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On Numbers and Games

On Numbers and Games is a mathematics 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 On Numbers and Games rather than just read about it. In short: 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.

On Numbers and Games — main illustration
On Numbers and Games — illustration

Key takeaways

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

Reference excerpt

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 {L|R}, which can be interpreted as a specialized kind of set; a kind of two-sided set. By insisting that L<R, this two-sided set resembles the Dedekind cut. The resulting construction yields a field, now called the surreal numbers. The ordinals are embedded in this field. The construction is rooted in axiomatic set theory, and is closely related to the Zermelo–Fraenkel axioms. In the original book, Conway simply refers to this field as "the numbers". The term "surreal numbers" is adopted later, at the suggestion of Donald Knuth. In the First Part, Conway notes that, by dropping the constraint that L<R, the axioms still apply and the construction goes through, but the resulting objects can no longer be interpreted as numbers. They can be interpreted as the class of all two-player games. The axioms for greater than and less than are seen to be a natural ordering on games, corresponding to which of the two players may win. The remainder of the book is devoted to exploring a number of different (non-traditional, mathematically inspired) two-player games, such as nim, hackenbush, and the map-coloring games col and snort. The development includes their scoring, a review of the Sprague–Grundy theorem, and the inter-relationships to numbers, including their relationship to infinitesimals. The book was first published by Academic Press in 1976, ISBN 0-12-186350-6, and a second edition was released by A K Peters in 2001 (ISBN 1-56881-127-6), containing a new prologue and an epilogue by Conway and several updates in the text. The currently available book by CRC Press, who acquired A K Peters in 2010, is printed in a notably bad quality, see the example at the end of this article.

Zeroth Part ... On Numbers

In the Zeroth Part, Chapter 0, Conway introduces a specialized form of set notation, having the form {L|R}, where L and R are again of this form, built recursively, terminating in {|}, which is to be read as an analog of the empty set. Given this object, axiomatic definitions for addition, subtraction, multiplication, division and inequality may be given. As long as one insists that L<R (with this holding vacuously true when L or R are the empty set), then the resulting class of objects can be interpreted as numbers, the surreal numbers. The {L|R} notation then resembles the Dedekind cut. The ordinal ω {\displaystyle \omega } is built by transfinite induction. As with conventional ordinals, ω + 1 {\displaystyle \omega +1} can be defined. Thanks to the axiomatic definition of subtraction, ω − 1 {\displaystyle \omega -1} can also be coherently defined: it is strictly less than ω {\displaystyle \omega } , and obeys the "obvious" equality ( ω − 1 ) + 1 = ω . {\displaystyle (\omega -1)+1=\omega .} Yet, it is still larger than any natural number. The construction enables an entire zoo of peculiar numbers, the surreals, which form a field. Examples include ω / 2 {\displaystyle \omega /2} , 1 / ω {\displaystyle 1/\omega } , ω = ω 1 / 2 {\displaystyle {\sqrt {\omega }}=\omega ^{1/2}} , ω 1 / ω {\displaystyle \omega ^{1/\omega }} and similar.

First Part ... and Games

In the First Part, Conway abandons the constraint that L<R, and then interprets the form {L|R} as a two-player game: a position in a contest between two players, Left and Right. Each player has a set of games called options to choose from in turn. Games are written {L|R} where L is the set of Left's options and R is the set of Right's options. At the start there are no games at all, so the empty set (i.e., the set with no members) is the only set of options we can provide to the players. This defines the game {|}, which is called 0. We consider a player who must play a turn but has no options to have lost the game. Given this game 0 there are now two possible sets of options, the empty set and the set whose only element is zero. The game {0|} is called 1, and the game {|0} is called -1. The game {0|0} is called * (star), and is the first game we find that is not a number. All numbers are positive, negative, or zero, and we say that a game is positive if Left has a winning strategy, negative if Right has a winning strategy, or zero if the second player has a winning strategy. Games that are not numbers have a fourth possibility: they may be fuzzy, meaning that the first player has a winning strategy. * is a fuzzy game.

See also Winning Ways for Your Mathematical Plays

References

Illustrations

On Numbers and Games: Comparison of the print quality of 1st and 2nd editions of John H. Conway: "On numbers and games". Theorem 100 (the last theorem in the book) is shown.
Comparison of the print quality of 1st and 2nd editions of John H. Conway: "On numbers and games". Theorem 100 (the last theorem in the book) is shown.

Worked examples

Example 1 — a first encounter with On Numbers and Games

Start with the simplest possible case. Write down what On Numbers and Games claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In mathematics, 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 On Numbers and Games 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 On Numbers and Games 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 On Numbers and Games

In research
On Numbers and Games appears in mathematics 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 On Numbers and Games 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
On Numbers and Games is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1976 non-fiction books, Academic Press books, Combinatorial game theory, so understanding it makes those chapters shorter.
In everyday life
Look for On Numbers and Games 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 On Numbers and Games in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what On Numbers and Games 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 On Numbers and Games out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is On Numbers and Games in simple terms?

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.

Why does On Numbers and Games matter?

Because it connects several mathematics 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 On Numbers and Games?

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 On Numbers and Games.

Tags

  • 1976 non-fiction books
  • Academic Press books
  • Combinatorial game theory
  • John Horton Conway
  • Mathematics books
  • Systems of set theory

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