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\begin{tikzcd}[ampersand replacement = \&, column sep = small] {#1} \ar[rr, shift right=1.3ex, "{#2}"'] \&\perp\& {#3} \ar[ll, shift right=1.3ex,"{#4}"'] \end{tikzcd} } \DeclarePairedDelimiter{\gen}{\langle}{\rangle} % ---- beamer style from uploaded template ---- \usetheme{Darmstadt} \usecolortheme{seahorse} \setbeamertemplate{navigation symbols}{} \setbeamertemplate{items}[default] \setbeamertemplate{theorems}[default] \setbeamertemplate{blocks}[rounded][shadow=false] \setbeamertemplate{footline}[frame number] \AtBeginSection[] { \begin{frame} \frametitle{Table of Contents} \tableofcontents[currentsection] \end{frame} } % ---- title ---- \title[A Rota--Baxter equation for winning games]{A Rota--Baxter Equation for Winning Games} \subtitle{Games as recursive coalgebras and differential invariants} \author{Ryuya Hora} \institute{Assistant professor at ZEN university} \date{Differentiation in category theory and program semantics\\Kyoto University, April 6, 2026} \begin{document} \begin{frame} \titlepage \vspace{-0.5em} \begin{center} \small Partially Based on joint work in progress with Ryo Suzuki. \end{center} \end{frame} \begin{frame}{Where I come from} \Large % {\Huge \textbf{Ryuya Hora}}\\ I've been interested in toposes, \textbf{games, and coalgebras}.\\ % Sorry for my poor English! \begin{figure} \centering \includegraphics[width=1.1 \textwidth]{images/Recursion.png} \caption{When I tried to check the spelling of “recursion”} \end{figure} \end{frame} \begin{frame}{Where this talk comes from} \small \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.57\textwidth} \begin{itemize} \item My motivation comes from \textbf{Combinatorial Game Theory} % , % especially impartial games such as Nim. % \\ % {\small I am an organizer of \textbf{Japan Combinatorial Game Theory Workshop}.} % \item So I am coming to this workshop mainly \textbf{from the game side}. \item I am \textbf{not} a specialist in differential categories in the usual sense. \end{itemize} \end{column} \begin{column}{0.39\textwidth} \begin{block}{What I hope to learn here} \begin{itemize} \item the right map of prior work \item links to differential / Cartesian differential categories \item links to game semantics and linear logic \item where the Rota--Baxter viewpoint fits \end{itemize} \end{block} \end{column} \end{columns} \vspace{0.4em} \begin{center} \emph{So this talk is partly a mathematical proposal.} \end{center} \end{frame} % \begin{frame}{This Talk in One Slide} % \begin{block}{Guiding question} % Why does the winning theory of \emph{Nim} involve the strange operation % \[ % a_1\nimsum \cdots \nimsum a_n \, ? % \] % \end{block} \vspace{0.3em} \begin{columns}[T] \begin{column}{0.48\textwidth} \textbf{Part I (about 10 min)} \begin{itemize} \item Games as $\Pf$-recursive coalgebras \item game values as hylomorphisms \end{itemize} \end{column} \begin{column}{0.48\textwidth} \textbf{Part II (about 15 min)} \begin{itemize} \item a "differential structure" on pointed games families % \item Rota--Baxter rig valued invariants \item\textbf{Winning nim with a Rota-Baxter equation!} \end{itemize} \end{column} \end{columns} \vspace{0.3em} \begin{center} \emph{Key slogan: the Nim identity is an integral shadow of a Leibniz rule.