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Nimatron

Nimatron is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Nimatron rather than just read about it. In short: The Nimatron was an electro-mechanical machine that played Nim. It was first exhibited in April–October 1940 by the Westinghouse Electric Corporation at the 1939-1940 New York World's Fair to entertain fair-goers.

Nimatron — main illustration
Nimatron — illustration

Key takeaways

  • Nimatron belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Nimatron to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Nimatron from memory before moving on to harder problems.

Reference excerpt

The Nimatron was an electro-mechanical machine that played Nim. It was first exhibited in April–October 1940 by the Westinghouse Electric Corporation at the 1939-1940 New York World's Fair to entertain fair-goers. Conceived some months prior by Edward Condon and built by Gerald L. Tawney and Willard A. Derr, the device was composed of electro-mechanical relays which could respond to players' choices in the game in a dozen different patterns, and had elements of early non-programmable digital computers. The machine, which weighed over a metric ton, displayed four lines of seven light bulbs both in front of the player and on four sides of an overhead cube. Players alternated turns with the machine in removing one or more lights from one of the rows until the lights were all extinguished. The calculations were purposely delayed to give the illusion that the machine was considering moves, and winners received a token. The reception of the machine during the fair was positive, with around 100,000 games of Nim played. After the fair it was moved to the Buhl Planetarium and Institute of Popular Science Building in Pittsburgh. Despite this success, Condon considered the Nimatron a failure, because he had designed and intended it to be solely a piece of entertainment for fair-goers, but within years of the exhibition programmable digital computers began to be produced around the world by other companies and groups that used some of the same principles around storing digital information. The Nimatron is considered one of the first electro-mechanical games and a precursor to the video game, but its direct impact on the early history of video games and beyond is minimal. It may, however, have inspired the Nimrod computer, which was demonstrated at the 1951 Festival of Britain playing Nim using banks of lightbulbs like the Nimatron eleven years prior.

Development

The 1939 New York World's Fair was held in April—October 1939 and April—October 1940, featuring exhibits from countries and companies worldwide. A major exhibitor was the Westinghouse Electric Corporation, and during the break in the fair it was looking for new exhibits to add for the second season. Edward Condon, a nuclear physicist and pioneer of quantum mechanics and an associate director of research at the company, proposed making a machine that could play Nim. In Nim, players take turns removing at least one object from a set of objects, with the goal of being the player who removes the last object; gameplay options can be modeled mathematically. In the version of the game Condon proposed using, there are multiple sets of objects, and on each turn the player can only remove objects from a single set. Condon, who claims to have come up with the idea while talking to another employee on his lunch break, knew that mathematically the model could be expressed with the same binary notation that was used in the circuits for Geiger counters. The proposal was not intended to showcase any particular technology, but only to serve as entertainment for the fair-goers. The result, named Nimatron, was an electro-mechanical machine with elements of early non-programmable digital computers, as it could retain the state of the game in binary and respond according to which mechanical switches were flipped, though no changes could be made without physically modifying the machine.

The machine itself was designed and built by Gerald L. Tawney and Willard A. Derr, who worked in the relay division of Westinghouse. Although electronic vacuum tubes were faster than electro-mechanical relays at processing information, the machine was designed and built with electro-mechanical relays as vacuum tubes were less robust and speed was not an issue. Even with relays, the machine was considered too fast; it could still make its turn in milliseconds as opposed to the microseconds it would have taken with vacuum tubes, which was felt to be demoralizing to players. The team added a delay relay to the game of a couple seconds to make it appear that the machine was thinking about the move to make instead of the physical algorithm nearly instantly responding. The state of the game was represented with four columns of seven lights; on the player's turn they decided on a column to take lights from and pressed a button one or more times to turn out lights in that column, then pressed another to give the machine a turn. The set of lights were displayed on the front of the machine, as well as on four sides of a cube above the machine to allow spectators to follow the game. If the player won, the machine produced a token with the inscription "Nim Champ". The machine, described by Popular Mechanics as having 116 relays and over two miles of copper wire, and by The New York Times as being a robot eight feet tall and three feet wide, encased in a metal box, weighed over a metric ton. Westinghouse, on behalf of Condon, Tawney, and Derr, filed a patent application with the United States on April 26, 1940, and obtained it on September 24, 1940.

Presentation

The Nimatron was exhibited in the second half of the New York World's Fair in 1940. The game was a success with fair-goers, with Condon later stating that it was played over 100,000 times. The machine included counters for how many times it was played and how many times the player had won, with the Nimatron winning 90,000 times. This count was skewed, however, by the operators of the machine; although it appeared complicated, the machine could only play the game in a dozen or so preset patterns, meaning that the operators could learn the patterns and beat the machine at any time in order to demonstrate the fair-goers that it could be done. As its creators intended, the Nimatron was not viewed as a technological advancement but as an entertaining amusement; in an account of the fair, The New York Times placed it under a "novelty" subheading along with the exhibit of Elsie the Cow, the advertising icon of Borden.

Legacy

… excerpt ends here. Continue reading the full article.

Illustrations

Nimatron: Edward Condon, the inventor of the Nimatron
Edward Condon, the inventor of the Nimatron
Nimatron: Drawing of the Nimatron from patent application
Drawing of the Nimatron from patent application
Nimatron illustration
Nimatron illustration
Nimatron: The Buhl Planetarium and Institute of Popular Science Building
The Buhl Planetarium and Institute of Popular Science Building

Worked examples

Example 1 — a first encounter with Nimatron

Start with the simplest possible case. Write down what Nimatron claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Nimatron before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Nimatron ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Nimatron

In research
Nimatron appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Nimatron in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Nimatron is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1939 New York World's Fair, Computer-related introductions in 1940, Electro-mechanical computers, so understanding it makes those chapters shorter.
In everyday life
Look for Nimatron outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Nimatron in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Nimatron means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Nimatron out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Nimatron in simple terms?

The Nimatron was an electro-mechanical machine that played Nim. It was first exhibited in April–October 1940 by the Westinghouse Electric Corporation at the 1939-1940 New York World's Fair to entertain fair-goers.

Why does Nimatron matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Nimatron?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Nimatron.

Tags

  • 1939 New York World's Fair
  • Computer-related introductions in 1940
  • Electro-mechanical computers

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