BSHM Bulletin: Journal of The British Society For The History of Mathematics
BSHM Bulletin: Journal of The British Society For The History of Mathematics
BSHM Bulletin: Journal of The British Society For The History of Mathematics
On mathematical games
a
Jorge Nuno Silva
a
University of Lisbon, Portugal
To cite this article: Jorge Nuno Silva (2011): On mathematical games, BSHM Bulletin: Journal of the
British Society for the History of Mathematics, 26:2, 80-104
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BSHM Bulletin
Volume 26 (2011) 80–104
On mathematical games
Jorge Nuno Silva
University of Lisbon, Portugal
In this paper we survey most of the games that, throughout history, can be classified as
mathematical games. This paper is based on a talk given at the conference ‘Numeracy:
historical, philosophical, and educational perspectives’ at St Anne’s College, Oxford,
December 2009.
W
hat are mathematical games? How can we say that one board game is
more mathematical than another? The answers to these questions are not
easy to find. By mathematical games we mean more than the games
covered in the bible of combinatorial games (Berlekamp et al. 2001). We intend to
include board games whose practice resembles, in one way or another, a
mathematical way of thinking. It is hard to say how mathematical a game is,
however, it is not difficult to agree that chess and Go are more mathematical than
Monopoly. We therefore survey games that show some kinship with mathematics.
These connections are diverse and can be obvious or lie hidden in the deep rule
structure of the game. Our presentation unfolds essentially in chronological order,
from Babylon to nowadays.
Games of chance, like the very old dice and astragals (Figure 1), are ruled by the
mathematics of random processes. They have been around for several millennia.
The Chinese game Wei-Qi, also known as Go (Figure 2), is extremely old.
Some say, four thousand years old. Played on the intersections of a 19 19 lattice, its
main rules are very simple and natural. As the former chess world champion Lasker
put it, if there is life in other planets, those beings will not know anything about
bishops, knights, kings, and queens of chess, but they will play Go for sure!
However, it has resisted mathematical analysis. Some of the most relevant
BSHM Bulletin ISSN 1749–8430 print/ISSN 1749–8341 online ß 2011 British Society for the History of Mathematics
http://www.tandf.co.uk/journals
DOI: 10.1080/17498430.2011.560511
Volume 26 (2011) 81
Archimedes created a puzzle with fourteen pieces, the Stomachion, that resembles
the Tangram (Figures 4 and 5). Tangram is essentially a solitaire toy (Slocum 2003)
but Stomachion is much more than that. We do not know exactly how Archimedes
used his puzzle, but it was essentially mathematical. Could it be that he was exploring
combinatorics? For instance, the calculation of the number of ways the pieces can be
arranged in a square proved to be a difficult problem that Bill Cutler solved in 2003
(Pegg 2003). The dramatic history of the extant text where Archimedes refers to it
can be found in the book by Netz and Noel (2007).
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Figure 4. Tangram
Figure 5. Stomachion
The Arabs brought Alquerque (Figure 6) to Europe, which became very popular.
This forefather of Checkers and Draughts used a lined board and the action
happened on the intersections. Each player in turn could move a piece to an adjacent
empty intersection, along one of the marked lines. Captures used the small jump
method and a player could take multiple jumps and captures. The first capture was
mandatory. A player wins a game if he captures all his opponent’s pieces, or blocks
all his movements. If none of these situations looks attainable, the winner is the
player with more pieces on the board. There is a software program, Chinook, that has
beaten any human at Checkers and Draughts since 1996, and the game was
completely analysed and proved to be a draw, under perfect play, in 2007 (Schaeffer
Volume 26 (2011) 83
et al. 2007). Games of Dice and Alquerque are treated in the main source of medieval
games: a magnificent book that Alfonso X commissioned in 1283 (Figure 7).
Chess was also brought by the Arabs from the East to Europe (Figure 8).
