vout, in ''On Numbers and Games''. Example game In the following game, the first of the two players is using red, and the second is using blue. The last move in each image is shown brighter than the other areas. The starting graph: image:ColAndSnortGraph blank.png The first player may colour any of the areas to begin. However, the region around the outside of the graph is not included as an area for this game. After the first move: image:ColAndSnortGraph C1.png The second player now colours a white cell. As no areas are currently blu ...
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Pencil And Paper Game
Paper-and-pencil games or paper-and-pen games (or some variation on those terms) are games that can be played solely with paper and pencils (or other writing implements), usually without erasing. They may be played to pass the time, as icebreakers, or to end boredom. In recent times, they have been supplanted by mobile games. Some popular examples of pencil-and-paper games include Tic-tac-toe, Sprouts, Dots and Boxes, Hangman, MASH, Paper soccer, and Spellbinder. The term is unrelated to the use in role-playing games to differentiate tabletop games from role-playing video games. Board game Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a co ...s where pieces are never moved or removed from the board once being played, particularly abstract strategy games like Gomoku and ...
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Paper-and-pencil Games
Paper-and-pencil games or paper-and-pen games (or some variation on those terms) are games that can be played solely with paper and pencils (or other writing implements), usually without erasing. They may be played to pass the time, as icebreakers, or to end boredom. In recent times, they have been supplanted by mobile games. Some popular examples of pencil-and-paper games include Tic-tac-toe, Sprouts, Dots and Boxes, Hangman, MASH, Paper soccer, and Spellbinder. The term is unrelated to the use in role-playing games to differentiate tabletop games from role-playing video games. Board games where pieces are never moved or removed from the board once being played, particularly abstract strategy games like Gomoku and Connect Four Connect Four (also known as Connect 4, Four Up, Plot Four, Find Four, Captain's Mistress, Four in a Row, Drop Four, and Gravitrips in the Soviet Union) is a two-player connection board game, in which the players choose a color and then take tur ...
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On Numbers And Games
''On Numbers and Games'' is a mathematics book by John Horton Conway first published in 1976. The book is written by a pre-eminent mathematician, and is directed at other mathematicians. The material is, however, developed in a playful and unpretentious manner and many chapters are accessible to non-mathematicians. Martin Gardner discussed the book at length, particularly Conway's construction of surreal numbers, in his Mathematical Games column in ''Scientific American'' in September 1976. The book is roughly divided into two sections: the first half (or ''Zeroth Part''), on numbers, the second half (or ''First Part''), on games. In the ''Zeroth Part'', Conway provides axioms for arithmetic: addition, subtraction, multiplication, division and inequality. This allows an axiomatic construction of numbers and ordinal arithmetic, namely, the integers, reals, the countable infinity, and entire towers of infinite ordinals. The object to which these axioms apply takes the form , whic ...
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Star (game Theory)
In combinatorial game theory, star, written as * or *1, is the value given to the game where both players have only the option of moving to the zero game. Star may also be denoted as the surreal form . This game is an unconditional first-player win. Star, as defined by John Conway in '' Winning Ways for your Mathematical Plays'', is a value, but not a number in the traditional sense. Star is not zero, but neither positive nor negative, and is therefore said to be ''fuzzy'' and ''confused with'' (a fourth alternative that means neither "less than", "equal to", nor "greater than") 0. It is less than all positive rational numbers, and greater than all negative rationals. Games other than may have value *. For example, the game *2 + *3, where the values are nimbers, has value * despite each player having more options than simply moving to 0. Why * ≠ 0 A combinatorial game has a positive and negative player; which player moves first is left ambiguous. The combinatorial game  ...
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Kayles
Kayles is a simple impartial game in combinatorial game theory, invented by Henry Dudeney in 1908. Given a row of imagined bowling pins, players take turns to knock out either one pin, or two adjacent pins, until all the pins are gone. Using the notation of octal games, Kayles is denoted 0.77. Rules Kayles is played with a row of tokens, which represent bowling pins. The row may be of any length. The two players alternate; each player, on his or her turn, may remove either any one pin (a ball bowled directly at that pin), or two adjacent pins (a ball bowled to strike both). Under the normal play convention, a player loses when he or she has no legal move (that is, when all the pins are gone). The game can also be played using misère rules; in this case, the player who cannot move ''wins''. History Kayles was invented by Henry Dudeney.Conway, John H. ''On Numbers and Games.'' Academic Press, 1976. Richard Guy and Cedric Smith were first to completely analyze the normal-pla ...
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PSPACE-complete
In computational complexity theory, a decision problem is PSPACE-complete if it can be solved using an amount of memory that is polynomial in the input length (polynomial space) and if every other problem that can be solved in polynomial space can be transformed to it in polynomial time. The problems that are PSPACE-complete can be thought of as the hardest problems in PSPACE, the class of decision problems solvable in polynomial space, because a solution to any one such problem could easily be used to solve any other problem in PSPACE. Problems known to be PSPACE-complete include determining properties of regular expressions and context-sensitive grammars, determining the truth of quantified Boolean formulas, step-by-step changes between solutions of combinatorial optimization problems, and many puzzles and games. Theory A problem is defined to be PSPACE-complete if it can be solved using a polynomial amount of memory (it belongs to PSPACE) and every problem in PSPACE can be tr ...
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Simon P
Simon may refer to: People * Simon (given name), including a list of people and fictional characters with the given name Simon * Simon (surname), including a list of people with the surname Simon * Eugène Simon, French naturalist and the genus authority ''Simon'' * Tribe of Simeon, one of the twelve tribes of Israel Places * Şimon ( hu, links=no, Simon), a village in Bran Commune, Braşov County, Romania * Șimon, a right tributary of the river Turcu in Romania Arts, entertainment, and media Films * ''Simon'' (1980 film), starring Alan Arkin * ''Simon'' (2004 film), Dutch drama directed by Eddy Terstall Games * ''Simon'' (game), a popular computer game * Simon Says, children's game Literature * ''Simon'' (Sutcliff novel), a children's historical novel written by Rosemary Sutcliff * Simon (Sand novel), an 1835 novel by George Sand * ''Simon Necronomicon'' (1977), a purported grimoire written by an unknown author, with an introduction by a man identified only as "Simon ...
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Map-coloring Games
Several map-coloring games are studied in combinatorial game theory. The general idea is that we are given a map with regions drawn in but with not all the regions colored. Two players, Left and Right, take turns coloring in one uncolored region per turn, subject to various constraints. The move constraints and the winning condition are features of the particular game. Some players find it easier to color vertices of the dual graph, as in the Four color theorem. In this method of play, the regions are represented by small circles, and the circles for neighboring regions are linked by line segments or curves. The advantages of this method are that only a small area need be marked on a turn, and that the representation usually takes up less space on the paper or screen. The first advantage is less important when playing with a computer interface instead of pencil and paper. It is also possible to play with Go stones or Checkers. Move constraints An inherent constraint in e ...
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