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Extending an expert's tables for unsolved take-away games in a way he could check himself

Every run first had to reproduce the expert's published tables exactly. That let him check the new work on his own machines instead of taking my word for it.

In eight of the games no new rare values appeared, which fits with those games eventually repeating. In the other four, new heap sizes with rare values turned up past the old limits (in one of them, just one). Achim Flammenkamp, who keeps the tables, reran parts of the work and has since gone further himself.

July 16, 2026· updated Oct 22, 2026
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What was done

In July I extended the published tables of values for ▲ unsolved take-away games, two to four times past where they had ended. The new values went into ▲ sequences in the OEIS, the online database of integer sequences. Most of them are entries that were already there, which I extended; one game did not get an entry of its own. The tables are kept by Achim Flammenkamp. Every run had to reproduce his published numbers exactly before it was allowed to compute anything new, and that is what let him check the work on his own machines.

The largest run, for the game 0.007, reached ▲ heap sizes.

An AI agent wrote the code, under that rule, which I set. I ran it on one laptop, decided what to send, and wrote to Flammenkamp.

In a take-away game, two players take turns removing counters from heaps, and the player who cannot move loses. Each game is named by a short code such as 0.007, in which the digit in the k-th place after the point says what you may do when you take k counters: add 1 if you may take a whole heap of that size, 2 if you may leave the rest as one heap, and 4 if you may split the rest into two. Mathematicians call these octal games because each digit is at most 7. Every heap size has a number called its nim value, which tells you how to play it. A value of 0, for example, means the player whose turn it is will lose against perfect play.

Richard Guy conjectured decades ago that in every game of this kind the list of nim values eventually repeats in a cycle. If it does, the game is solved, because a finite table then gives the value of every heap size. A finite table can prove this: by a theorem of Guy and Smith from 1956, once the values have repeated for long enough (a little more than twice the point where the cycle starts, plus one cycle), they repeat forever, and many games have been solved that way. What no table can show is that a game never repeats. None of the games here has started repeating yet, so people compute further and watch what the values do.

The values to watch are the rare values. Flammenkamp sorts each game's values into two classes with a fixed test on their binary digits, and one class turns up only rarely. His page notes that if a game's rare values stop for good, its values must eventually repeat. So the main question for each longer table is whether new rare values turned up past the old limit. (The page on game 0.007 explains the test and the reason in more detail.)

The largest run, for 0.007, took its table from about 268 million heap sizes to about 1.07 billion. In eight of the games, no new rare values appeared anywhere in the extended range, which fits with those games eventually repeating but does not prove it. Four games did turn up new heap sizes with rare values, so in those four the rare values had not stopped by the end of the new tables. That does not show they never repeat; it shows the end, if there is one, is further out.

  • Game 0.114 had , with values from 160 to 1,021, lower than in the other three.
  • Game 0.606 had ▲, with values packed into the narrow band from 1,026 to 1,069. I can't explain the band and have asked Flammenkamp about it.
  • Game 0.006 had , with values spread from 1,537 to 4,605.
  • Game 0.314 had exactly , at a heap size of about 131 million; its previous rare value was at about 40 million.

The old and new limits for each game are on the results page for this work.

Before any run computed new values, it had to reproduce the published tables exactly, not approximately. The published tables list several statistics at their limit, and every one of them had to match before a run could continue. Two further steps made it safe to leave the long runs unattended: the runs saved their progress with checksums, and before launch I confirmed that a run that is stopped and resumed gives bit-identical output. At the end, every new rare value was recomputed by separately written code, so that no number depended on a single program. The full list of checks, in the order they ran, is on the results page for this work. The same approach fits any project that extends someone else's published computation.

These are octal games from Guy's list of unsolved problems; the open question for each is Guy's conjecture that its nim-sequence (its sequence of Sprague-Grundy values) is ultimately periodic. Periodicity, when it holds, is provable by finite computation (Guy and Smith, 1956: G(n + p) = G(n) for n0 ≤ n ≤ 2n0 + p + k − 1, with k the number of code digits); no table can establish aperiodicity. Rare values are Flammenkamp's sparse-space class, and if they die out the sequence is ultimately periodic. Most of the games show no new rare values anywhere in their extensions. The remaining four differ from each other: one has many new rare positions with small values, one has new rare positions with values in a tight high band, one has them scattered over a wide range, and one has a single new rare position far out. I have no explanation for the tight band and have asked Flammenkamp. Every run first reproduced every published invariant at the prior bound, including the zero counts, and only then extended. Afterwards, a from-scratch recomputation gave byte-identical output. The per-game counts and value ranges, stated as new rare positions whose values lie in a range, are on the results page for this work.

For readers in machine learning:what this looks like in machine learning terms, and where the comparison stops

The code here was written with an AI agent, and the results are too large to check by eye, which is the same situation as any AI-built pipeline. To handle that, no new output was accepted until the pipeline had reproduced the published tables exactly, with zero tolerance for difference. This is a known-answer test. After that, the final results were recomputed from scratch by code that had never seen the original outputs, which serves as an independent reimplementation check.

How the tables' maintainer checked the work

I emailed Flammenkamp and started with the reproduction: every number he had published, matched exactly. The extension came after that. He asked detailed questions and reviewed the solver's source code. He reran 0.007 over his old range with his own program and got the same numbers, and he reran 0.006 and 0.606 over their new ranges with his own programs, which matched mine exactly. His run of 0.114 later gave the same count for every value as mine. He credits the extended data by name on his reference page (last updated 2026-09-03), and he has since taken every one of the games further himself, 0.007 to about 2.1 billion heap sizes, so the furthest values for these games are now his.

Notes on the numbers marked ▲

  • Unsolved take-away games whose published tables I extended in July 2026: Achim Flammenkamp, who keeps the reference tables, has since taken every one of these games further on his page (as last checked on 2026-10-25), so the furthest values for them are now there, not here.
  • OEIS sequences from the July 2026 take-away game tables: There are eleven sequences for twelve games because one game did not get an OEIS entry of its own.
  • Heap sizes covered by my July 2026 run for game 0.007 (2^30, about 1.07 billion): This was four times the table that had stood since 2021, and the furthest published computation of the game when it finished in July 2026. Achim Flammenkamp's tables have since gone further: to 2^31, about 2.1 billion heap sizes, by September 2026 (his own run), and to 2^34, about 17 billion, as listed on October 25, 2026. The furthest values are now on his page.
  • heap sizes in game 0.606 with rare values, newly found between the old table limit (about 268 million heap sizes) and the new one (about 537 million); their values lie in the narrow band 1,026 to 1,069: I have no explanation for why these values fall in such a narrow band, and I have asked Achim Flammenkamp about it.

These notes appear in every version of this page.

Revision history

  1. 2026-10-22 · revised

    Corrected the explanation of the open question: a finite table can prove that a game repeats (a theorem of Guy and Smith), but not that it never does.

How to cite this

Tyler Satchel Orden (2026). Extending an expert's tables for unsolved take-away games in a way he could check himself. Cyborg Mathematics. https://cyborgmathematics.com/writing/octal-records-fleet (updated October 22, 2026)

This page has no DOI of its own. Cite the URL and the date; the revision history above keeps a dated citation meaningful.

BibTeX
@misc{orden2026octalrecordsfleet,
  author       = {Tyler Satchel Orden},
  title        = {Extending an expert's tables for unsolved take-away games in a way he could check himself},
  year         = {2026},
  howpublished = {Cyborg Mathematics},
  url    = {https://cyborgmathematics.com/writing/octal-records-fleet}
}

See also