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\AtBeginSection[] { \begin{frame} \frametitle{Table of Contents} \tableofcontents[currentsection] \end{frame} } % ---- 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} \definecolor{mycream}{RGB}{250,247,238} \definecolor{mylightblue}{RGB}{228,236,251} \definecolor{mylightgreen}{RGB}{231,246,233} \definecolor{mylightred}{RGB}{252,236,235} % ---- tikz styles ---- \tikzset{ >={Latex[length=2.3mm]}, gameedge/.style={->, draw=black!70, line width=0.65pt}, heapedge/.style={->, draw=black!65, line width=0.85pt}, nimheap/.style={draw=black!70, line width=0.9pt, fill=white}, panel/.style={rounded corners=5pt, draw=black!10, fill=mycream, inner sep=5pt}, nstate/.style={circle, fill=myred, inner sep=2.2pt}, pstate/.style={circle, fill=myblue, inner sep=2.2pt}, neutralstate/.style={circle, fill=black, inner sep=2.0pt}, familybox/.style={rounded corners=4pt, draw=myblue!50!black, fill=mylightblue, line width=0.8pt}, formulaarrow/.style={->, draw=myblue!85!black, line width=1pt}, goodring/.style={draw=myblue, line width=1.5pt, rounded corners=3pt}, badring/.style={draw=myred, line width=1.5pt, rounded corners=3pt}, note/.style={rounded corners=4pt, fill=yellow!12, draw=yellow!30!black, inner sep=4pt} } % ---- 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: games $\times$ category theory is not new\memo{memo}} \footnotesize \begin{alertblock}{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{alertblock} \vspace{0.2em} \begin{columns}[T,totalwidth=\textwidth] \begin{column}{0.32\textwidth} \begin{exampleblock}{Game semantics} \begin{itemize} \item strategies as morphisms \item linear logic / programming semantics \end{itemize} \end{exampleblock} \end{column} \begin{column}{0.32\textwidth} \begin{exampleblock}{Coalgebraic games} \begin{itemize} \item Conway games / hypergames \item recursive viewpoints on impartial games \end{itemize} \end{exampleblock} \end{column} \begin{column}{0.32\textwidth} \begin{exampleblock}{Differential side} \begin{itemize} \item differential categories \item integral / calculus categories \end{itemize} \end{exampleblock} \end{column} \end{columns} \vspace{0.1em} {\scriptsize Representative references: game semantics \parencite{joyal1977remarques,laird2013constructing}; coalgebraic games \parencite{honsell2009conway,honsell2011conway,bavsic2024categories}; differential side \parencite{blute2006differential,cockett2019integral,loregian2021differential}.} \vspace{0.12em} \begin{center} \begin{tikzpicture}[x=1cm,y=1cm] \node[panel, minimum width=7.45cm, minimum height=0.90cm] (p) {}; \node[text=myred, font=\bfseries] at ($(p.center)+(-2.0,0)$) {Nim}; \node[text=mypurple, font=\bfseries] at ($(p.center)+(-0.35,0)$) {recursive coalgebras}; \node[text=myteal, font=\bfseries] at ($(p.center)+(2.30,0)$) {Rota--Baxter}; \draw[formulaarrow] ($(p.center)+(-1.55,0)$) -- ($(p.center)+(-0.83,0)$); \draw[formulaarrow] ($(p.center)+(0.63,0)$) -- ($(p.center)+(1.66,0)$); \end{tikzpicture} \end{center} \end{frame} \section{Games: Nim and Integration} \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{columns}[T,totalwidth=\textwidth] \begin{column}{0.58\textwidth} \begin{example} $5\nimsum 7 = (101)_2 \nimsum (111)_2 = (010)_2 = 2$ \end{example} \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}{Bouton's theorem} \begin{theorem}[{[Bouton, Ann. of Math., 1902]}] A state of $n$-heap nim $(a_1, \dots ,a_n)$ is a winning state % \footnote{It is usually called a P-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.