On an Erdős-Szekeres Game

This paper analyzes a two-player permutation game inspired by the Erdős-Szekeres Theorem, determining the winner and providing a winning strategy for cases where the parameter aa is greater than or equal to bb and bb is an integer between 2 and 5.

Lara Pudwell

Published 2026-03-06
📖 6 min read🧠 Deep dive

Imagine you are playing a game with a friend involving a deck of cards, but instead of just shuffling and dealing, you are building a story one number at a time. This is the heart of the paper "On an Erdős-Szekeres Game" by Lara Pudwell.

Here is the story of the game, the math behind it, and the winning strategies, explained without the heavy jargon.

The Setup: The "Forbidden Pattern" Game

Imagine you and a friend are taking turns picking numbers from a hat. You write them down in a line, creating a sequence like: 3, 1, 5, 2, 4...

The rules are simple but tricky:

  1. The Goal: You want to avoid creating a specific "forbidden pattern" for as long as possible.
  2. The Patterns:
    • The "Up" Pattern: A sequence of numbers that keep getting bigger (e.g., 1, 3, 5). Let's say you are forbidden from making a line of 3 numbers that go up.
    • The "Down" Pattern: A sequence of numbers that keep getting smaller (e.g., 5, 2, 1). Let's say you are forbidden from making a line of 2 numbers that go down.
  3. The Loser: The first person who is forced to complete one of these forbidden patterns loses. (This is called a misère game, like in the game of Nim where the person who takes the last match loses).

The Big Question: If you play perfectly, who wins? Does it depend on how long the "Up" pattern needs to be (let's call this number aa) versus how long the "Down" pattern needs to be (number bb)?

The Secret Weapon: The "Shaded Grid"

The paper's author, Lara Pudwell, realized that trying to track the actual numbers (like 3, 1, 5) is like trying to navigate a maze while blindfolded. Instead, she invented a visual map: The Grid Board.

Imagine a rectangular grid of empty boxes.

  • The width of the grid is determined by how long the "Up" pattern can be.
  • The height is determined by how long the "Down" pattern can be.

Every time you pick a number in the game, you don't just write the number; you shade in a specific box on this grid.

  • If you pick a number that starts a new "Up" streak, you move right.
  • If you pick a number that starts a new "Down" streak, you move down.

The Magic Rule: Once a box is shaded, all the boxes to its left and above are also considered "taken" (or eliminated). You can only shade a box that is right next to the edge of the shaded area.

The Winning Condition: The game ends when the grid is completely full. The person who shades the very last box (the bottom-right corner) wins, because that means the next player has no legal move left and is forced to break the rules.

Think of it like Chomp (a classic chocolate bar game) or Tetris, where you are slowly filling up a container. The person who is forced to take the last bite loses.

The Strategies: How to Win

The paper solves the game for specific scenarios. Here is the "everyday" translation of the winning strategies found in the paper:

1. The "Down" Pattern is Tiny (b=2b=2)

If you are forbidden from making even a tiny "Down" pattern (just 2 numbers going down), the game is very rigid.

  • The Strategy: You are forced to pick numbers that keep going up.
  • The Winner: It depends entirely on whether the total number of moves is odd or even. It's like a coin flip based on the length of the game. If the "Up" limit is odd, Player 2 wins. If it's even, Player 1 wins.

2. The "Down" Pattern is Small (b=3b=3)

Now you can have a tiny "Down" pattern of 3 numbers.

  • The Strategy: Player 1 (the first player) has a guaranteed win.
  • The Analogy: Imagine a two-lane highway. Player 1 acts like a traffic cop, ensuring that no matter what Player 2 does, Player 1 can always mirror the move to keep the lanes balanced. Player 1 forces Player 2 to eventually run out of safe spots.

3. The "Down" Pattern is Medium (b=4b=4)

Now the "Down" pattern can be 4 numbers long. The grid is 3 rows high.

  • The Strategy: Player 1 still wins, but the dance is more complex.
  • The Analogy: Think of this as a game of "keep the balance." Player 1 maintains a specific shape of shaded boxes (like a staircase). No matter how Player 2 tries to disrupt the shape, Player 1 has a counter-move that restores the perfect staircase shape. Eventually, Player 2 runs out of moves.

4. The "Down" Pattern is Larger (b=5b=5)

This is the big breakthrough of the paper. The grid is now 4 rows high.

  • The Strategy: Player 1 still wins!
  • The Discovery: This was the hardest part. The author used a computer to simulate thousands of games to find a "safe zone." She identified seven specific shapes (patterns of shaded boxes) that Player 1 should aim for.
  • The Analogy: Imagine Player 1 is a shepherd guiding a flock of sheep (the game state). No matter which way Player 2 tries to scatter the sheep, Player 1 has a specific "herding technique" to bring them back into one of the seven safe shapes. Once the game gets to the very end, Player 1 uses a "tit-for-tat" strategy (copying the opponent's move in a different lane) to force the win.

Why Does This Matter?

You might ask, "Who cares about a number game?"

  1. It's a Puzzle Solver: This game is a fancy way of testing the limits of order and chaos. The famous Erdős-Szekeres Theorem (from 1935) says that if you have enough numbers, you must eventually find an "Up" or "Down" pattern. This paper asks: "How long can we delay that inevitable moment if we play perfectly?"
  2. It's a New Way to Think: The author showed that instead of thinking about complex numbers, you can think about shading boxes on a grid. This visual approach makes it much easier to see the winning moves.
  3. It's a Teaching Tool: This game helps students understand deep mathematical concepts (like permutations and patterns) by turning them into a fun, strategic board game.

The Bottom Line

The paper proves that if you are playing this game and the "Down" pattern limit is between 2 and 5, the first player (Player 1) can always win if they know the secret grid-shading strategy.

  • For small limits (b=2b=2), it's a coin flip based on length.
  • For medium limits (b=3,4,5b=3, 4, 5), the first player is the master of the board, using a "mirror and balance" technique to trap the second player.

The author essentially turned a scary math theorem into a solvable board game, showing that even in a world of chaos, there is always a winning path if you know how to look at the grid.