\begin{filecontents*}{localrefs.bib} @article{joyal1977remarques, author = {Joyal, Andre}, title = {Remarques sur la theorie des jeux a deux personnes}, journal = {Gazette des sciences mathematiques du Quebec}, year = {1977} } @article{laird2013constructing, author = {Laird, James and Manzonetto, Giulio and McCusker, Guy}, title = {Constructing categories and models of game semantics}, journal = {Mathematical Structures in Computer Science}, year = {2013} } @article{honsell2009conway, author = {Honsell, Furio and Lenisa, Marina}, title = {Conway games and hypergames}, journal = {Electronic Notes in Theoretical Computer Science}, year = {2009} } @article{honsell2011conway, author = {Honsell, Furio and Lenisa, Marina}, title = {On the category of hypergames}, journal = {Theoretical Computer Science}, year = {2011} } @article{bavsic2024categories, author = {Bavsic, Boro and others}, title = {Categories of games and rulegraphs}, journal = {Preprint}, year = {2024} } @article{blute2006differential, author = {Blute, Richard and Cockett, Robin and Seely, Robert}, title = {Differential categories}, journal = {Mathematical Structures in Computer Science}, year = {2006} } @article{cockett2019integral, author = {Cockett, Robin and Lemay, Jean-Simon Pacaud}, title = {Integral categories and calculus categories}, journal = {Logical Methods in Computer Science}, year = {2019} } @article{loregian2021differential, author = {Loregian, Francesca and Trimble, Todd}, title = {Differential and integral 2-rigs}, journal = {Theory and Applications of Categories}, year = {2021} } @article{bouton1901nim, author = {Bouton, Charles L.}, title = {Nim, a game with a complete mathematical theory}, journal = {Annals of Mathematics}, year = {1901} } @book{siegel2013combinatorial, author = {Siegel, Aaron N.}, title = {Combinatorial Game Theory}, publisher = {American Mathematical Society}, year = {2013} } @article{joyal1981theorie, author = {Joyal, Andre}, title = {Une theorie combinatoire des series formelles}, journal = {Advances in Mathematics}, year = {1981} } \end{filecontents*} \documentclass[12pt,portrait,aspectratio=169]{beamer} \usepackage[T1]{fontenc} \usepackage[utf8]{inputenc} \usepackage{lmodern} \usepackage{microtype} \usepackage{tikz} \usepackage{tikz-cd} \usepackage{amsmath,amssymb,mathtools} \usepackage{array,booktabs} \usepackage{pifont} \usepackage{xcolor} \usepackage{etoolbox} \usepackage[style=authoryear,maxnames=3]{biblatex} \addbibresource{localrefs.bib} \usetikzlibrary{calc,positioning,arrows.meta,fit,backgrounds,decorations.pathreplacing,decorations.pathmorphing,shapes.geometric} % ---- macros adapted from the uploaded tex files ---- \newcommand{\dq}[1]{``#1''} \newcommand{\memo}[1]{{\color{red} #1}} \newcommand{\N}{\mathbb{N}} \newcommand{\Z}{\mathbb{Z}} \newcommand{\Gs}{\mathbf{Game}} \newcommand{\Gsp}{\mathbf{Game}_{*}} \newcommand{\Pf}{\mathcal{P}_{\mathrm{fin}}} \newcommand{\Hf}{\mathbb{H}} \newcommand{\oc}{\mathsf{Outcome}} \newcommand{\G}{\mathsf{Grundy}} \newcommand{\BirthDay}{\mathsf{BirthDay}} \newcommand{\mex}{\mathsf{mex}} \newcommand{\xem}{\mathsf{xem}} \newcommand{\hylo}{\mathsf{hylo}} \newcommand{\np}{\mathsf{np}} \newcommand{\thetaf}{\theta} \newcommand{\Fam}{\mathsf{Fam}} \newcommand{\dd}{\partial} \newcommand{\Int}{\intop} \newcommand{\nimsum}{\oplus} \newcommand{\RecCoalg}[1]{\mathsf{RecCoalg}_{#1}} \usetheme{Darmstadt} \usecolortheme{seahorse} \setbeamertemplate{navigation