Originally, this game represented a battle with its soldiers, elephants, and men on
horses. In Europe the names and shapes of the pieces evolved and eventually
emulated the medieval society, with Kings, Queens, Bishops, Knights, and
peasants (Murray 1913; Lhôte 1993). The connections between chess and
mathematics have been stressed (Petkovich 1997; Watkins 2007). As Hardy
(1992) put it, ‘a chess problem is pure mathematics’. It has been noticed with
surprise that we can find wunderkinder in only three intellectual areas:
mathematics, music, and chess.
The rules of the game make it natural to define the distance between two squares
of the board as the minimum number of moves it takes to a King to go from one to
the other. There are several paths that attain this minimum, some of them looking
very ‘long’. The strange properties of the corresponding topology find multiple
tactical and strategic applications in real play. There are some famous puzzles arising
from chess. Leonhard Euler (1766) studied the Knight tour (Figure 9), where the task
consists in finding the right sequence of moves that leads a Knight to visit every
square of the board just once.
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The game of Backgammon (Figure 10), very popular today, has its origins in
Ancient Babylon. At the beginning of the twentieth century, close to Ur,
archaeological field explorations unearthed several sets of boards and pieces of a
magnificent game, which apparently had been buried with their wealthy owners
(Murray 1951). This game, played some 4500 years ago, is essentially a race, the
winner being the player who first finishes the trail with his pieces. The dice had a
particular shape: they were triangular pyramids. The exact rules of this game were
found in two clay tablets and translated by I Finkel. Thus, this is the oldest game we
can play according to its original rules.
The Game of Thirty Squares, or Senet (Figure 11), was popular in Egypt 2500
years ago. Its rules are believed to be different from the Royal Game of Ur, but the
Volume 26 (2011) 85
nature of the game is the same: a race. The British Museum exhibits well-preserved
exemplars of both games.
In Rome, Duodecima Scripta (Figure 12) followed the same principles of a race
between two teams. In the Middle Ages, the game of Tables looked already like
our Backgammon. There were several variants of Tables as well (Figure 13). These
games used, besides the players’ tokens, cubic dice. The rules are based on the
movement of the pieces according to the throws of the dice. Pieces that lie alone in
one position can be thrown out of the board and have to start the trail from the
beginning again.
The games mentioned above were popular among all classes of people, rich and
poor, educated and illiterate. Not all the games had such broad habitats. One
example is Ludus Regularis. By the end of the tenth century, as dice games were
banned by the Church, the priest Wibold, in Noyon, South of France, created a
thematic dice game with a virtuous theme. Ludus Regularis’s description reached us
due to fortunate circumstances (Le Glay 1834). This game used three cubical dice
with vowels in the place of the usual dots, and a tetrahedral die with consonants
(Figure 14). As there are 56 ways of throwing the cubic dice, Wibold listed 56 virtues.
His list starts:
1:1:1: Karitas:3:
1:1:2: Fides:4:
1:1:3: Spes:5:
1:1:4: Justitia:6:
1:1:5: Prudentia7:
1:1:6: Temperantia:8:
1:2:2: Fortitudo:5:
1:2:3: Pax:6:
1:2:4: Castitas:7:
1:2:5: Misericordia:8:
1:2:6: Obedientia:9:
1:3:3: Timor:7:
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Throwing the dice the players tried to match numbers and letters of virtues. If they
did, those virtues would become theirs. Two virtues with numbers adding to 21 were
considered linked and some special rules applied to them. It is worth pointing out
that these two numbers, 56 and 21, appear in several other games throughout history
(for example, in Tarot there are 56 minor arcana and 21 numbered major arcana).
Wibold elaborates on his choices of numbers for the virtues. His approach is
essentially Pythagorean.
