A four parametric generalization of the Wythoff NIM and its recursive solution
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1 R u t c o r Research R e p o r t A four parametric generalization of the Wythoff NIM and its recursive solution Vladimir Gurvich a RRR 8-00, November 00 RUTCOR Rutgers Center for Operations Research Rutgers University 640 Bartholomew Road Piscataway, New Jersey Telephone: Telefax: rrr@rutcor.rutgers.edu rrr a RUTCOR, Rutgers University, 640 Bartholomew Road, Piscataway, NJ, 08854; gurvich@rutcor.rutgers.edu
2 Rutcor Research Report RRR 8-00, November 00 A four parametric generalization of the Wythoff NIM and its recursive solution Vladimir Gurvich Abstract. Given positive integer a, b and p, q, we will consider the following game NIM p,q a,b. Two piles contain x and y matches. Two players take turns. By one move, it is allowed to take x and y matches from these two piles such that 0 x x, 0 y y, 0 < x + y, and [(A) x y < a or (B) min(x, y ) < b]. Furthermore, each player after a move is allowed to block off up to p opponent s moves of type (A) and (q ) moves of type (B), more precisely, at most q moves in each case, when the minimum is realized by x and y. The player who takes the last match is the winner. Games NIM,,, NIM, a,, NIMp, a,, and NIM, a,b. were considered by Wythoff, Fraenkel, Larsson, and the author in 907, 98, 009, and 00, respectively. We obtain a simple arithmetic recursion solving NIM p,q a,b when p = or q = and get partial results for the general case. The recursion is of a standard type x n = mex q b {x i, y i 0 i < n}, y n = x n + a n/p ; n 0, where mex q b is a two-parametric generalization of the minimum excludant mex. Keywords: combinatorial games, NIM, Wythoff s NIM, minimum excludant Acknowledgements: This research was partially supported by DIMACS, Center for Discrete Mathematics and Theoretical Computer Science, Rutgers University.
3 Page RRR 8-00 Kernels of combinatorial games Given a digraph G = (V, E), a subset of its vertices K V is called a kernel if it is independent ((v, v ) E for no v, v K) and absorbing ( v K v K (v, v ) E). Furthermore, let digraph G be acyclic (contain no directed cycles) and locally finite (only a finite set of vertices can be reached from each fixed v 0 V ). The vertices and arcs of G are called positions and moves, respectively. Two player take turns moving a token along the arcs of E. The game starts in an initial position v 0 V and terminates in a dead-end (that is, in a vertex v t V of out-degree 0). The player who cannot move loses. It was shown in [] that every locally acyclic digraph has a unique kernel, which can be found by the following recursive algorithm: initialize i = 0, G 0 = G, and K 0 = ; then for i = 0,,..., for the current subgraph G i = (V i, E i ) denote by V i the set of all dead-ends and by V i the set of all positions from which a dead-end can be reached by one move; add V i to K i, delete V i V i from V i and repeat. Since G is acyclic and locally finite, the (unique) kernel K = K m = i=v i will be obtained in at most m = V / steps. A vertex v V is called a P-position if the player who enters v (the Previous player) wins; otherwise, v is called an N-position, since in this case the player who leaves it (the Next player) wins. It is clear that K is exactly the set of all P-positions and, by the definition of K, each move from a P-position leads to an N-position and for every N-position there is a move to a P-position. To solve a game, it is sufficient to find all its N- or P-positions. Minimum excludant and its generalizations The minimum excludant function mex(s) is defined for any proper subset S ZZ + of the non-negative integers as the minimum z ZZ + such that z S; in particular, mex( ) = 0. The following generalization was recently introduced in [8]. Given an integer b and a finite subset S ZZ + of m non-negative integers, let us order S and extend it by s m+ = to get a sequence 0 s < < s m < s m+ =. Let us choose the (unique) minimum i {,..., m} such that s i+ s i > b. By definition, mex b (S) = s i + b. We will need another generalization. Given an integer q and a finite multi-set S : ZZ + ZZ +, then mex q (S) is defined as the minimum z ZZ + such that S(z) < q. It is easily seen that both above functions are well-defined and mex = mex = mex. Finally, we will also need the following combination of the above two concepts. Given integer b, q, and a finite multi-set S : ZZ + ZZ + such that S q = m for S q = {z ZZ + S(z) q}. By definition mex q b (S) = mex b(s q ). Obviously, all functions are well-defined and mex b = mex b, mex q = mex q, mex = mex. Furthermore, we assume that mex q b ( ) = 0 for all b and q, by convention.
