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	<title>Comments on: First Bites</title>
	<link>http://bit-player.org/2006/first-bites</link>
	<description>An amateur's outlook on computation and mathematics.</description>
	<pubDate>Wed, 23 Jul 2008 19:13:13 +0000</pubDate>
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 		<title>Comment on First Bites by: A better yodeling contest &#187; Blog Archive &#187; 2D scaling in certain games</title>
		<link>http://bit-player.org/2006/first-bites#comment-922</link>
		<pubDate>Tue, 05 Sep 2006 18:31:37 +0000</pubDate>
		<guid>http://bit-player.org/2006/first-bites#comment-922</guid>
					<description>[...] 2D scaling in certain games  Recently Friedman and Landsberg&amp;#8217;s experimental results on certain scaling properties in the game chomp has been featured in Science News. (See another take on their work at bit-player.) It has been noted that the classic combinatorial game nim seems to have a &amp;#8220;rougher&amp;#8221;, easier to analyze structure than the &amp;#8220;smooth&amp;#8221; structure of more complicated games like chomp. In a similar vein, an interesting tidbit is that the limit  exists for all integer choices of , , and  if  is the function giving the value of two-roweosd chomp positions; whereas if  is the value of two nim heaps, the only values of  which work for all ,  are the powers of two. So, I thought it would be interesting to graph the difference between  and  for these different functions. There are at least two different ways of taking the difference between two nim-values: simply interpret them as integers and subtract one from the other, or use what is here the more natural operation of nim addition, conveniently provided directly by most CPU&amp;#8217;s and implemented in C-style languages as the operator &amp;#8220;^&amp;#8221; - that&amp;#8217;s right: binary XOR. Of course, what would be really interesting is whether this kind of scaling behavior extends to more than two dimensions, but I figured that as long as I am getting pretty pictures for 2D scaling, I have a duty to share them. First up is a look at two heap nim, compared using XOR. Click on the image to download a MPEG movie showing the box with x and y up to 256, for . Here black is zero difference, and white is maximum difference in that frame. Notice the many scaling properties associated with the powers of two in both space and time. I believe I have seen this basic idea used in screensavers before, which is appropriate since it is extremely fast. [...]</description>
		<content:encoded><![CDATA[	<p>[&#8230;] 2D scaling in certain games  Recently Friedman and Landsberg&#8217;s experimental results on certain scaling properties in the game chomp has been featured in Science News. (See another take on their work at bit-player.) It has been noted that the classic combinatorial game nim seems to have a &#8220;rougher&#8221;, easier to analyze structure than the &#8220;smooth&#8221; structure of more complicated games like chomp. In a similar vein, an interesting tidbit is that the limit  exists for all integer choices of , , and  if  is the function giving the value of two-roweosd chomp positions; whereas if  is the value of two nim heaps, the only values of  which work for all ,  are the powers of two. So, I thought it would be interesting to graph the difference between  and  for these different functions. There are at least two different ways of taking the difference between two nim-values: simply interpret them as integers and subtract one from the other, or use what is here the more natural operation of nim addition, conveniently provided directly by most CPU&#8217;s and implemented in C-style languages as the operator &#8220;^&#8221; - that&#8217;s right: binary XOR. Of course, what would be really interesting is whether this kind of scaling behavior extends to more than two dimensions, but I figured that as long as I am getting pretty pictures for 2D scaling, I have a duty to share them. First up is a look at two heap nim, compared using XOR. Click on the image to download a MPEG movie showing the box with x and y up to 256, for . Here black is zero difference, and white is maximum difference in that frame. Notice the many scaling properties associated with the powers of two in both space and time. I believe I have seen this basic idea used in screensavers before, which is appropriate since it is extremely fast. [&#8230;]
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