symbols}{} \setbeamertemplate{items}[default] \setbeamertemplate{blocks}[rounded][shadow=false] \setbeamertemplate{footline}[frame number] \setbeamertemplate{bibliography item}{\raisebox{0.2ex}{\tiny\textbullet}} % ---- colors ---- \definecolor{myblue}{RGB}{48,73,180} \definecolor{mygreen}{RGB}{40,135,65} \definecolor{myred}{RGB}{200,70,62} \definecolor{myorange}{RGB}{224,146,40} \definecolor{mypurple}{RGB}{134,88,190} \definecolor{myteal}{RGB}{30,140,150} 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\AtBeginSection[]{% \begin{frame} \frametitle{Table of Contents} \tableofcontents[currentsection] \end{frame} } \title[A Rota--Baxter equation for winning games]{A Rota--Baxter Equation for Winning Games} \subtitle{Games as recursive coalgebras and differential invariants} \author[R. Hora]{Ryuya Hora} \institute{Graduate School of Mathematical Sciences, The University of Tokyo} \date{Differentiation in category theory and program semantics\\Kyoto University, April 6, 2026} \begin{document} \begin{frame} \titlepage \vspace{-0.4em} \begin{center} \small Partially based on joint work in progress with Ryo Suzuki. \end{center} \end{frame} \begin{frame}{Where I come from} \Large I've been interested in toposes, \textbf{games, and coalgebras}.\\[0.7em] \begin{figure} \centering \begin{tikzpicture} \node[browserbar, minimum width=9.5cm, minimum height=3.8cm] (win) at (0,0) {}; \foreach \x in {-4.2,-3.9,-3.6} { \fill[black!30] (\x,1.55) circle (1.2pt); } \node[anchor=west, font=\bfseries\small] at ($(win.north west)+(0.25,-0.32)$) {Search}; \node[searchbox, anchor=north, minimum width=7.9cm, minimum height=0.72cm] (search) at ($(win.north)+(0,-0.82)$) {}; \node[anchor=west, font=\normalsize] at ($(search.west)+(0.22,0)$) {recusion}; \draw[myred, line width=1.0pt, decorate, decoration={snake, amplitude=0.35mm, segment length=2.5mm}] ($(search.west)+(1.14,-0.18)$) -- ($(search.west)+(2.90,-0.18)$); \node[anchor=west, text=mygray] at (-3.82,0.25) {Google was not exactly helpful.}; \node[anchor=west, text=myblue, font=\bfseries] at (-3.82,-0.42) {Did you mean: recursion}; \node[anchor=west, text=mygray, font=\small] at (-3.82,-1.05) {So I decided to keep the joke in the slide.}; \end{tikzpicture} \end{figure} {\small When I tried to check the spelling of \dq{recursion}.} \end{frame} \begin{frame}{Where this talk comes from} \small \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.56\textwidth} \begin{itemize} \item My motivation comes from \textbf{Combinatorial Game Theory}. \item I am \textbf{not} a specialist in differential categories in the usual sense. \item So this talk is partly a proposal about how game recursion should be organized categorically. \end{itemize} \end{column} \begin{column}{0.40\textwidth} \begin{proposition}[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{proposition} \end{column} \end{columns} \vspace{0.3em} \begin{center} \emph{I am coming mainly from the game side, but trying to speak to this audience.