4 RRR 8-00 Page Wythofff s NIM or Corner the Queen In 907 Wythoff [6] considered a game G = (V, E), whose positions (x, y) are the pairs of non-negative integers and possible moves (x, y ) in (x, y) are defined by the rules: 0 x x, 0 y y, 0 < x + y, and [x = 0 or y = 0 or x = y ]. In other words, there are two piles of matches and, by one move, a player is allowed to take either (B) any positive number of matchings from one pile and nothing from the other (x = 0 or y = 0), or (A) the same positive number of matchings from both x = y. It is not allowed to pass (x + y > 0). The player who takes the last match wins. The following, obviously equivalent, reformulation might be convenient. In a position (x, y) of a (potentially infinite) chess board, there is a Queen. By one move, a player is allowed to move it towards the corner (0, 0), which is a unique terminal position. The player who corners the Queen wins. It is easily seen that the moves of types (A) and (B) correspond, respectively, to the bishop- and rook-types moves of the Queen. Due to an obvious symmetry, (x, y) is a P-position if and only if (y, x) is. We assume that x y unless it is explicitly said otherwise. Wythoff proved that the set of P-positions can be obtained by the recursion: x n = mex{x i, y i 0 i < n}, y n = x n + n; n 0. () For example, the first seven P-positions are (0, 0), (, ), (, 5), (4, 7), (6, 0), (8, ), (9, 5). Also, Wythoff proved that (x, y) is a P-position if and only if x = x n = nφ and y = y n = x n + n, where n is a non-negative integer and φ = ( + 5)/ is the golden section. 4 Fraenkel s NIM In [4, 5] Fraenkel generalized Wythoff s game, replacing x = y by a weaker restriction x y < a. Obviously, Wythoff s NIM corresponds to the case a =. Remark In case a = 0 we obtain the standard game of NIM (with two-piles, which is trivial). However, we assume that all four our parameters a, b and p, q are strictly positive. Wythoff s recursion is extended to Fraenkel s N IM(a) in the following simple way: x n = mex{x i, y i 0 i < n}, y n = x n + an; n 0. () The first seven P-positions for a = are (0, 0), (, ), (, 6), (4, 0), (5, ), (7, 7), (8, 0). Moreover, Fraenkel solved the recursion and got the following explicit formula for (x n, y n ). Let α = α(a) = ( a+ a + 4) be the (unique) positive root of the quadratic equation + =. (In particular, α() = ( + 5) is the golden section and α() =.) Then z z+a x n = αn, y n = x n + an n(α + a) ; n 0. () As mentioned in [4], the explicit formula () solves the game in linear time, in contrast to recursion (), providing only an exponential algorithm.
5 Page 4 RRR Larsson s NIM Further generalizations were suggested by Larsson in his PhD thesis []; see also [0, ]. He introduced one more strictly positive integer p, in addition to a, and defined p-blocking Fraenkel s NIM p a as follows: the rules are the same as in NIM a, except that before the next player moves, the previous player is allowed to block off (at most) p bishop-type - note, not a-bishop-type - options and declare that the next player must refrain from these options. When the next player has moved, any blocked options are forgotten... More precisely, if the current configuration is (x, y) then, before the next move is made, the previous player is allowed to choose up to p distinct, positive integers c,..., c p min{x, y} and declare that the next player may not move to any configuration (x c i, y c i ). Obviously, NIM a = NIM a. P-positions (x n, y n ) of NIM p a are given by the next recursion: x n = mex{x i, y i 0 i < n}, y n = x n + a n/p ; n 0, (4) which is a natural generalization of () for NIM a. One can try to generalize the explicit formula () in a similar way. Let α be the (unique) positive root of the quadratic equation pz + (a p)x a = 0, or equivalently, + =. Furthermore, let β = α + a/p and x x+a/p x n = nα = n p a + a + 4p p, y n = nβ = n p + a + a + 4p p ; n 0. However, according to [0], although the obtained sequence is in a certain sense very close, yet, not equal to the set of P-positions of game NIM a,p when p >. 6 Game NIM a,b Another generalization of Frankel s NIM a was recently suggested in [8]. Given positive integer a and b, two players take turns and, by one move, it is allowed to take x and y matches from these piles such that 0 x x, 0 y y, 0 < x + y, and [(A) x y < a or (B) min(x, y ) < b]. In other words, a player can take (A) almost equal numbers of matches from both piles, or (B) any number of matches from one pile and at most b from the other. The following recursive formula for the P-positions is obtained in [8]. x n = mex b {x i, y i 0 i < n}, y n = x n + an; n 0. (5) Although in this case, it is hardly possible to get an explicit formula for x n, yet, recently Oudalov in [4] proved that for all positive integer a and b limits l(a, b) = xn(a,b) exist and are n