} \end{center} \end{frame} \begin{frame}{Short survey} \end{frame} \section{Nim and nim-sum} \begin{frame}{Rule of $n$-heap Nim} \begin{itemize} % \item In the game \textbf{$n$-heap nim}, first, \item $n$ heaps of stones are given. \item Two players take turns choosing one heap and removing at least one stone from that heap. \item The player who is unable to take a stone loses. \end{itemize} \begin{figure} \centering \includegraphics[width=1\linewidth]{images/NimSample.jpeg} \end{figure} % \memo{write} \end{frame} \begin{frame}{Bouton's theorem} \begin{definition}[Nim-sum] The \emph{Nim-sum} $\nimsum$ is \dq{bit-wise xor}, i.e., an abelian group structure on $\N$, induced by the binary expansion $\N \overset{\simeq}{\to} \bigoplus_{k=0}^{\infty} \Z/2\Z$. \end{definition} \begin{example} $5\nimsum 7 = (101)_2 \nimsum (111)_2 = (010)_2 = 2$ \end{example} \begin{theorem}[{[Bouton, Ann. of Math., 1902]}] A state of $n$-heap nim $(a_1, \dots ,a_n)$ is winning state if and only if $a_1 \nimsum \dots \nimsum a_n =0$. \end{theorem} \begin{example} $(1,2,3),(0,1,1), (2,2,0)$ are winning states of the $3$-heap nim. \end{example} \end{frame} \begin{frame}{Why xor in Nim?} \begin{itemize} \item Bouton's theorem says that an $n$-heap Nim position $(a_1,\dots,a_n)$ is a $P$-position iff \[ a_1\nimsum \cdots \nimsum a_n = 0. \] \item Once the theorem is known, the proof is classical \parencite{bouton1901nim,siegel2013combinatorial}. \item But conceptually, why should \emph{xor} appear at all? \end{itemize} \vspace{0.6em} \begin{block}{My answer today} First isolate the \emph{recursive} nature of games, then reinterpret the key Nim identity as a \emph{Rota--Baxter equation}. \end{block} \vspace{0.2em} \[ \mex(S)\nimsum \mex(T) = \mex\bigl((\mex(S)\nimsum T)\cup (S\nimsum \mex(T))\bigr). \] \end{frame} \section{Games as recursive coalgebras} \begin{frame}{Games are recursive objects} \small A (short impartial) game is a directed graph $(X,\to)$ such that: \begin{itemize} \item each position has finitely many options; \item there is no infinite play. \end{itemize} \vspace{0.2em} Typical quantities are defined \emph{backwards from the options}: \begin{align*} \oc(x) &= \begin{cases} N & \text{if some option has value }P,\\ P & \text{otherwise,} \end{cases} \\[0.3em] \G(x) &= \mex\{\G(x') \mid x\to x'\}. \end{align*} Birthday, remoteness, mis\`ere outcome, and many others are defined in the same recursive way. \vspace{0.4em} \begin{center} \color{red!75!black}\textbf{Point:} games are graphs on which these backward recursions are always well-defined. \end{center} \end{frame} \begin{frame}{Coalgebra-algebra morphisms package the recursion} Write the neighborhood map as \[ \thetaf\colon X\longrightarrow \Pf(X),\qquad x\longmapsto \{x'\mid x\to x'\}. \] A recursive game value with codomain $A$ is a map $f\colon X\to A$ determined by \[ f(x)=\alpha\bigl(\{f(x')\mid x\to x'\}\bigr) \] for some $\Pf$-algebra $\alpha\colon \Pf(A)\to A$. \vspace{0.4em} \begin{itemize} \item $\alpha=\np$ gives \textbf{outcome}. \item $\alpha=\mex$ gives \textbf{Grundy number}. \item $\alpha=\xem$ gives \textbf{birthday}. \end{itemize} \vspace{0.4em} \begin{block}{Terminology} This unique solution is the hylomorphism $\hylo_{\alpha,\thetaf}$. \end{block} \end{frame} \begin{frame}[t]{Main statement of Part I} \begin{block}{Theorem} The category of games is (isomorphic to) the category of recursive $\Pf$-coalgebras: \[ \Gs \simeq \mathsf{RecCoalg}_{\Pf}. \] \end{block} \vspace{0.4em} \begin{columns}[T] \begin{column}{0.5\textwidth} \textbf{Example 1: one-heap Nim} \[ \nu\colon \N\to \Pf(\N),\qquad \nu(n)=\{0,1,\dots,n-1\}. \] Then $\G_{\mathrm{Nim}_1}=\mathrm{id}_{\N}$. \end{column} \begin{column}{0.48\textwidth} \textbf{Example 2: terminal game} \begin{itemize} \item underlying set: hereditarily finite sets $\Hf$; \item move relation: $A\to B$ iff $B\in A$; \item