} \end{center} \end{frame} \begin{frame}{Short survey: games $\times$ category theory is not new} \footnotesize \begin{proposition}[Important positioning] I know that \textbf{games + category theory} is already a rich story. This talk isolates the narrower interface between \[ \text{impartial combinatorial games} \qquad\text{and}\qquad \text{differential / Rota--Baxter ideas}. \] \end{proposition} \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.32\textwidth} \begin{example}[Game semantics] \begin{itemize} \item strategies as morphisms, \item linear logic / programming semantics. \end{itemize} \end{example} \end{column} \begin{column}{0.32\textwidth} \begin{example}[Coalgebraic games] \begin{itemize} \item Conway games / hypergames, \item recursive viewpoints on impartial games. \end{itemize} \end{example} \end{column} \begin{column}{0.32\textwidth} \begin{example}[Differential side] \begin{itemize} \item differential categories, \item integral / calculus categories. \end{itemize} \end{example} \end{column} \end{columns} \vspace{0.15em} {\scriptsize Representative references: game semantics \parencite{joyal1977remarques,laird2013constructing}; coalgebraic games \parencite{honsell2009conway,honsell2011conway,bavsic2024categories}; differential side \parencite{blute2006differential,cockett2019integral,loregian2021differential}.} \end{frame} \section{Games: Nim and Integration} \begin{frame}{Rule of $n$-heap Nim} \small \begin{itemize} \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 \begin{tikzpicture}[scale=1] \node[creampanel, minimum width=10.5cm, minimum height=3.7cm] (bg) at (0,0) {}; \heapstate{-3.9}{1}{2}{3} \heapstate{-1.3}{1}{2}{1} \heapstate{1.3}{1}{0}{1} \heapstate{5.1}{0}{0}{0} \node[text=myred, font=\large] at (-2.6,0.38) {$A$}; \node[font=\large] at (-2.6,-0.02) {$\rightsquigarrow$}; \node[text=myblue, font=\large] at (0.0,0.38) {$B$}; \node[font=\large] at (0.0,-0.02) {$\rightsquigarrow$}; \node at (3.0,-0.02) {$\cdots$}; \node[text=myred, font=\large] at (4.0,0.38) {$A$}; \node[font=\large] at (4.0,-0.02) {$\rightsquigarrow$}; \end{tikzpicture} \end{figure} \end{frame} \begin{frame}[t]{Bouton's theorem} \footnotesize \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.47\textwidth} \begin{definition}[Nim-sum] The \emph{Nim-sum} $\nimsum$ is bit-wise xor, i.e. the abelian group structure on $\N$ induced by the binary expansion \[ \N \cong \bigoplus_{k=0}^{\infty} \Z/2\Z. \] \end{definition} \begin{example} $5\nimsum 7 = (101)_2 \nimsum (111)_2 = (010)_2 = 2$. \end{example} \end{column} \begin{column}{0.49\textwidth} \begin{theorem}[Bouton, Ann. of Math., 1901] A state $(a_1,\dots,a_n)$ of $n$-heap Nim is winning for the previous player iff \[ a_1\nimsum\cdots\nimsum a_n = 0. \] \end{theorem} \begin{example} $(1,2,3)$, $(0,1,1)$, and $(2,2,0)$ are $P$-positions of $3$-heap Nim. \end{example} \end{column} \end{columns} \end{frame} \begin{frame}{Why xor in Nim?} \small \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} \begin{proposition}[My answer today] First isolate the \emph{recursive} nature of games, then reinterpret the key Nim identity as a \emph{Rota--Baxter equation}: \[ \mex(S)\nimsum \mex(T) = \mex\bigl((\mex(S)\nimsum T)\cup (S\nimsum \mex(T))\bigr). \] \end{proposition} \end{frame} \section{Coalgebras: Games as recursive coalgebras} \begin{frame}[t]{Games are recursive objects} \footnotesize \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.54\textwidth} 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} Typical values are defined \emph{backwards from the options}: \[ \oc(x)= \begin{cases} N & \text{if some }x\to x' \text{ has } \oc(x')=P,\\ P & \text{otherwise.