Surreal numberThe surreal numbers are a class of numbers in mathematics that includes all of the real numbers and additional "infinite" numbers that are larger or smaller than any real number. They also include "infinitesimal" numbers that are closer to zero than any real number, and each real number is surrounded by surreals that are closer to it than any real number. The surreals are similar to the hyperreal numbers, but their construction is very different and the class of surreals is larger and contains the hyperreals as a subset. Mathematicians have praised the surreal numbers for being simpler, more general, and more cleanly constructed than the more common real number system. Surreal numbers were first proposed by John Conway and later detailed by Donald Knuth in his 1974 book Surreal Numbers: How Two Ex-Students Turned on to Pure Mathematics and Found Total Happiness. This book is a mathematical novelette, and is notable as one of the rare cases where a new mathematical idea was first presented in a work of fiction. In his book, which takes the form of a dialogue, Knuth coined the term surreal numbers for what Conway had simply called numbers originally. Conway liked the new name, and later adopted it himself. Conway then described the surreal numbers and used them for analyzing games in his 1976 book On Numbers and Games.
Computing with Surreal NumbersThe addition and multiplication of surreal numbers are defined by the following three rules: ;Addition: x + y = { XL + y ∪ x + YL | XR + y ∪ x + YR } where X + y = { x + y | x in X } and x + Y = { x + y | y in Y }. ;Negation: -x = { -XR | -XL } where -X = { -x | x in X } ;Multiplication: xy = { (XLy + xYL - XLYL) ∪ (XRy + xYR - XRYR) | (XLy + xYR - XLYR) ∪ (XRy + xYL - XRYL) } where XY = { xy | x in X and y in Y }, Xy = X{y} and xY = {x}Y. These operations can be shown to be well-defined for surreal numbers, i.e., if they are applied to well-defined surreal numbers then the result will again be a well-defined surreal number, i.e., the left set of the result will be "smaller" than the right set. With these rules we can now verify that the chosen names of the numbers we found so far are appropriate. It holds for instance that 0 + 0 = 0, 1 + 1 = 2, -(1) = -1 and 1/2 + 1/21.\n(Note the use of equality = and equivalence!) The operations as defined above are defined for surreal numbers but we would like to generalize them for the equivalence classes we defined on them. This can be done without ambiguity because it holds that
Generating Surreal Numbers using Finite InductionUntil now we have not really looked at what numbers we can and cannot create by applying the construction rule. We will first start with the numbers that can be created by applying the rule a finite number of times. We do this by inductively defining Sn with n a natural number as follows:\n* S0 = {0}\n* Si + 1 is Si plus the set of all surreal numbers that are generated by the construction rule from subsets of Si.\nThe set of all surreal numbers that are generated in some Si is denoted as Sω. The first sets of equivalence classes we will find are as follows:
"To Infinity and Beyond"The next step consists of taking Sω and continuing to apply the construction rule to it and thus constructing Sω+1, Sω+2 et cetera. Note that the left sets and right sets may now become infinite. In fact, we can define a set Sa for any ordinal number a by transfinite induction. \nThe first time a given surreal number appears in this process is called its birthday. Every surreal number has an ordinal number as its birthday. For example, the birthday of 0 is 0, and the birthday of 1/2 is 2. Already in Sω+1 will we find the fractions that were missing in Sω. For example, the fraction 1/3 can be defined as\n: 1/3 = { { a / 2b in Sω | 3a < 2b } | { a / 2b in Sω | 3a > 2b } }.\nThe correctness of this definition follows from the fact that\n: 3(1 / 3) == 1.\nThe birthday of 1/3 is ω+1. Not only do all the rest of the rational numbers appear in Sω+1; the remaining finite real numbers do too. For example \n: &pi = {3, 25/8, 201/64, ... | ..., 101/32, 51/16, 13/4, 7/2, 4}. Another number that is already constructed in Sω+1 is\n: ε = { 0 | ..., 1/16, 1/8, 1/4, 1/2, 1 }.\nIt is easy to see that this number is larger than zero but less than all positive fractions, and therefore an infinitesimal number. The name for its equivalence class is therefore ε. It is not the only positive infintesimal because it holds for instance that\n: 2ε = { ε | ..., ε + 1/16, ε + 1/8, ε + 1/4, ε + 1/2, ε + 1 } and\n: ε / 2 = { 0 | ε }.\nNote that these numbers are not yet generated in Sω+1. Next to infinitely small numbers also infinitely big numbers are generated such as\n: ω = { Sω | }.\nIts value is clearly bigger than any number in Sω and its equivalence class is therefore called ω. This number is equivalent with the ordinal number with the same name. We also have the equality\n: ω = [{ 1, 2, 3, 4, ... | }] In fact, all ordinal numbers can be expressed as surreal numbers. Since addition and subtraction is defined for all surreal numbers we can use ω like any other number and show for example that\n: ω + 1 = { ω | } and\n: ω - 1 = { Sω | ω }.