The nature of the next game of our survey, however, is deeply linked with the
mathematical tradition of old medieval Europe, which brings us to its most
influential author, Boethius. Anicius Manlius Severinus Boethius was born in Rome,
around 480, in a powerful family, the Anicii. His father, a successful politician, died
early, leaving Boethius to be educated by Aurelius Symmachus, an expert in the
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Greek classics, who inspired his pupil to follow in his footsteps. The latter was a
bright student, reaching, at young age, a superior level in the seven liberal arts: logic,
rhetoric, grammar, arithmetic, music, geometry, and astronomy. Arithmetic (Boèce
1995) was one of his own works (mainly a translation from Nicomachus of Gerasa
(Nicomachus 1952)), as well as a book on geometry. They showed his understanding
of the liberal arts as preparation for studying philosophy. His works were in the
academic curricula for centuries in Europe, and some of his texts were still used in
the eighteenth century in several European universities. His political career started
well, being a consul like his father, but he fell victim of Theodoric’s wrath and was
executed around 525 AD.
In the introduction to Arithmetic, which he dedicated to Symmachus, Boethius
explained his intention of publishing a text on each of the four components of the
quadrivium: arithmetic, music, geometry, and astronomy. These made up what
Boethius called the fourfold path to philosophy. In this mathematical tradition we
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1 1 1
1 2 4
1 3 9
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From the first row, which consists of a repeated number, we get the sequence of the
doubles, then the one of the triples, and so on. Clearly, all multiples will eventually
appear in these lists. Boethius’ reverse method can be described as follows. Start with
three numbers in geometrical progression, a, ra, r2a, and construct an (r 1) 3
matrix (aij) in which the first row is the given progression and the following rows are
given by the rules: an1 ¼ a(n1)1, an2 ¼ a(n1)2 a(n1)1, an3 ¼ a(n1)3 a(n1)1
2(a(n1)2 a(n1)1). Accordingly, we get
a ra r2 a
a ðr 1Þa ðr 1Þ2 a
a ðr 2Þa ðr 2Þ2 a
Boethius later began the study of the numbers in themselves, not in relation to
each other. In his opinion, aside from the implicit interest, this knowledge would be
useful when studying progressions. Numbers can be linear, plane, and solid, their
nature arising from their geometrical figurate representation. Unity, 1, has no
dimensions. Linear numbers start with 2 and are those that can be obtained by
successively adding units in a line:
The generation rule for these numbers is given. In symbolic terms, we have
Tn ¼ 1 þ þ n
(Boethius considered 1 as a particular case of a triangular number).
Square numbers are those that extend themselves within four angles keeping
equal sides.
Boethius shows a procedure to obtain the square numbers from the odd numbers:
Qn ¼ 1 þ þ 2n 1:
For Boethius, everything was a mix of Same and Other, the two Platonic principles.
Odd and even numbers play those roles in the world of numbers.
The study of proportions was advised because of its utility in music,
astronomy, and geometry, besides being of great help in better understanding
of the classics. According to Boethius, Plato, Aristotle, and Pythagoras were
familiar with the arithmetic, geometric, and harmonic progressions. In modern
notation, Boethius definitions are as follows. The numbers a < b < c are in
arithmetic progression if b a ¼ c b, geometric if b/a ¼ c/b, and harmonic when
(c b)/(b a) ¼ c/a. Besides the property of arithmetic progressions that could be
stated, in modern notation, as n(n þ 2r) < (n þ r)2, Boethius characterized the three
progressions this way: given three numbers a < b < c in progression we have b/
a > c/b if the progression is arithmetic, b/a ¼ c/b if it is geometric, and b/a > c/b if it
is harmonic.
Given two outer numbers (the extremes), Boethius provided methods for
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obtaining the middle term to form a triple of numbers in progression. Thus given a
and c, we find b using the formulas:
pffiffiffiffiffi
b ¼ ða þ cÞ=2 b ¼ ac b ¼ aðc aÞ=ða þ cÞ þ a;
for arithmetic, geometric, and harmonic progressions, respectively.