} \end{cases} \] \[ \G(x)=\mex\{\G(x')\mid x\to x'\}. \] Birthday, remoteness, and mis\`ere outcome fit the same recursive pattern. \end{column} \begin{column}{0.42\textwidth} \begin{figure} \centering \begin{tikzpicture}[scale=0.82] \node[state,label=above:$x$] (x) at (0,1.8) {}; \node[state,label=left:$x_1$] (x1) at (-1.8,0.8) {}; \node[state,label=above:$x_2$] (x2) at (0,0.8) {}; \node[state,label=right:$x_3$] (x3) at (1.8,0.8) {}; \node[pstate,label=left:$0$] (z1) at (-2.2,-0.7) {}; \node[nstate,label=below:$1$] (z2) at (-1.0,-0.7) {}; \node[pstate,label=below:$0$] (z3) at (0.6,-0.7) {}; \node[nstate,label=right:$2$] (z4) at (2.0,-0.7) {}; \draw[gameedge] (x) -- (x1); \draw[gameedge] (x) -- (x2); \draw[gameedge] (x) -- (x3); \draw[gameedge] (x1) -- (z1); \draw[gameedge] (x1) -- (z2); \draw[gameedge] (x2) -- (z2); \draw[gameedge] (x2) -- (z3); \draw[gameedge] (x3) -- (z3); \draw[gameedge] (x3) -- (z4); \draw[formulaarrow] (2.55,-0.85) -- (2.55,1.45); \node[rotate=90, text=myblue, font=\scriptsize] at (2.92,0.30) {compute from options}; \end{tikzpicture} \end{figure} \end{column} \end{columns} \end{frame} \begin{frame}[t]{Coalgebra-algebra morphisms package the recursion} \small 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 $\alpha\colon \Pf(A)\to A$. \begin{figure} \centering \begin{tikzpicture}[every node/.style={font=\small}] \node[bluepanel, minimum width=1.9cm] (pfx) at (-2,1.3) {$\Pf(X)$}; \node[bluepanel, minimum width=1.9cm] (pfa) at ( 2,1.3) {$\Pf(A)$}; \node[bluepanel, minimum width=1.9cm] (x) at (-2,-1.1) {$X$}; \node[bluepanel, minimum width=1.9cm] (a) at ( 2,-1.1) {$A$}; \draw[formulaarrow] (pfx) -- node[above] {$\Pf(f)$} (pfa); \draw[formulaarrow] (x) -- node[below] {$f$} (a); \draw[formulaarrow] (x) -- node[left] {$\thetaf$} (pfx); \draw[formulaarrow] (pfa) -- node[right] {$\alpha$} (a); \end{tikzpicture} \end{figure} \begin{proposition}[Examples] \begin{itemize} \item $\alpha=\np$ gives \textbf{outcome}. \item $\alpha=\mex$ gives \textbf{Grundy number}. \item $\alpha=\xem$ gives \textbf{birthday}. \end{itemize} The unique solution is the hylomorphism $\hylo_{\alpha,\thetaf}$. \end{proposition} \end{frame} \begin{frame}[t]{Main statement of Part I} \footnotesize \begin{theorem} The category of games is equivalent to the category of recursive $\Pf$-coalgebras: \[ \Gs \simeq \RecCoalg{\Pf}. \] \end{theorem} \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.48\textwidth} \begin{example}[One-heap Nim] The coalgebra is \[ \nu\colon \N\to \Pf(\N),\qquad \nu(n)=\{0,\dots,n-1\}. \] Hence $\G_{\mathrm{Nim}_1}=\mathrm{id}_{\N}$. \end{example} \end{column} \begin{column}{0.48\textwidth} \begin{example}[Terminal game] The terminal recursive coalgebra is the game $\Hf$ of hereditarily finite sets, with \[ A\to B \iff B\in A. \] Every game has a unique map $\mathrm{rd}_X\colon X\to\Hf$. \end{example} \end{column} \end{columns} \end{frame} \begin{frame}{Game values are hylomorphisms} \small \begin{center} \renewcommand{\arraystretch}{1.22} \begin{tabular}{@{}ll@{}} \toprule \textbf{game value} & \textbf{$\Pf$-algebra} \\ \midrule outcome & $\np\colon \Pf(\{N,P\})\to \{N,P\}$ \\ Grundy number & $\mex\colon \Pf(\N)\to \N$ \\ birthday & $\xem\colon \Pf(\N)\to \N$ \\ \bottomrule \end{tabular} \end{center} \vspace{0.45em} \begin{proposition}[Consequence] A game morphism preserves every recursively defined invariant coming from a $\Pf$-algebra. \end{proposition} \vspace{0.25em} \begin{center} \emph{Next question: where is differentiation hiding in the game rules themselves?