every game admits a unique map \[ \mathrm{rd}_X\colon X\to \Hf. \] \end{itemize} \end{column} \end{columns} \end{frame} \begin{frame}{Game values are hylomorphisms} \begin{center} \renewcommand{\arraystretch}{1.25} \begin{tabular}{c|c} \textbf{game value} & \textbf{$\Pf$-algebra} \\ \hline outcome & $\np\colon \Pf(\{N,P\})\to \{N,P\}$ \\ Grundy number & $\mex\colon \Pf(\N)\to \N$ \\ birthday & $\xem\colon \Pf(\N)\to \N$ \end{tabular} \end{center} \vspace{0.5em} \begin{block}{Consequence} A game morphism preserves every recursively defined invariant coming from a $\Pf$-algebra. \end{block} \vspace{0.3em} \begin{center} \emph{Next question: where is differentiation hiding in the game rules themselves?} \end{center} \end{frame} \begin{frame}{Table of Contents} \tableofcontents \end{frame} \section{Differential structure and Rota--Baxter invariants} \begin{frame}{Move to pointed games and finite families} \small \begin{itemize} \item A pointed game is a pair $(X,x)$ with a chosen starting position. \item Let $\Gsp$ be the category of pointed games. \item Let $\Fam(\Gsp)$ be the free finite-coproduct completion. \end{itemize} Think of an object of $\Fam(\Gsp)$ as a \emph{finite family of local game situations}. \vspace{0.3em} Natural operations: \[ \text{addition }\sqcup = \text{disjoint union of families}, \qquad \text{multiplication }\otimes = \text{gamewise Conway addition}. \] \begin{block}{Differential operator} For a pointed game $(X,x)$, define \[ \dd(X,x)\coloneqq \{(X,x')\}_{x\to x'}. \] \end{block} \end{frame} \begin{frame}{Leibniz rule for Conway addition} For the Conway sum, every move changes \emph{either} the left component \emph{or} the right component. \vspace{0.4em} \begin{block}{Theorem} In $\Fam(\Gsp)$ we have a categorified Leibniz rule: \[ \dd(X\otimes Y)\cong (\dd X)\otimes Y \;\sqcup\; X\otimes (\dd Y). \] \end{block} \vspace{0.6em} \begin{center} \begin{tikzpicture}[>=Latex, thick, scale=0.9] \node[draw, rounded corners, minimum width=2.6cm, minimum height=0.9cm] (xy) at (0,0) {$X\otimes Y$}; \node[draw, rounded corners, minimum width=2.6cm, minimum height=0.9cm] (dx) at (-3,-2) {$(\dd X)\otimes Y$}; \node[draw, rounded corners, minimum width=2.6cm, minimum height=0.9cm] (dy) at (3,-2) {$X\otimes(\dd Y)$}; \draw[->] (xy) -- (dx) node[midway,left] {move in $X$}; \draw[->] (xy) -- (dy) node[midway,right] {move in $Y$}; \end{tikzpicture} \end{center} \vspace{0.3em} \small This is the differential structure that I want to emphasize today; compare with differential 2-rigs \parencite{joyal1981theorie,loregian2021differential}. \end{frame} \begin{frame}{Decategorification target: calculus / Rota--Baxter rigs} A \textbf{differential rig} is a rig $(A,0,1,+,\times,\dd)$ satisfying \[ \dd(a+b)=\dd a+\dd b, \qquad \dd(ab)= (\dd a)b + a(\dd b). \] \vspace{0.5em} An \textbf{integral rig} (or Rota--Baxter rig of weight $0$ in this talk) has an operator $\Int$ with \[ 1 = \Int 0, \qquad (\Int f)(\Int g)= \Int\bigl((\Int f)g + f(\Int g)\bigr). \] \vspace{0.5em} A \textbf{calculus rig} has both, with the fundamental theorem \[ \dd\,\Int f = f. \] \vspace{0.2em} \begin{center} \emph{Game families can be sent to such algebraic differential / integral structures.} \end{center} \end{frame} \begin{frame}[t]{Rota--Baxter valued invariants of games} Let $A$ be an integral rig. For a pointed game $(X,x)$ define recursively \[ F_{(X,x)}\coloneqq \Int\!