\memo{} \end{example} % \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} \begin{proof}[The only non-trivial part of the proof is:] $ \mex(S)\nimsum \mex(T) = \mex\bigl((\mex(S)\nimsum T)\cup (S\nimsum \mex(T))\bigr). $ \end{proof} This is similar to the Rota-Baxter equation. \[ \left(\Int f\right)\left(\Int g\right )= \Int\left(\left(\Int f\right )g + f\left(\Int g\right )\right ). \] \end{frame} \section{Category of games} \begin{frame}{Definition of games} \begin{columns} \begin{column}{0.8 \textwidth} \begin{definition}[Game] A \emph{game} $\X=(X,\to)$ is a pair of a (possibly infinite) set $X$ and a binary relation $\to \subset X \times X$ that satisfies the following two finiteness conditions \begin{enumerate} \item (finite options) $\# \{x' \in X \mid x\rel x'\}$ is finite, for any $x \in X$. \item (finite time) There is no infinite path. $x_0 \rel x_1 \rel x_2 \rel \dots$ \end{enumerate} \end{definition} % \begin{example} % \begin{itemize} % \item \cmark 21-game $(\{0,1, \dots 21\}, x\to x' \colon \iff x'-x \in \{1,2,3\})$ % \item \cmark $(\N,>)$ but \xmark $(\Z, >)$ % \item \cmark Nim (Stone-taking game) $(\N^n,\to)$ % \end{itemize} % \end{example} \begin{example}[$\Nim{n}$: $n$-heap nim] The game $\Nim{n} = (\N^{n},\to)$ is % a game whose underlying set is $\N^{n}$ and relation $\to \subset \N^{n} \times \N^{n}$ is defined by \[ (a_i)_{1\leq i \leq n} \to (b_i)_{1\leq i \leq n} \iff \exists i (a_i> b_i \land a_j = b_j (j\neq i)) \] \end{example} \end{column} \begin{column}{0.2 \textwidth} \begin{figure} \centering \includegraphics[width=1.1\linewidth]{images/JPEG image-4B87-BA53-02-0.jpeg} \end{figure} \end{column} \end{columns} \end{frame} \begin{frame}{Conway addition of games} \begin{columns} \begin{column}{0.8\textwidth} \begin{definition}[Conway addition] The Conway addition of two games, $\X= (X,\to_X)$ and $ \Y =(Y,\to_Y)$, is the game $\X+\Y = (X\times Y, \to_{+})$, where \begin{itemize} \item the underlying set is the cartesian product $X\times Y$, and \item the relation $\to_{+}$ is defined by $ (x,y)\to_{+} (x', y') \iff (x\to_{X} x' \land y= y') \lor (x= x' \land y\to_{Y} y') $ \end{itemize} \end{definition} \begin{example} $\Nim{n} = \Nim{1} + \dots + \Nim{1}$ \end{example} \end{column} \begin{column}{0.2 \textwidth} \begin{figure} \centering \includegraphics[width=1.1\linewidth]{images/Conway-addition.jpeg} \end{figure} \end{column} \end{columns} \end{frame} \begin{frame}{Generalized Bouton's theorem} \begin{theorem}[{Generalized Bouton's theorem [see CGT, Siegel]}] For two games $\X =(X, \to_X)$ and $\Y=(Y, \to_Y)$, we have \[ \G{\X+\Y}{x,y} = \G{\X}{x} \nimsum \G{\Y}{y}. \] \end{theorem} \begin{example}[Original Bouton's theorem] \begin{enumerate} \item $\G{\Nim{1}}{a}=a$ \item $\G{\Nim{n}}{(a_i)_{1\leq i \leq n}} = \G{\Nim{1}}{a_1}\nimsum \dots \nimsum \G{\Nim{1}}{a_n} = a_1 \nimsum \dots \nimsum a_n$ \item $(a_i)_{1\leq i \leq n}$ is a winning state $\iff$ $ a_1 \nimsum \dots \nimsum a_n=0$ \end{enumerate} \end{example} Generalized Bouton's theorem allows us to decompose a game into smaller parts!\\ \pause (And the game $\Nim{n}$ is not the essense of the nim-sum!) \end{frame} \begin{frame}{What is a morphism of games?: Historical Remarks} Historically, morphisms of games have been (relative) \emph{strategies}: \begin{itemize} \item A. Joyal, Remarques sur la théorie des jeux à deux personnes, 1977 \item M. Hyland, Game semantics, 1997 \item J.Baez, Classical vs Quantum Computation (Week 3) (The n-Category Caf\'{e}), 2006. \end{itemize} However, we will adopt a more classical category-theoretic approach, which is to define a morphism as a \dq{structure-preserving function}. \end{frame} \begin{frame}{What is a morphism of games?: Our definition} \begin{definition}[Game morphisms] A \emph{game morphism} $f\colon (X,\to_{X})\to(Y,\to_{Y})$ is a function $f\colon X \to Y$ that satisfies the following two conditions: \begin{enumerate} \item (Graph map) if $x\to_{X} x'$ then $f(x) \to_{Y} f(x')$. \item (Lifting property) if $f(x) \to_{X} y$, then there exists $x\to_{X} x'$ such that $f(x') = y$. \end{enumerate} \end{definition} \begin{figure} \centering \includegraphics[width=1\linewidth]{images/GameMorphismsCorrected.jpeg} \end{figure} \end{frame} \begin{frame}{Categorical structure of games} The category of games $\Gs$ has good categorical properties, including: \begin{proposition}[$\Gs$ is LFP.] The category of games $\Gs$ is locally finitely presentable. In particular, it is complete and cocomplete. \end{proposition} % \memo{Terminal, subobject classifier} Colimits are created by $U\colon \Gs \to \Set$, but limits are non-trivial! \begin{example}[The terminal game: $T=(V_\omega, \ni)$] The terminal game $T=(\N, \to_{\text{bin}}) % (\cong(V_\omega, \ni)) $ is the \emph{binary nim}. % whose underlying set is $\N$ and For $n,m\in \N$, $n\to_{\text{bin}}m$, if $m$ appears in the binary expansion of $n$. For example, \[ 10000=2^{4}+2^{8}+2^{9}+2^{10}+2^{13}\to_{\text{bin}} 4,8,9,10,13. \] \end{example} \end{frame} \section{Games as recursive coalgebras} \begin{frame}{Algebra/Coalgebra of an endofunctor} \begin{definition}[$T$-Algebras and $T$-Coalgebras] For a category $\C$ and an endofunctor $T\colon \C \to \C$, \begin{itemize} \item A $T$-algebra is a pair $(A,\alpha)$ of an object $A$ of $\C$ and a morphism $\alpha\colon TA \to A$. \item A $T$-coalgebra is a pair $(X,\theta)$ of an object $X$ of $\C$ and a morphism $\theta\colon X \to TX$. \end{itemize} \end{definition} \begin{example} We will consider the case where $\C=\Set$ and $T= \Pf\colon \Set \to \Set$. \[ \Pf(X)=\{S\subset X\mid \# S <\infty\} \] \end{example} \end{frame} \begin{frame}{Coalgebra-Algebra morphism and Recursive coalgebra} \begin{definition}[Coalgebra-algebra morphism] % For a category $\C$ and an endofunctor $T$, A \emph{coalgebra-algebra} morphism from a $T$-coalgebra $(X,\theta)$ to a $T$-algebra $(A, \alpha)$ is a morphism $f\colon X \to A$ such that the following diagram commutes. \[ \begin{tikzcd}[ampersand replacement=\&] X \ar[r,"f"]\ar[d,"\theta"]\&A\\ TX \ar[r,"Tf"]\&TA\ar[u,"\alpha"'] \end{tikzcd} \] \end{definition} \begin{definition}[Recursive coalgebra] A $T$-coalgebra $(X,\theta)$ is \emph{recursive} if for any $T$-algebra $(A,\alpha)$, there uniquely exists a coalgebra-algebra morphism $(X,\theta)\to (A, \alpha)$. \end{definition} \end{frame} \begin{frame}{Games = Recursive $\Pf$-coalgebras} \begin{theorem}[Games as Recursive coalgebras] The category of games $\Gs$ is equivalent to the category of recursive $\Pf$-coalgebras. \end{theorem} % \begin{proof} % We can check the following two claims by concrete calculations: % \begin{itemize} % \item A $\Pf$-coalgebra $(X, \theta)$ is recursive if and only if its corresponding graph % % $(X, \{(x,x')\mid x' \in \theta(x)\})$ % $(X, x\to x' \iff x' \in \theta(x))$ is a game. % \item For two recursive $\Pf$-coalgebras $(X,\theta),(X',\theta)$, a function $f\colon X \to X'$ is a $\Pf$-coalgebra morphism if and only if $f$ is a game morphism. % \end{itemize} % \end{proof} \begin{figure} \centering \includegraphics[width=0.75\linewidth]{images/RecursiveIsGames.jpeg} \caption{Idea of the correspondence} \end{figure} \end{frame} \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} \begin{figure}[ht] \centering \begin{tikzpicture}[>=Latex, thick] % ===== Vertices ===== \node[circle, fill=black, inner sep=3pt, label=above:{}] (A) at (0,0) {}; \node[circle, fill=black, inner sep=3pt, label=above:{}] (B) at (2,0) {}; \node[circle, fill=black, inner sep=3pt, label=above:{}] (C) at (4,0) {}; \node[circle, fill=black, inner sep=3pt, label=below:{}] (D) at (0.5,-1.2) {}; \node[circle, fill=black, inner sep=3pt, label=below:{}] (E) at (2,-1.2) {}; \node[circle, fill=black, inner sep=3pt, label=below:{}] (F) at (3.5,-1.2) {}; \node[circle, fill=black, inner sep=3pt, label=below:{}] (G) at (1,-2.4) {}; \node[circle, fill=black, inner sep=3pt, label=below:{}] (H) at (3,-2.4) {}; \node[circle, fill=black, inner sep=3pt, label=below:{}] (T1) at (0.5,-3.6) {}; \node[circle, fill=black, inner sep=3pt, label=below:{}] (T2) at (3.5,-3.6) {}; % ===== Arrows ===== \draw[->] (A) -- (D); \draw[->] (A) -- (E); \draw[->] (B) -- (E); \draw[->] (B) -- (F); \draw[->] (C) -- (F); \draw[->] (D) -- (G); \draw[->] (E) -- (G); \draw[->] (E) -- (H); \draw[->] (F) -- (H); \draw[->] (G) -- (T1); \draw[->] (G) -- (T2); \draw[->] (H) -- (T2); % ===== Curved extra arrow ===== \draw[->] (A) to[bend right] (G); \draw[->] (C) to[bend left] (T2); \end{tikzpicture} \caption{An example of a finite game} \label{fig:FiniteGame} \end{figure} \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} \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} \section{Differentiation: 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} \section{Drafts} \begin{frame}{Outcome: Winning/Losing state} \begin{columns} \begin{column}{0.75 \textwidth} \begin{definition}[Outcome] For a game $\X=(X,\to)$ and a state $x\in X$, its \emph{outcome} $\O{\X}{x}\in \{W,L\}$ is recursively defined by \[ \O{\X}{x}\coloneqq \begin{cases} W & (x\to \forall x' , \O{\X}{x'}=L)\\ L & (x\to \exists x' , \O{\X}{x'}=W) \end{cases} \] \end{definition} % \begin{proposition} % For a game $\X=(X,\to)$, a state $x$ is a winning state if and only if $\G{\X}{x}=0$. % \end{proposition} \end{column} \begin{column}{0.25 \textwidth} \begin{figure} \centering \includegraphics[width=1\linewidth]{images/W_L_sample.jpeg} \end{figure} \end{column} \end{columns} \end{frame} \begin{frame}{Grundy number} \begin{columns} \begin{column}{0.8 \textwidth} \begin{definition}[mex] The \emph{mex} of a finite subset $S \subset \N$ is $\min{(\N\setminus S)}$. \end{definition} % \begin{example} % $\mex{\{0,1,2,4,6}\} = 3$, \hspace{10pt} % $\mex{\emptyset} % % =\min{\N \setminus \emptyset} % =0$ % \end{example} \begin{definition}[Grundy number] For a game $\X=(X,\to)$ and a state $x\in X$, its \emph{Grundy number} $\G{\X}{x}$ is recursively defined by \[ \G{\X}{x}\coloneqq \mex{\{\G{\X}{x'}\mid x\to x'\}} \] \end{definition} \begin{proposition} For a game $\X=(X,\to)$, a state $x$ is a winning state if and only if $\G{\X}{x}=0$. \end{proposition} \end{column} \begin{column}{0.2 \textwidth} \begin{figure} \centering \includegraphics[width=1.1\linewidth]{images/Grundy_number_2.jpeg} \end{figure} \end{column} \end{columns} \end{frame} \begin{frame}{} We can prove that game morphisms preserve \dq{game-theoretic data}: \begin{proposition} Game morphisms preserve \begin{itemize} \item Winning/Losing states, \item Grundy numbers, % \item Birthday (= height = the length of the longest path), \item (and any "recursive data.") \end{itemize} \end{proposition} \begin{figure} \centering \includegraphics[width=1\linewidth]{images/GameMorphismsCorrected.jpeg} \end{figure} \end{frame} \begin{frame}{Recursive