} \end{center} \end{frame} \section{Differentiation: Differential structure and Rota--Baxter invariants} \begin{frame}[t]{Move to pointed games and finite families} \footnotesize \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.50\textwidth} \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 finite family of \emph{local game situations}. \vspace{0.3em} \begin{definition}[Differential operator] For a pointed game $(X,x)$, define \[ \dd(X,x)\coloneqq \{(X,x')\}_{x\to x'}. \] \end{definition} \end{column} \begin{column}{0.46\textwidth} \begin{figure} \centering \begin{tikzpicture}[scale=0.84] \node[bluepanel, minimum width=2.5cm, minimum height=0.75cm] (rootbox) at (0,2.05) {$ (X,x)$}; \node[state] (x) at (0,1.15) {}; \node[state] (x1) at (-1.2,0.15) {}; \node[state] (x2) at (0,-0.05) {}; \node[state] (x3) at (1.2,0.15) {}; \draw[gameedge] (x) -- (x1); \draw[gameedge] (x) -- (x2); \draw[gameedge] (x) -- (x3); \node[greenpanel, fit=(x1) (x2) (x3), inner sep=7pt] (fam) {}; \node[greenpanel, minimum width=3.1cm, minimum height=0.75cm] (d) at (0,-1.15) {$\dd(X,x)$}; \draw[formulaarrow] (rootbox) -- (d); \draw[formulaarrow] (fam.south) -- (d.north); \end{tikzpicture} \end{figure} \end{column} \end{columns} \end{frame} \begin{frame}{Leibniz rule for Conway addition} \small For the Conway sum, every move changes \emph{either} the left component or the right component. \vspace{0.2em} \begin{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{theorem} \begin{figure} \centering \begin{tikzpicture}[scale=0.82] \node[bluepanel, minimum width=2.6cm, minimum height=0.8cm] (xy) at (0,0.05) {$X\otimes Y$}; \node[bluepanel, minimum width=2.7cm, minimum height=0.8cm] (dx) at (-3.05,-1.7) {$(\dd X)\otimes Y$}; \node[bluepanel, minimum width=2.7cm, minimum height=0.8cm] (dy) at (3.05,-1.7) {$X\otimes(\dd Y)$}; \draw[formulaarrow] (xy) -- (dx) node[midway,left] {move in $X$}; \draw[formulaarrow] (xy) -- (dy) node[midway,right] {move in $Y$}; \end{tikzpicture} \end{figure} {\scriptsize This is the differential structure emphasized here; compare with differential 2-rigs \parencite{joyal1981theorie,loregian2021differential}.} \end{frame} \begin{frame}[t]{Decategorification target: calculus / Rota--Baxter rigs} \scriptsize \begin{definition}[Differential rig] A rig $(A,0,1,+,\times,\dd)$ with \[ \dd(a+b)=\dd a+\dd b, \qquad \dd(ab)= (\dd a)b + a(\dd b). \] \end{definition} \begin{definition}[Integral rig] A rig with an operator $\Int$ satisfying \[ 1 = \Int 0, \qquad (\Int f)(\Int g)= \Int\bigl((\Int f)g + f(\Int g)\bigr). \] \end{definition} \begin{definition}[Calculus rig] A rig carrying both structures, with the fundamental theorem $\dd\,\Int f = f$. \end{definition} \begin{center} {\footnotesize\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} \small \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.56\textwidth} 