Monday, February 20, 2017

Red-Blue Hackenbush

Red-Blue Hackenbush

This is a two-person game and begins by drawing a picture of Red and bLue lines like in figure 1.  The two player’s, call them Left and Right, alternate turns erasing any of their assigned blue or red edges from the graph.  The player that has no more edges to remove is the loser.

If a player removes an edge that is connected to the “ground” (the black line at the base), then any edge connected to the one just removed must be removed as well so long as the removed edge was the only edge connecting the pieces above to the ground.

One analogy to think of is cutting down a tree.  If we cut down a single branch of a tree only the branch will fall to the ground and be removed.  If we cut the base of the tree (the red edge connected to the ground in Figure 1) then the whole tree falls with all of its branches.  You can’t have a floating tree!


 Figure 1: Sample starting game of Red-Blue Hackenbush
http://www.link.cs.cmu.edu/15859-s11/notes/Hackenbush.pdf



In the sample game in Figure 2, who will win if the players have identical “shrubs”?  If Left goes first then Right can apply a mimicking strategy and copy Left’s moves to allow Right to win.  Conversely, if Right goes first then Left can apply the mimicking strategy and copy Right’s moves to allow Left to win.

Figure 2: Sample game with equal-sized shrubs
http://www.link.cs.cmu.edu/15859-s11/notes/Hackenbush.pdf



We actually call these games where the first player to play loses, zero games.  In situations like this where we have two parts that are identical except with swapped colors, there will always be a matching move so the second person to move will win.

If when creating the picture, Left and Right keep their colors on separate sides then we can easily determine who will win by counting the number of blue edges and subtracting the number of red edges.  If the number is positive then Left will win and if the number is negative then Right will win.  If the calculation turns out to be zero, then the second player to go wins (as seen above in Figure 2).  Below is an easier notation to follow.


Outcomes
Let G be a Red-Blue Hackenbush position or any game.  Then

·        Left wins: G > 0
·        Right wins: G < 0
·        Mover loses: G = 0 (first person to move loses)

Let’s try out some examples!


Finding Basic Game Values

Example 1:

Sum: 2 à Blue is two moves ahead, G > 0
http://www-math.mit.edu/~rstan/transparencies/games.pdf


Example 2:


Sum: 0 à Mover loses, G = 0
http://www-math.mit.edu/~rstan/transparencies/games.pdf


Now, how would we calculate the hackenbush value if the colors aren’t separated?  In the example below, we know that Left will win regardless.  This is because If Right goes first, he removes his only red edge leaving Left to take his final edge to win.  Similarly, if Left goes first, then he removes his only stick which automatically eliminates Right’s “floating” edge.  Therefore, we know that the value must be greater than 0.

Example 3:

Sum = ? à clearly > 0: Left wins
http://www-math.mit.edu/~rstan/transparencies/games.pdf


Looking at the example below we can determine what the value of G is above by applying a little math.

Example 4: 
http://www-math.mit.edu/~rstan/transparencies/games.pdf

We find that x = ½ so the hackenbush value for example 3 is ½ which is greater than 0 so this makes sense.  This means that Left is ½ move ahead in G.

What would happen if in example 3, the edges were swapped making the top edge blue and the bottom edge red?  In fact, the hackenbush value would just be -½ since Right will always win!

In example 4, we see that the mover loses because G = 0.  Thus, whoever makes the first move will lose.  Care to try it out?

Example 5:

http://www-math.mit.edu/~rstan/transparencies/games.pdf


Looking at example 5 above, you wouldn’t think that the mover loses but if you try playing it out you will find that it is the result.  Since the 8 stacks on the left are all identical in order to find the value of x we must find 8x (identical stacks) + 13 (blue edges) à x = -13/8.  Thus, we find that the mover loses since G = 0.


Simplicity Rule

Even though it is a bit tedious, it might be helpful to trace the results of every possible combination of moves to find the game’s value.  Consider the example below.
Figure 3: Sample game
http://www-math.mit.edu/~rstan/transparencies/games.pdf

We know that a value for this game would be 3 – 2 = +1 (Left wins).  Now, let’s analyze all possible combinations of this game.


If Left has to move from this position then the resulting positions have values of 0, -1 and -2.  Remember we are strictly looking at removing blue values only right now and determining what the game value would be after removing each blue edge.