Boethius also introduced seven other progressions, as Nicomachus had done
before him. The main reason for this seems to have been to aim at the Platonic total
of 10. Here we give their definitions and examples provided by Boethius.
Chess, some five centuries older, had to wait still another five centuries to become the
most played game among the European elites. One description of Rithmomachia is
found in Barozzi (1572), of which the Portuguese National Library owns a copy. For
more versions of the rules, see Coughtrie (1984) and Borst (1986), which compile
several manuscripts about the game.
Here we present one of the main variants. The game unfolds on a 8 16
checkered board, where two adversaries, White (even) and Black (odd), control their
armies of 24 numbered pieces (Figure 15; see also Figure 17). The starting position
shows several relations and proportions. We show how to implement the first of the
two positions below. The second, the starting position in Rithmomachia, is easily
obtained from the first one.
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We treat the disposition of the white pieces, the black ones follow a similar
pattern. On the right we write modern notation to explain the operations that occur.
From the even numbers 2, 4, 6, 8 placed on circular pieces in the central cells of the
sixth row, we deduce the remaining numbers. The second row, with circular pieces,
shows the squares of the numbers in the first one.
2 4 6 8 n
4 16 36 64 n2
The following row, with triangular pieces, shows numbers obtained by addition of
the previous two.
2 4 6 8 n
4 16 36 64 n2
6 20 42 72 nðn þ 1Þ
The next row also has triangular pieces. Each piece shows a number that is the
square of one more than the number on the top disc.
2 4 6 8 n
4 16 36 64 n2
6 20 42 72 nðn þ 1Þ
9 25 49 81 ðn þ 1Þ2
Volume 26 (2011) 93
Figure 17. Rithmomachia board and pieces (from the exhibition Mathematical games throughout the
ages, Museum of Science, University of Lisbon)
The pieces in the first row of square shapes show numbers obtained from addition of
the previous two.
2 4 6 8 n
4 16 36 64 n2
6 20 42 72 nðn þ 1Þ
9 25 49 81 ðn þ 1Þ2
15 45 91 153 ðn þ 1Þð2n þ 1Þ
The last operation is shown below.
2 4 6 8 n
4 16 36 64 n2
6 20 42 72 nðn þ 1Þ
9 25 49 81 ðn þ 1Þ2
15 45 91 153 ðn þ 1Þð2n þ 1Þ
25 81 69 289 ð2n þ 1Þ2
There are two pieces (91 and 190), one of each colour, that are replaced by
special, solid objects, the pyramids (Figure 16). These represent sums of square
numbers, each corresponding to one of the described shapes. In this version of the
rules, the white pyramid has six storeys, showing 1, 4, 9, 16, 25, 36. The black has
five, showing 16, 25, 36, 49, 64. Note that 1 þ 4 þ 9 þ 16 þ 25 þ 36 ¼ 91 and
16 þ 25 þ 36 þ 49 þ 64 ¼ 190.
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The movements are easy: discs move orthogonally one square, triangles two cells
diagonally, while squares move three steps, orthogonally. Pyramids move as the
Queen in chess, but are limited to four squares. Captures can happen in several ways.
(i) Equality: if a piece moves to a position from where it could, in a move, reach a cell
occupied by an adversary piece with the same number, the latter is taken, without
replacement. (ii) Arithmetic operation: if two pieces belonging to the same player can
move to a cell occupied by an adversary and if the number of the latter is equal to the
sum or difference of the numbers on the pieces of the first player, the first player
captures the adversary’s piece, without replacement. (iii) Siege: if a move surrounds an
enemy piece in such a way that it cannot move, it is captured. (iv) Pyramids can be
captured by slices or whole. There are a few extra rules regarding the capture of
pyramids that we will skip here. Captured pieces that are replaced are turned and
reintroduced into play immediately. A player wins when, in the adversary’s half
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board, he places three pieces into progression (any of the three, for instance, 2–15–18,
9–15–25, 9–15–45), or four pieces showing a combination of two progressions
(2–3–4–8, 3–4–5–6, 2–3–6–12), or even all three (4–6–9–12), progressions.