6 RRR 8-00 Page 5 algebraic numbers; namely, l(a, b) = a, where r > is the Perron root of the polynomial r a P a,b (z) = z b+ z z ib/a, provided a and b are coprime, while l(ka, kb) = kl(a, b), according to [8]. Furthermore, P (z) = P a,b (z) is a characteristic polynomial of a non-negative integer matrix M(a, b), which is primitive and r is its Perron-Frobenius eigenvalue; in particular, r is real, positive (in fact, r > ), and r > z for any other root z of P (z). i= 7 Game NIM p,q a,b Now let us consider the general case. Two player take turns and by one move in a position (x, y) the Next player can reduce x by x and y by x such that 0 x x, 0 y y, 0 < x + y, and [(A) x y < a or (B) min(x, y ) < b]. However, some of these moves might be forbidden by the Previous player. Namely, after entering (x, y), (s)he is allowed to choose up to p + q positive integers c,..., c p min{x, y}; d,..., d q x and d,..., d q y and declare that the next player may not move to any position: (x c i, y c i ), (x d i, y), or (x, y d i ). After a move from (x, y) is made all these restrictions are forgotten and the Next player is similarly allowed to block up to p + q new options. In case min{p, q} =, game NIM p,q a,b is solved by the following statement which we be proven in Section 9. Theorem When p = or q =, all P-positions (x n, y n ) of NIM p,q a,b are given by recursion x n = mex q b {x i, y i 0 i < n}, y n = x n + a n/p ; n 0. (6) Remark By convention, computing mex q b {x i, y i 0 i < n} for each diagonal position (x i, y i ) with x i = y i we count x i and y i as only one element, not as two; see NIM,,, NIM,,, NIM 4,,, NIM,5,, NIM,,, NIM,,, NIM,,, NIM,,, and NIM,, in Tables -5. Let us also recall that (x, y) is a P-position if and only if (y, x) is. x Conjecture Limits l(a, b, p, q) = lim n(a,b,p,q) n n positive integer a, b and p, q such that min{p, q} =. exist and are algebraic numbers for all Remark In view of a recent breakthrough by Hadad [9], Fraenkel and Peled [6], such a linear asymptotic may lead to a polynomial algorithm for NIM p,q a,b. Yet first, one should extend their results by replacing the standard minimum excludant mex by mex q b.
7 Page 6 RRR Bouton - von Neumann s algorithm finding kernels of acyclic digraphs and its applications to NIM p,q a,b An algorithm finding all P-positions was suggested in 90 by Bouton in [] for the normal and misere versions of NIM (with k piles). Then, in [], it was extended to an arbitrary combinatorial game modeled by an acyclic digraph G = (V, E). It works recursively. In step, let us find all terminal (that is, of out-degree 0) positions and denote the obtained set by P. Furthermore, let N be the set of all positions from which P can be reached by one move. Let us delete P N and repeat, obtain P and N, etc. Obviously, (P P...) is the set of all P-positions. In Figure this algorithm is illustrated for NIM,,. The only terminal position is (x 0, y 0 ) = (0, 0). Set N consists of two columns {(x, y) x }, two rows {(x, y) y }, and the main diagonal {(x, y) x = y}, excluding position (0, 0) itself. Indeed, (0, 0) can be reached by one move from each of the above positions, since a =, b = and no move can be blocked, since p = q =. After elimination of P N, we obtain P = {(, ), (, )}. Then, set N is constructed in a similar way. Position (, ) can be reached from two columns {(x, y) x, y}, two rows {(x, y) y 4, x}, and one diagonal {(x, y) y = x + > }, excluding position (, ) itself. Obviously, the symmetric constraints hold for (, ). The union of the obtained two sets is N. Then, after its eliminating, we get P = {(5, 7), (7, 5)}, etc. Let us consider one more example: NIM,, in Figure. Again (x 0, y 0 ) = (0, 