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{0.25em} \begin{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{theorem} \end{column} \begin{column}{0.40\textwidth} \begin{figure} \centering \begin{tikzpicture}[scale=0.86] \node[bluepanel, minimum width=2.7cm, minimum height=0.75cm] (fx) at (0,2.1) {$F_{(X,x)}$}; \node[greenpanel, minimum width=1.25cm, minimum height=0.68cm] (int) at (0,1.05) {$\Int$}; \node[bluepanel, minimum width=3.2cm, minimum height=0.78cm] (sum) at (0,-1.95) {$\sum_{x\to x'} F_{(X,x')}$}; \node[state] (x) at (0,-0.02) {}; \node[state] (x1) at (-1.15,-0.95) {}; \node[state] (x2) at (0,-1.12) {}; \node[state] (x3) at (1.15,-0.95) {}; \draw[gameedge] (x) -- (x1); \draw[gameedge] (x) -- (x2); \draw[gameedge] (x) -- (x3); \draw[formulaarrow] (sum) -- (int); \draw[formulaarrow] (int) -- (fx); \end{tikzpicture} \end{figure} \end{column} \end{columns} {\scriptsize Why multiplication works: apply the Rota--Baxter identity to the Leibniz rule for options of a Conway sum.} \end{frame} \begin{frame}[t]{The universal example: game families themselves} \footnotesize The family of all pointed positions in the terminal game carries a calculus-rig-like structure: \begin{center} \renewcommand{\arraystretch}{1.08} \begin{tabular}{@{}ll@{}} \toprule \textbf{analysis} & \textbf{game families} \\ \midrule $0$ & 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 $A\mapsto \{A\}$ \\ \bottomrule \end{tabular} \end{center} \begin{figure} \centering \begin{tikzpicture}[scale=0.68] \node[bluepanel, minimum width=1.2cm, minimum height=0.62cm] (A) at (-2.8,0) {$A$}; \node[greenpanel, minimum width=1.4cm, minimum height=0.62cm] (IA) at (0,0) {$\{A\}$}; \node[bluepanel, minimum width=1.7cm, minimum height=0.62cm] (dA) at (2.8,0) {$\dd A$}; \draw[formulaarrow] (A) -- node[above] {$\Int$} (IA); \draw[formulaarrow] (A) -- node[above] {$\dd$} (dA); \node[state] (a1) at (2.45,-0.82) {}; \node[state] (a2) at (3.12,-0.82) {}; \draw[gameedge] (dA.south) -- (a1); \draw[gameedge] (dA.south) -- (a2); \end{tikzpicture} \end{figure} \end{frame} \begin{frame}[t]{Nim-sum gives a concrete Rota--Baxter rig} \footnotesize \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.58\textwidth} 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 \[ \Int(S)\coloneqq \{\mex(S)\}. \] \begin{theorem} This makes $\Pf(\N)$ into an integral (Rota--Baxter) rig. \end{theorem} \end{column} \begin{column}{0.38\textwidth} \begin{figure} \centering \begin{tikzpicture}[thick,>=Latex,scale=0.85] \node at (-1.0,0.65) {$3=$}; \node at (-0.2,0.65) {$0$}; \node at ( 0.4,0.65) {$1$}; \node at ( 1.0,0.65) {$1$}; \node at (-1.25,0.0) {$\nimsum$}; \node at (-1.0,-0.65) {$5=$}; \node at (-0.2,-0.65) {$1$}; \node at ( 0.4,-0.65) {$0$}; \node at ( 1.0,-0.65) {$1$}; \draw[very thick] (-1.2,-1.05) -- (1.3,-1.05); \node at (-1.0,-1.7) {$6=$}; \node at (-0.2,-1.7) {$1$}; \node at ( 0.4,-1.7) {$1$}; \node at ( 1.0,-1.7) {$0$}; \end{tikzpicture} \end{figure} \end{column} \end{columns} \end{frame} \begin{frame}{The key identity is exactly a Rota--Baxter equation} \small 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 exactly \[ \mex(S)\nimsum\mex(T) =\mex\bigl((\mex(S)\nimsum T)\cup (S\nimsum \mex(T))\bigr). \] \begin{proposition}[Interpretation] The classical mex + xor identity is the integral shadow of the Leibniz rule for the