Following closely the fate of the quadrivium, Rithmomachia vanished, leaving no
trace. Chess took over as the most popular game in Europe. Its history shows how
culturally relevant a pedagogical game can be, and how much we can learn from a
game about the science and teaching of the past.
In his De viribus quantitatis (c. 1500) (see Singmaster 2008), the oldest book on
recreational mathematics, Luca Pacioli described the Chinese Rings (Figure 18), a
topological puzzle still popular today.
Peg Solitaire (Figure 19) traces its origins from seventeenth-century France. It is a
game where a board has all its holes occupied with pegs except for the central one.
The goal is, making valid moves (small jump capture), to empty the entire board but
for a solitary peg in the central hole.
To stress the respect with which some games have been regarded, we quote from
Thomas Moore’s description of an ideal society (Moore 2010):
They know nothing about gambling with dice or other such foolish and ruinous
games. They play two games not unlike our chess. One is a battle of numbers, in
which one number captures another. The other is a game in which the vice battles
against the virtues.
Volume 26 (2011) 95
We are convinced that Moore was referring to Rithmomachia. The other game, with
vice and virtues, is still a mystery. It is not Ludus Regularis (in which no vice occurs).
It might be Preceitos Morais (Figure 20), a game invented by the Portuguese
historian João de Barros, who published a book about it in 1540 (Barros 2009), but
we are not certain. Utopia appeared in 1516, but it is not impossible that Moore had
learned about the game well before Barros published his book.
Ludus Astronomorum (Figure 21), a game for seven players based on Ptolemaic
astrology was addressed in Alfonso’s Book of Games as well. This game, introduced
to Europe by the Arabs, was a representation of the sky and its seven ‘planets’. The
seven concentric rings (for the Moon, Mercury, Venus, Sun, Mars, Jupiter, and
Saturn) are inscribed in a Zodiac with twelve houses. Depending on the house in
which a piece lands (according to the throw of a die) a player receives 24 from each
player 2 houses away, 36 from each 3 houses away, but pays 36 to each player 4
houses away, and so on. The game encourages players to recognize the astrological
configurations.
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Ludus Astronomorum was popular for several centuries. Based on it, William
Fulke, in the sixteenth century, invented another astronomical game. Fulke (1571)
named it Ouranomachia (Figure 22), and meant it to be a scientifically updated
version of the astronomy game.
Figure 22. Ouranomachia board (from the exhibition Mathematical games throughout the ages, Museum
of Science, University of Lisbon)
moving piece to generate algebraic equations. Two students then compete to solve
the equations and systems.
Charles Dodgson invented a game called Logic (Figure 27) and published a book
on it (Carroll 2006) under the name of Lewis Carroll. The purpose of the game was
to draw conclusions, in a syllogistic way, by means of moving counters on a board.
His book contains many examples and exercises.
William Hamilton, an Irish mathematician, invented the Icosian Game (see also
the article by Genovese et al. in this issue). In one version of this puzzle the task
consists of finding a path that visits each vertex exactly once. The concept of a
Hamiltonian graph arose from this game. From the exhibition Mathematical games
100 BSHM Bulletin
throughout the ages, Figures 28 and 29 show two replicas of Hamilton’s own
implementations:
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Sam Loyd offered USD$1,000 to whoever could solve the position shown in
Figure 32. The prize was never claimed! The impossibility of this challenge is better
understood when phrased in the language of group theory.
Hex (Figure 33) was invented twice in a short period of time, by Piet Hein, a Danish
scientist and poet, in 1942, and by the mathematician and Nobel laureate John Nash in
1947. The rules of Hex are surprisingly simple: players alternate in placing counters
of different colours, to try to connect parallel margins of the board. That there
can be no ties in this game can be seen in several ways, of varying formal presentation.