0) is the unique terminal position. Set N consists of one column {(x, y) x = 0} and one rows {(x, y) y = 0}, excluding position (0, 0) itself. Indeed, (0, 0) can be reached by one move from each of the above positions, since a = b = and none of these moves can be blocked, since q =. Although (0, 0) can be also reached from the diagonal {(x, y) x = y > }, yet, since p =, such a move can be blocked. Thus, (, ) P ; in fact, P contains no other positions. Hence, N consists of one column {(x, y) x =, y > }, one row {(x, y) y =, x > }, and one diagonal {(x, y) x = y > }. Indeed, since p =, one of two positions {(0, 0), (, )} can be blocked, but not both. Hence, P = {(, ), (, )}, etc. For both above examples, first ten positions of P (with x y) are given in Table. Let us notice that, in general, all positions of a row {(x, y) x = x 0, y > y 0 }, a column {(x, y) x > x 0, y = y 0 }, or a diagonal {(x, y) x y = x 0 y 0, x > x 0, y > y 0 } go to N j0 as soon as (x 0, y 0 ) appears in P j0 as the q-th position of j 0 j= P j in the row or column, or the p-th position of the diagonal, respectively. Moreover, not only this one but next b rows or columns and a diagonals go to N j in the considered case.
8 RRR 8-00 Page 7 9 Proof of Theorem (sketch) We will derive Theorem from the Bouton - von Neumann algorithm. First, let us notice x i+ > x i if q = and y i+ > y i if p = for all j. Hence, (x i, y i ) (x i+, y i+ ) for all i whenever p = or q =. Moreover, in this case formula (6) never lists the same position twice, since both x j and y j are non-decreasing functions of j. For simplicity, let us start with the case p = q =, which was already considered in [8]. By symmetry, P i = {(x i, y i ), (y i, x i )} for every i. Each of these two positions can be reached by b rows, b columns, and a diagonals. For i = 0 only a of these diagonals satisfy the restriction x y. Similarly, for any fixed i > 0 only a of them are new, while the remaining a were already eliminated before, with N j for some j < i. Thus, exactly a diagonals are excluded in each step and, hence, y n = x n + an for every n 0. Furthermore, each position (x i, y i ) eliminates the next b columns x i,..., x i + b. Yet, the symmetric position (y i, x i ) also eliminates b columns: y i,..., y i + b. (Of course, these two sets may overlap; they may also intersect the sets obtained in a previous step j < i.) Anyway, the desired recursion x n = mex b {x i, y i 0 i < n} immediately follows. Case min{p, q} = is just a little more sophisticated than p = q =. First, let us assume that q =, p ; see Figures, 6, and 7. In this case, obviously, each diagonal {(x, y) y = x + aj, j 0} contains exactly p P-positions, while any other diagonal does not contain them at all. In other words, the second part of the recursion y n = x n + a n/p holds. It is easy to verify that the first part, x n = mex b {x i, y i 0 i < n} holds too, by construction of the algorithm. Finally, let p =, while q ; see Figures 4, 5, and 8. In this case, every b-th row or column contains exactly q P-position, while each diagonal contains exactly one of them. Respectively, in the recursion we replace mex b by mex q b, while y n = x n + an remains. 0 Several remarks on the case: min{p, q} > This case is considered in Figures 9-4 and Tables - 5. Formally, recursion (6) does not work already for q >. Yet, in this case the problem can be easily fixed; see remark and the corresponding examples in Tables -5. In case when both p > and q > we will need several more serious conventions, which sometimes modify significantly the rules of the game, especially, when min{p, q} >. First, let us recall that x n+ > x n whenever q = and y n+ > y n whenever p =. In contrast, y n x n = a n/p may be equal to y n+ x n+ = a (n + )/p when p >, while equality x n+ = x n may hold too, when q >. Hence, applying (6) formally in case when both p and q are larger than, we would frequently obtain that (x n, y n ) = (x n+, y n+ ). In this case, by convention, we skip the value x n+ = x n and, proceed instead with the next value of function mex q b. This convention may be applicable several times in a row, until y n+k = x n+k + a (n + k)/p becomes strictly larger than y n. Then we return and set x n+k = x n ; see, for example, Tables - 5.