If Right has to move from this position then the resulting positions have values of 2 and 3.  Again, we are only looking at removing red values right now and determining what the game value would be after removing each red edge.

This might not make sense so please feel free to ask questions in the comments!  I will go over this in class.

Keep in mind that whenever Left erases one of his edges, the situation is always worse for him because he now has fewer options so the game value decreases when he removes a blue edge (better for Right).  Likewise, whenever Right erases one of his edges, the situation is worse for him and the game value increases when he removes a red edge (better for Left).

Therefore, the overall value of the game must be larger than all the game values after Left moves but smaller than all the game values after Right moves.

Let B1, B2, …, Bn be the game values after a Left move (n being the possible moves for Left) and let R1, R2, …, Rn be the game values after a Right move (m being the possible moves for Right).

The overall game value V must be larger than all the Bi and smaller than all the Ri.  The notation is as follows:

V = { B1, B2, …, Bn | R1, R2, …, Rn}

This does not tell us the value of V but is how we will write that value in terms of the Bi and Ri.

How might we find all possible moves for Left and Right using this notation?  Excellent question my friend!  We already found all the possible moves so we can write the value of the game as:

{-2, -1, 0 | 2, 3}.

Note: b = {-2,-1,0} and r = {2,3}. 

The game value will be a number that is greater than all the Left-moved-created values (b) and less than all the Right-moved-created values (r).  So the value of the game is the “simplest” number that lies between the largest number on the left and the smallest number on the right.

{-2, -1, 0 | 2, 3} = {0|2}.

What is the simplest number in this case?  Why, +1 of course!


Definitions

1.   If there is an integer n satisfying b < n < r, then v(G) is the closest such integer to 0.

2. Otherwise v(G) is the unique rational number x satisfying b < x < r whose denominator is the smallest possible power of 2.
Figure 4: example 3
http://www-math.mit.edu/~rstan/transparencies/games.pdf

The example we just went over in Figure 3 we found that the game value was +1 which satisfies Definition 1.



We have already seen this example above but let’s try using the “simplest rule” instead.

There is only one move available to each player.  If Left moves then everything is erased which gives us a position with a value of 0.  Right’s only move leaves a single blue edge which gives us a position with a value of 1.  So the value of the game, {0|1}, will be the simplest number between 0 and 1.  So ½ will do the trick!  This choice is a unique number and satisfies Definition 2.

http://www-math.mit.edu/~rstan/transparencies/games.pdf



What would the Hackenbush value be in this example above?

http://www-math.mit.edu/~rstan/transparencies/games.pdf


We start by evaluating the tree first.  If Left goes first, they can remove the branch on the right, then we have a position with a value of +1/2 (third picture from left).  But if Right goes first, they can remove the branch on the right which will leave us with a position with a value of +2 (fourth picture from left).  So our values are b = ½, r = 2 so what does x equal?  We get { ½ | 2} = 1.


http://www-math.mit.edu/~rstan/transparencies/games.pdf

Thus, the tree has a value of 1 and the single red edge is -1 which gives us a total of 0, so the mover loses.



Another Way to Find Game Values

·        Count the number of blue (or red) edges that are connected in one continuous path.  If there are n of them, start with the number n.

·        For each new edge going up, assign that value of that edge to be half of the one below it.  If it is a blue edge make it positive.  If it is a red edge make it negative.

·        When you reach the top count all of your values that you have and this will be the overall value of the stalk.

This method can be used with the simplicity rule and can help us calculate the game value much faster!

Example: Say we have the stalk whose edges are, starting from the ground: BBBRRBR.

We begin with 3 because there are three blue edges connected.  The first R gets a value of -½ and the next red gets -¼ and the next blue gets 1/8 and the final red gets -1/16.  If we add these values we get an overall game value of 37/16.  

How are we doing?  I will provide you with some examples in class but if you have any questions, let me know and I will try to clarify them!


Conclusion

So much can be said about Red-Blue Hackenbush.  In fact, there are several other versions of including Hackenbush games that are infinite and mixed games that have blue, red, and black edges.

I haven’t even scratched the surface about how in depth Hackenbush can go!  This would be a great topic to do for a final project!!

Please post any questions or comments you might have!