102 BSHM Bulletin
If we assume the board filled with red and blue pieces, and think of blue as water and
red as one-foot tall walls and bricks, then either water flows between blue margins
(blue wins) or there is a red deck preventing blue communication (red wins). Proofs
with graph theory and by induction can be found in Cameron Browne’s book (2000).
This result is known as the Hex Theorem.
Nash gave a beautiful non-constructive proof that the first player must have a
winning strategy in Hex. His argument, the now famous ‘strategy stealing argument’,
goes as follows. As there are no ties, either first or second player must have a winning
strategy. Suppose it is the second. Then the first player makes his first move at
random and assumes the role of second player. The reason this trick works is that,
Hex being a connection game, an extra move, no matter how bad it might be, cannot
hurt its player. With this plan, therefore, the first player wins the game, which gives
us a contradiction. We must conclude that the first player has a winning strategy. If
the dimension of the board is not too small, nobody knows how to play perfectly, so
the practice of Hex is not ruined by Nash’s result.
The connection between Hex and mathematics was emphasized when David
Gale, a mathematician from Berkeley, showed that Hex Theorem is logically
equivalent to Brouwer’s Fixed Point Theorem, a deep result in topology (Gale 1979).
Knowing this equivalence does not increase one’s play strength, but shows how
abstract games and mathematics are linked in a fascinating way.
Another mathematical puzzle that infected the world was the Rubik Cube
(Figure 34), created by the Hungarian architect Erno Rubik in the 1970s, which
became the best selling puzzle in history. A 3 3 3 cube, with differently coloured
faces, moves by slices, getting scrambled with just a few moves. To find the way back
to the starting position is an incredible challenge. This toy puzzle is used to illustrate
many group theory concepts. Conversely, knowledge of group theory facilitates
understanding of the puzzle itself.
The work of Leonhard Euler on Latin Squares (arrays of symbols with no
repetitions in rows or columns) is the remote conceptual background for the now
ubiquitous Sudoku puzzle (Figure 35), which appeared in an American magazine
in the 1970s but became famous first in Japan and then throughout the world.
Played with numbers, Sudoku is a logical challenge, not an arithmetical one.
Any set of nine symbols would do, numbers being just universally familiar. The
task consists on filling the blanks with the digits 1 to 9 without row, column, or
box repetitions.
Volume 26 (2011) 103
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I hope I have managed to show that the relation between mathematics and games
is extremely varied and hard to tame. These two realms keep their secrets. It is our
task to try to uncover them. In this metagame we are fortunate to enjoy the pleasure
of abstract thinking at its highest level!
Bibliography
Alfonso X, Los libros de acedrex dados e tablas, Fundacion Jose Antonio de Castro, 2007.
Barozzi, F, Il nobilissimo et antiquissimo Givoco Pythagoreo nominato Rythmomachia cioe
Battaglia de Consonantie de Numeri, Venice, 1572.
Barros, J, Diálogo de Preceitos Morais em Forma de Jogo, Apenas, 2009.
Bell, R C, Board and table games from many civilizations, Oxford University Press, 1960.
Berkeley, G, ‘De Ludo Algebraico’, The Works of George Berkeley, Vol. IV, Elibron, 2007.
Berlekamp, E, Conway, J and Guy, R, Winning ways for your mathematical plays, Vol. I–IV,
AK Peters, 2001.
Berlekamp, E and Wolfe, D, Mathematical Go: chilling gets the last point, AK Peters, 1994.
Boèce, Institution Arithme´tique, Les Belles Lettres, 1995.
Borst, A, Das mittelalterliche Zahlenkampfspiel, Carl Winter Universitaetsverlag, 1986.
Browne, C, Hex strategy: making the right connections, AK Peters, 2000.
Carroll, L, The game of Logic, Hard Press, 2006.
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