9 Page 8 RRR 8-00 If p > and q > but a = b =, we can still save our main recursion (6). To do so, we keep unchanged its y-part y n = x n + a n/p, while in x-part, x n = mex q b {x i, y i 0 i < n}, we keep mex q b but slightly modify the natural order n = 0,,... in which the numbers appear. Namely, we introduce a priority set S = S(p, q) ZZ +, define (x i, y i ) for i S first, and then set x n = mex q b {x i, y i i [0; n) S}; see, for example, bold lines in Table 4. First, let us assume that p q. In this case, we assign numbers 0,,..., q to positions (0, 0), (, ),..., (q, q ), numbers p,..., p + q to (0, ),..., (q, q ), etc., and in general, jp,..., jp + q to (0, j),..., (q j, q ), where j = 0,,..., q. For example, for NIM 4,, in Table 4, positions (0, 0), (, ), (, ), (0, ), (, ), and (0, ) get numbers 0,,, 4, 5, and 8, respectively. Then, by the modified mex q b-formula, we obtain (x, y ) = (, ), (x 6, y 6 ) = (, 4), (x 7, y 7 ) = (4, 5), (x 9, y 9 ) = (, 5), etc. Second, let us assume that p < q. In this case, we assign numbers 0,,..., p to positions (0, 0),..., (p, p ), numbers p, p+,..., p to positions (0, ),..., (p, p), numbers, etc., ((q p)p,..., (q p+)p to positions (0, q p),..., (p, q ); then, numbers (q p)p +,..., (q p + )p to positions (0, q),..., (p, p + q ), etc., finally, number p(q p + )/ to position (0, q ). For example, for NIM,5, in Table 4, positions (0, 0), (, ), (, ), (0, ), (, ), (, ), (0, ), (, ), (, 4),(0, ), (, 4), and (0, 4) get numbers 0 0 and, respectively. Then, by the modified mex q b-formula, we obtain (x, y ) = (, 6), (x, y ) = (, 7), etc. Let us remark that all above conventions modified function mex q b but not the rules of the game NIM p,q a,b. In contrast, when min{p, q, a} > or min{p, q, b} > we have to modify even the rules, to save the recursion, with the function mex q b modified as above; see, for example, the last three Figures - 4, where the crossed positions are treated non-standardly. Generalized minimum excludant mex q and Sprague-Grundy theorem Let us slightly modify the above algorithm as follows. Let us assign f(v) = 0 to every position v P, then f(v) = to each v N, and in general, given a position v such that all its (immediate) successors are already evaluated, let us set f(v) = mex{f(w) (v, w) E}. The obtained mapping f : V ZZ + is called the Sprague-Grundy function of G. This definition and the definition of mex immediately imply that (i) f(v) = 0 if and only if v is a P-position; (ii) for every k < f(v) a position w with f(w) = k can be reached from v; (iii) no position w with f(w) = f(v) can be reached from v. Sprague [5] and Grundy [7] introduced the concept of sum of combinatorial games G = G... G n as follows. A position of G is a set v = (v,..., v n ), where v i V i is a position of the summand-game G i = (V i, E i ) for i [n] = {,..., n}; in other words,
10 RRR 8-00 Page 9 V = V... V n. Respectively, by one move from v V a player is allowed to choose any (but only one) i [n], any successor v i of v i and replace v i by v i. The Sprague-Grundy Theorem claims that f(g) = i [n] f(g i), where is the bitwise binary sum, also called the NIM-sum. Thus, as we already mentioned, the P-positions of G are the zeros of f(g). Making use of mex q, we obtain a simple generalization of the above theorem as follows. Let before the next player moves, the previous player is allowed to block off (at most) q i moves in G i for all i [n] and declare that the next player must refrain from these moves. After the next player has moved, all these blocks are forgotten. Obviously, this modification can be solved similarly: just for all i [n], replace mex by mex q i, functions f(g i ) by f q i (G i ) and, finally, f(g) by f q (G) = i [n] f q i (G i ), where q = (q,..., q n ). It would be interesting to find a similar application of mex q b. Acknowledgements: I am thankful to Vladimir Oudalov for the Figures and Tables that will appear after the bibliography. References [] E.R. Berlekamp, J.H. Conway, and R.K. Guy, Winning ways for your mathematical plays, vol.