option operator of Conway addition. \end{proposition} \end{frame} \begin{frame}[t]{Recovering Bouton's theorem} \scriptsize \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.56\textwidth} Apply the construction to pointed Nim positions. \begin{itemize} \itemsep0.2em \item One-heap Nim satisfies \[ F_{(\mathrm{Nim}_1,n)} = \{n\}. \] \item Hence for the Conway sum of $n$ heaps, \[ F_{(a_1,\dots,a_n)} = \{a_1\nimsum\cdots\nimsum a_n\}. \] \item Therefore $(a_1,\dots,a_n)$ is a $P$-position iff \[ a_1\nimsum\cdots\nimsum a_n = 0. \] \end{itemize} \end{column} \begin{column}{0.40\textwidth} \begin{figure} \centering \begin{tikzpicture}[scale=0.75] \node[bluepanel, minimum width=2.65cm, minimum height=0.68cm] (n1) at (0,1.5) {$(\mathrm{Nim}_1,n)$}; \node[greenpanel, minimum width=1.30cm, minimum height=0.64cm] (fn1) at (0,0.35) {$\{n\}$}; \node[bluepanel, minimum width=2.85cm, minimum height=0.68cm] (nn) at (0,-1.05) {$(a_1,\dots,a_n)$}; \node[greenpanel, minimum width=3.15cm, minimum height=0.68cm] (fnn) at (0,-2.25) {$\{a_1\nimsum\cdots\nimsum a_n\}$}; \draw[formulaarrow] (n1) -- node[right] {$F$} (fn1); \draw[formulaarrow] (nn) -- node[right] {$F$} (fnn); \end{tikzpicture} \end{figure} \end{column} \end{columns} \begin{proposition}[What changed conceptually?] The xor criterion is now a Rota--Baxter shadow of the differential rule on games. \end{proposition} \end{frame} \begin{frame}{Take-home messages} \small \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 mex + xor identity is the algebraic image of that Leibniz rule. \end{enumerate} \vspace{0.65em} \begin{proposition}[Outlook] Partisan / probabilistic variants, a genuine chain rule, and a systematic interface with differential categories remain open. \end{proposition} \end{frame} \begin{frame}[allowframebreaks]{References} \printbibliography[heading=none] \end{frame} \appendix \section{Appendix} \begin{frame}{Rota--Baxter property on game values} \small \begin{proposition} Suppose the Bouton monoid with respect to Conway addition is induced by a $\Pf$-algebra \[ \beta\colon \Pf(B)\to B. \] Then its multiplication $\circledast$ satisfies the Rota--Baxter identity \[ \beta(S)\circledast \beta(T) = \beta\bigl(S\circledast \beta(T)\cup \beta(S)\circledast T\bigr) \] for all finite $S,T\subset B$. \end{proposition} \vspace{0.3em} This is the abstract version of the mex + xor identity we used for Nim. \end{frame} \begin{frame}{An open structural question} \small \begin{bluebox}{SMCC-style classification problem} Classify symmetric monoidal closed structures on $\Gs$ whose underlying tensor on sets is cartesian product and for which the forgetful functor \[ U\colon \Gs\to \mathbf{Set} \] is (strictly or at least lax) monoidal. \end{bluebox} \begin{figure} \centering \begin{tikzpicture}[scale=0.95] \node[bluepanel, minimum width=2.0cm, minimum height=0.7cm] (left) at (-2.6,0) {$\Gs\times \Gs$}; \node[greenpanel, minimum width=1.4cm, minimum height=0.7cm] (mid) at (0,0) {$\ast$}; \node[bluepanel, minimum width=1.6cm, minimum height=0.7cm] (right) at (2.6,0) {$\Gs$}; \draw[formulaarrow] (left) -- (mid); \draw[formulaarrow] (mid) -- (right); \node[text=mygray] at (0,-1.2) {Which monoidal structures should count as natural game decompositions?}; \end{tikzpicture} \end{figure} \end{frame} \end{document}