Structures and Strategies
To maximize black cells on a board with no fully black : partition into nine blocks, each holding at most — bound ; achieve it by whitening every cell with both coordinates even.
The two halves of every extremal argument: an UPPER BOUND from a partition or a counting/pigeonhole argument, and a CONSTRUCTION that attains it. Boards and grids love partitions into small blocks; the construction is usually a periodic pattern (a lattice of white cells, a checkerboard, stripes). If the bound and the construction differ, one of them is wrong — and the gap tells you which direction to think in.
Perfect matchings of people: ( for ten). "No two X adjacent": place the other items, then choose gaps for the X's.
MISSISSIPPI with no two I's adjacent: arrange the seven non-I letters (), choose of the gaps (): . The gap method generalizes to circular arrangements (gaps = items) and to "at least apart" (reserve spacers per gap). A forest on vertices has edges, so edges force a cycle — the pigeonhole of graph theory.
A position is losing (P) iff every move leads to a winning (N) position; label backward from the terminal state. Subtraction games (take –) are losing at multiples of ; Nim is losing iff the XOR of heap sizes is .
The backward-induction table is mechanical; the SKILL is spotting the pattern (a modulus, a parity, an invariant) so it can be proved for all : state the claimed set of P-positions, then show every move from a P-position lands in N and every N-position has a move into P. Symmetry strategies ("mirror the opponent") are the other standard family — valid only when the mirror move is always available, which must be argued.
A domino covers one black and one white cell; a tiling of a mutilated board fails because the color counts differ. Tile shapes suggest colorings with more colors (three for trominoes, diagonals for L-shapes). When a coloring argument fails, try a weighting: assign to cell and compare polynomial sums.
Can a board be tiled by tiles?
Color the board with four colors by . Every tile covers one cell of each color, but the board has color counts (they are not all equal, since is divisible by but the diagonal count pattern is uneven). Unequal counts mean no tiling exists.
Proofs & Why It Matters
Hence any graph with at least edges contains a cycle.
Each component is a tree; a tree on vertices has edges (induct: a tree with vertices has a leaf — a longest path's endpoint — and removing it leaves a tree on vertices with one fewer edge). Summing over components gives . Significance: " edges force a cycle" is the first nontrivial fact about graphs, and it underlies spanning-tree algorithms and the rank of the cycle space.
A Nim position is losing for the player to move iff the XOR of heap sizes is .
Two facts. (i) From a position with XOR , every move changes exactly one heap, hence changes the XOR to nonzero (XOR-ing a nonzero change). (ii) From XOR , take the highest bit of ; some heap has that bit set, and , so reducing that heap to is a legal move making the total XOR . The terminal position (all zero) has XOR and is a loss for the mover; induction on the total stones finishes it. Significance: every impartial game is equivalent to a Nim heap (Sprague–Grundy) — this single proof classifies a whole genre.
Going Deeper: Worked Problems
Tokens sit on on a number line. A move takes two tokens at and moves them to and . Can all tokens end up on a single point? Prove your answer.
Step 1 — look for an invariant: the SUM of positions is preserved (a decreases by , increases by ), and so is... the sum of SQUARES? — strictly increases (a monovariant).
Step 2 — if all tokens sat at one point , then , so — not an integer position.
Step 3 — so the configuration is impossible: the conserved sum forces a non-integer center. (The monovariant separately shows the process, if unrestricted, never cycles.) Invariants answer "can it be done"; monovariants answer "must it stop."
In the game where players alternately claim unclaimed cells of an board and the first to complete a full row or column wins, show the second player cannot have a winning strategy.
Step 1 — suppose the second player had a winning strategy .
Step 2 — the first player makes an arbitrary move, then pretends to be the second player and follows ; if ever asks for the cell already claimed, make another arbitrary move instead.
Step 3 — an extra claimed cell never hurts in this game (claiming can only help complete lines), so the first player wins — contradicting that was winning for the second player.
Step 4 — hence with best play the first player wins or draws. The argument is non-constructive: it proves the first player CAN'T lose without saying how to play — a classic olympiad move.