-4, second edition, A.K. Peters, Natick, MA, [] C.L. Bouton, Nim, a game with a complete mathematical theory, Ann. of Math., -nd Ser., (90-90), 5-9. [] H.S.M. Coxeter, The golden section, Phyllotaxis and Wythoff s game, Scripta Math. 9 (95) 5 4. [4] A.S. Fraenkel, How to beat your Wythoff games opponent on three fronts Amer. Math. Monthly 89 (98) 5 6. [5] A.S. Fraenkel, Wythoff games, continued fractions, cedar trees and Fibonacci searches, Theoretical Computer Science 9 (984) [6] A.S. Fraenkel and U. Peled, Harnessing the Unwieldy MEX Function, Preprint at http : // f raenkel/p apers/ Harnessing.T he.unwieldy.mex.f unction.pdf [7] P.M. Grundy, Mathematics of games, Eureka, (99), 6-8. [8] V. Gurvich, Further generalizations of Wythoff s game and minimum excludant function, RUTCOR Research Report, 6-00, Rutgers University. [9] U. Hadad, Polynomializing Seemingly Hard Sequences Using Surrogate Sequences, MS. Thesis, Fac. of Math. Weiz. Inst. of Sci., 008.
11 Page 0 RRR 8-00 [0] U. Larsson, -pile Nim with a restricted number of move-size dynamic imitations Integers, 9 (009), G4. [] U. Larsson, Restrictions of m-wythoff Nim and p-complementary Beatty sequences in Games of no Chance, M. Albert and R. Nowakowski eds, MSRI 56, Cambridge Univ. Press, 009. [] U. Larsson, Sequences and games generalizing the combinatorial game of Wythoff NIM, PhD Thesis, Götheborg University October 009. [] J. von Neumann and O. Morgenstern, Theory of games and economic behavior, Princeton University Press, Princeton, NJ, 944. [4] V. Oudalov, Linear asymptotic for recursions related to a new generalization of Wythoff s NIM and minimum excludant, Rutcor Research Report RRR [5] R. Sprague, Über mathematische Kampfspiele, Tohoku Math. J., 4 (96), [6] W.A. Wythoff, A modification of the game of Nim, Nieuw Archief voor Wiskunde, 7 (907), 99-0
12 RRR 8-00 Page Figure : NIM,,; a =, b = p = q =
13 Page RRR Figure : NIM,,; a = p = q =, b =
14 RRR 8-00 Page Figure : NIM,,; a = b = q =, p =
15 Page 4 RRR Figure 4: NIM,,; a = b = p =, q =
16 RRR 8-00 Page Figure 5: NIM,,; a = p =, b = q =
17 Page 6 RRR Figure 6: NIM,,; a =, b = q =, p =
18 RRR 8-00 Page Figure 7: NIM,,; a = p =, b =, q =
19 Page 8 RRR Figure 8: NIM,,; a = b = q =, p =
20 RRR 8-00 Page Figure 9: NIM 4,,; a = b =, p = 4, q =
21 Page 0 RRR Figure 0: NIM,5,; a = b =, p =, q = 5
22 RRR 8-00 Page Figure : NIM,,; a =, b = p = q =
23 Page RRR Figure : NIM,,; a = p = q =, b =
24 RRR 8-00 Page Figure : NIM,,; a = b = p = q =
25 Page 4 RRR Figure 4: NIM,,; a = b =, p = q =
26 RRR 8-00 Page 5 NIM n x n y n y n x n NIM n x n y n y n x n NIM n x n y n y n x n NIM n x n y n y n x n Table : One of {a, b, p, q} is, the remaining three equal
27 Page 6 RRR 8-00 NIM n x n y n y n x n NIM n x n y n y n x n Table : min{a, p} > or min{b, q} > NIM n x n y n y n x n NIM n x n y n y n x n Table : min{a, b, p} > or min{a, b, q} >
28 RRR 8-00 Page 7 NIM 4 n x n y n y n x n NIM 5 n x n y n y n x n Table 4: min{p, q} >>
29 Page 8 RRR 8-00 NIM n x n y n y n x n NIM n x n y n y n x n NIM n x n y n y n x n NIM n x n y n y n x n Table 5: min{a, p, q} > or min{b, p, q} >
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