\left(\sum_{x\to x'} F_{(X,x')}\right). \] For a finite family, define $F$ by finite sums. \vspace{0.3em} \begin{block}{Theorem} This assignment preserves the rig operations: \[ F_{\mathcal{X}\sqcup\mathcal{Y}} = F_{\mathcal{X}} + F_{\mathcal{Y}}, \qquad F_{\mathcal{X}\otimes\mathcal{Y}} = F_{\mathcal{X}}\times F_{\mathcal{Y}}. \] \end{block} \vspace{0.2em} \begin{center} \emph{Why multiplication works: apply the Rota--Baxter identity to the Leibniz rule for options of a Conway sum.} \end{center} \end{frame} \begin{frame}[t]{The universal example: game families themselves} The family of all pointed positions in the terminal game carries a calculus-rig-like structure: \begin{center} \renewcommand{\arraystretch}{1.25} \begin{tabular}{c|c} \textbf{analysis} & \textbf{game families} \\ \hline $0$ & empty family \\ $1$ & the terminal pointed game \\ $+$ & disjoint union / union \\ $\times$ & gamewise Conway sum \\ $\dd$ & take all immediate options \\ $\Int$ & adjoin a new root / braces $A\mapsto \{A\}$ \end{tabular} \end{center} \end{frame} \begin{frame}{Nim-sum gives a concrete Rota--Baxter rig} Start from the commutative monoid $(\N,\nimsum,0)$. Its free idempotent rig is $\Pf(\N)$ with \[ S+T \coloneqq S\cup T, \qquad S\times T \coloneqq \{s\nimsum t\mid s\in S,\ t\in T\}. \] Define the integral operator by \[ \Int(S)\coloneqq \{\mex(S)\}. \] \vspace{0.5em} \begin{block}{Theorem} This makes $\Pf(\N)$ into an integral (Rota--Baxter) rig. \end{block} \vspace{0.4em} So the classical \emph{mex + xor} mechanism of impartial game theory is an instance of a general algebraic pattern. \end{frame} \begin{frame}{The key identity is exactly a Rota--Baxter equation} In the rig $\Pf(\N)$, \[ (\Int S)(\Int T)=\Int\bigl((\Int S)T + S(\Int T)\bigr) \] becomes \[ \{\mex(S)\}\times \{\mex(T)\} = \Int\bigl((\{\mex(S)\}\times T)\cup (S\times \{\mex(T)\})\bigr). \] Unpacking the product gives \[ \mex(S)\nimsum\mex(T) =\mex\bigl((\mex(S)\nimsum T)\cup (S\nimsum \mex(T))\bigr). \] \vspace{0.5em} \begin{alertblock}{Interpretation} This is the integral shadow of the Leibniz rule for the option operator of Conway addition. \end{alertblock} \end{frame} \begin{frame}{Recovering Bouton's theorem} Apply the previous construction to pointed Nim positions. \vspace{0.5em} \begin{itemize} \item For one-heap Nim, \[ F_{(\mathrm{Nim}_1,n)} = \{n\} \qquad\text{(equivalently, the Grundy value is $n$).} \] \item Therefore for the Conway sum of $n$ heaps, \[ F_{(a_1,\dots,a_n)} = \{a_1\nimsum\cdots\nimsum a_n\}. \] \item Hence $(a_1,\dots,a_n)$ is a $P$-position iff \[ a_1\nimsum\cdots\nimsum a_n = 0. \] \end{itemize} \vspace{0.4em} \begin{block}{What changed conceptually?} Instead of proving a mysterious xor identity by hand, we view it as the Rota--Baxter image of a differential rule on games. \end{block} \end{frame} \begin{frame}{Take-home messages} \begin{enumerate} \item \textbf{Games are recursive coalgebras.} The basic game values come from hylomorphisms for $\Pf$. \item \textbf{Conway addition has a differential flavor.} On pointed games / families, the option operator satisfies a Leibniz rule. \item \textbf{Nim-sum is a Rota--Baxter phenomenon.} The classical identity for $\mex$ and xor is the algebraic image of that Leibniz rule. \end{enumerate} \vspace{0.8em} \begin{alertblock}{Outlook} Partisan / probabilistic variants, a genuine chain rule, and a systematic interface with differential categories remain open. \end{alertblock} \end{frame} \begin{frame}[allowframebreaks]{References} \printbibliography[heading=none] \end{frame} \appendix \section{Appendix} \begin{frame}{Internal monoid = games} \end{frame} \begin{frame}{Rota-Baxteer property on game values} \end{frame} \begin{frame}{SMCC open problem of classification} \end{frame} \end{document}