values = $\Pf$-algebras} % Any $\Pf$-algebra $(A,\alpha)$ defines \dq{recursive data} for games % \[ % \{\h_{\A,\X}\colon X \to A\}_{(X,\to)\text{: game}} % \] For a $\Pf$-algebra $\A= (A, \alpha)$ and a game $\X= (X, \to)$, there exists a unique function $\h_{\A,\X}\colon X\to A$ such that \[ \h_{\A,\X}(x) = \alpha(\{\h_{\A,\X}(x')\mid x\to x'\}) \] \begin{example} \[ \begin{tikzcd}[ampersand replacement = \&, row sep = 3pt] \text{\dq{Recursive value}} \& \leftrightsquigarrow\& \hspace{1pt}\ar[r,phantom ,"\Pf\text{-algebra}"]\& \hspace{1pt}\\ \text{ W/L states} \& \leftrightsquigarrow\&\Pf(\{W,L\})\ar[r]\& \{W,L\}\\ \text{Grundy number} \& \leftrightsquigarrow\& \Pf(\N)\ar[r,"\mathrm{mex}"]\& \N % \text{Birthday} \& \leftrightsquigarrow\& \Pf(\N)\ar[r,"1+ \max"]\& \N\\ \end{tikzcd} \] \end{example} \begin{corollary} % \item Game morphisms preserve all \dq{recursive values.} % } % % including outcome ($W/L$ state), Grundy number, height(=Birthday), and ... % \end{itemize} \end{corollary} % \memo{Write} \end{frame} \begin{frame}{Let's return to our original motivation!} % Then, let's return to our original motivation! \begin{block}{Motivation} Where does nim-sum come from? \end{block} In this section, \begin{itemize} \item let $\ast$ be a monoidal structure on $\Gs$ such that the forgetful functor \[ U \colon \Gs \to \Set \] is lax monoidal, and \item let $\A= (A, \alpha)$ be a $\Pf$-algebra. \end{itemize} \begin{example} The prototypical example is the Conway addition $\ast=+$ and the W/L algebra $\A = (\{W,L\}, \alpha)$. \end{example} \end{frame} \begin{frame}{Bouton monoid} \begin{definition}[Bouton monoid] Then we can construct the \emph{Bouton monoid} $\M{\ast}{\A}$ by the following procedure: \begin{enumerate} \item The terminal game $T$ has the unique monoid structure w.r.t. $(\Gs,\ast)$. \item The forgetful functor $U\colon \Gs \to \Set$, which is lax-monoidal, induces a monoid structure on the set $UT$. \item Let $\M{\ast}{\A}$ be the maximum quotient monoid of $UT$ that the canonical map $\h_{\A, T}\colon UT \to A$ factors through. \end{enumerate} \end{definition} The multiplication of $\M{\ast}{\A}$ is denoted by $\circledast$. For any game $\X = (X, \to)$, there is a canonical function \[ \H{\ast}{\A}{\X}\colon X= U\X \to UT \to \M{\ast}{\A} \] \end{frame} \begin{frame}{Generalized generalized Bouton's theorem} So far, from \begin{itemize} \item a monoidal structure $\ast$ on $\Gs$ such that $U$ is lax monoidal, and \item a $\Pf$-algebra $\A$ \end{itemize} we have obtained \begin{itemize} \item the Bouton monoid $(\M{\ast}{\A}, \circledast)$, and \item a function $\H{\ast}{\A}{\X}\colon X \to \M{\ast}{\A}$ for each game $\X$. \end{itemize} \begin{theorem}[Generalized generalized Bouton's theorem] \begin{enumerate} \item For any game $\X=(X,\to)$, the function $\h_{\A,\X}$ factors through $\H{\ast}{\A}{\X}$. \item For two games $\X$ and $\Y$, we have \[ \H{\ast}{\A}{\X\ast \Y}(x,y) = \H{\ast}{\A}{\X}(x) \circledast \H{\ast}{\A}{\Y}(y) \] \end{enumerate} \end{theorem} \begin{proposition} Consider the case where $\ast$ is the Conway addition $+$, and $\A$ is the W/L algebra. \begin{itemize} \item In this case, our generalized generalized Bouton's theorem coincides with the original Bouton's theorem. \item That is, we have $\H{+}{W/L}{\X}(x) = \G{\X}{x}$, and % is equal to $\mathcal{G}_{\X}\colon X \to \N$, and \item the Bouton monoid $\M{+}{W/L}$ is isomorphic to the abelian group of nim-sum $(\N, \nimsum)$!! \end{itemize} \end{proposition} Nim-sum comes from the Conway-addition and Winning/Losing algebra! \end{frame}