\nWe can also do this for bigger numbers\n: ω + 2 = { ω + 1 | },\n: ω + 3 = { ω + 2 | },\n: ω - 2 = { Sω | ω - 1 } and\n: ω - 3 = { Sω | ω - 2 }\nand even ω itself\n: ω + ω = { ω + Sω | }\nwhere x + Y = { x + y | y in Y }. Just as 2ω is bigger than ω it can also be shown that ω/2 is smaller than ω because\n: ω/2 = { Sω | ω - Sω }\nwhere x - Y = { x - y | y in Y }. Finally, it can be shown that there is a close relationship between ω and ε because it holds that\n: 1 / ε = ω Note that addition of ordinals differs from addition of their surreal representations. The sum 1 + ω equals ω as ordinals, but as surreals 1 + ω = ω + 1 > ω. Since every surreal number is constructed from surreal numbers "older" than itself, we can prove many theorems about surreals using transfinite induction: We show that a theorem holds for 0, and then show that it holds for x = { XL | XR } if it holds for all elements of XL and XR. Lots of numbers can be generated this way; in fact so many that no set can hold them all. The surreal numbers, like the ordinal numbers, form a proper class.GamesThe definition of surreal numbers contained one restriction: each element of L must be strictly less than each element of R. If this restriction is dropped we can generate a more general class known as games. All games are constructed according to this rule: ;Construction Rule: If L and R are two sets of games then { L | R } is a game. Addition, negation, multiplication, and comparison are all defined the same way for both surreal numbers and games. Every surreal number is a game, but not all games are surreal numbers, e.g. the game { 0 | 0 } is not a surreal number. The class of games is more general than the surreals, and has a simpler definition, but lacks some of the nicer properties of surreal numbers. The class of surreal numbers forms a field, but the class of games does not. The surreals have a total order: given any two surreals, they are either equal, or one is greater than the other. The games have only a partial order: there exist pairs of games that are neither equal, greater than, nor less than each other. Each surreal number is either positive, negative, or zero. Each game is either positive, negative, zero, or fuzzy (incomparable with zero, such as {1|-1}). A move in a game involves the player whose move it is choosing a game from those available in L (for the left player) or R (for the right player) and then passing this chosen game to the other player. A player who cannot move because the choice is from the empty set has lost. A positive game represents a win for the left player, a negative game for the right player, a zero game for the second player to move, and a fuzzy game for the first player to move. If x, y, and z are surreals, and x=y, then x z=y z. However, if x, y, and z are games, and x=y, then it is not always true that x z=y z. Note that "=" here means equality, not identity.Surreal numbers and combinatorial game theoryThe surreal numbers were originally motivated by studies of the game Go, and there are numerous connections between popular games and the surreals. In this section, we will use a capitalized Game for the mathematical object {L|R}, and the lowercase game for recreational games like Chess or Go. We consider games with these properties:\n* Two players (named Left and Right)\n* Deterministic (no dice or shuffled cards)\n* No hidden information (such as cards or tiles that a player hides)\n* Players alternate taking turns\n* Every game must end in a finite number of moves, even when the players don't alternate, and one player can move multiple times in a row\n* As soon as there are no legal moves left for a player, the game ends, and that player loses For most games, the initial board position gives no great advantage to either player. As the game progresses and one player starts to win, board positions will occur where that player has a clear advantage. For analyzing games, it is useful to associate a Game with every board position. The value of a given position will be the Game {L|R}, where L is the set of values of all the positions that can be reached in a single move by Left. Similarly, R is the set of values of all the positions that can be reached in a single move by Right. This simple way to associate Games with games yields a very interesting result. Suppose two perfect players play a game starting with a given position whose associated Game is x. The winner of the game is determined:\n* If x>0 then Left will win\n* If x<0 then Right will win\n* If x=0 then the player who goes second will win\n* If x is fuzzy then the player who goes first will win Sometimes when a game nears the end, it will decompose into several smaller games that do not interact. For example, in Go, the board will slowly fill up with pieces until there are just a few small islands of empty space where a player can move. Each island is like a separate game of Go, played on a very small board. It would be useful if each subgame could be analyzed separately, and then the results combined to give an analysis of the entire game. This doesn't appear to be easy to do. For example, you might have two subgames where whoever moves first wins, but when they are combined into one big game, it's no longer the first player who wins. Fortunately, there is a way to do this analysis. Just use the following remarkable theorem:
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