Citations

Davis, Tom. “Hackenbush.” December 15, 2011. Accessed February 20, 2017. http://www.geometer.org/mathcircles/hackenbush.pdf.

Bartlett, Padraic. “A Short Guide to Hackenbush.” August 12, 2006. Accessed February 20, 2017. http://www.link.cs.cmu.edu/15859-s11/notes/Hackenbush.pdf.

Accessed February 20, 2017. http://www-math.mit.edu/~rstan/transparencies/games.pdf.





Monday, February 13, 2017

MINOA

MINOA

               When I went to go find out some info on Minoa I found some interesting things. Typing Minoa into google brings you to information on the ancient civilization in Greece, which is cool, but unfortunately has nothing to do with the game we’re talking about here. Along with stuff about ancient Greece there were a lot of sports games and other places called Minoa and really just nothing about the game. Anyways moving on to the game I’m supposed to be talking to you all about…

Minoa is a partizan game, which means the same moves aren’t available to each player. Unlike the games we’ve been playing where the winning player is the last to play, in Minoa there is a number of points given to each player and when there are no more moves left, each player counts their points and whoever has the most wins. This is a very similar game to dots and boxes, but has a few differences. The biggest notable difference you’ll see between Minoa and dots and boxes is that in dots and boxes you are trying to get the most boxes where in Minoa you are trying to get the most triangles in the end. The rest of the differences you’ll be able to see in the playing the game portion.

Playing the Game

               This game can be played with 2-4 people. If two people are playing, each player will get twelve sticks, player one will get twelve red and player two will get twelve blue. In a three-person game each player gets eight sticks, player one with red, player two with blue and player three with yellow. In the four-person game the players get six sticks, player one with red, player two with blue, player three with yellow and player four with green. These sticks can only be used by the player assigned that color, but there are also black sticks that can be used by any of the players.

 The board, as seen below, starts out empty with only the vertices present. The sticks that are red, blue, yellow or green can only be used on the edges, while the black sticks can only be used on the inside.






















When you go to place a piece on the board you have one of two options, place a colored piece on the edge or place a black piece in the middle.

Once a player places their last colored stick on the edge, any colored sticks the other player has left are placed on the remaining edges. This has the possibility of ending the game, but doesn’t necessarily end it. The game ends when all the colored edges are assigned their own triangles. As you can see in the image below, the red colored triangles show that the player with the red sticks gets those triangles to themselves.


                
               At the end of the game in order to find out who won, only one person’s triangles need to be counted. Since there are 96 triangles within the board, if the player has 49 or more triangles this player has won, and if this player has 47 or less they have lost. If the player counting their triangles has 48, then it is a draw and neither player wins.

This is the first game we’ve seen where at the end of the game there is a possibility that there is a draw and no clear winner is found. The easiest way to get a draw is for the second player to copy all the moves of the first player. There is no way to not get a draw from this strategy, unless of course the second player doesn’t copy one or more moves.

Trying to win

               Not gonna lie I had a bit of an issue trying to find things that helped me understand the math behind this game. So I started small and hoped it would work its way up from there. Apparently you’re supposed to wait until closer to the end to use your colored sticks, so I tried playing a small version of the game with this in mind. I ended up using a sixth of the board and started playing against myself. I found something that’s pretty obvious, but probably worth noting. If there is a larger area with two edge spaces that haven't been filled in with colored sticks yet, you want to be the first one that puts their color down. That way you force the other player to either make the section you placed your colored stick in smaller, or to place their colored stick in the other open edge. If they place their colored stick in the other open edge you have a chance to make their section smaller and if they try to make your section smaller, then you can just place another colored stick and claim the whole large space. With this thought you can apply this to large blocks that have more than two edge pieces connected to them.

Stealing dots and boxes ideas


               In the dots and boxes game there is a parity to the number of long chains each player wants in order to win. Looking at the way dots and boxes works this makes a lot of sense and is a good thought process behind winning. I figured trying to copy dots and boxes was a good way to go seeing as the games are pretty similar. I’m not sure about the parity you’d want, but trying to get the most of the largest blocks of triangles seems like a good way to go. So let's say there are three larger chains on the board and it's your turn. If the longer chain has more than one edge to it you want to put your color down first as stated above. If it only has one edge you can put a colored stick on, you need to size up the options. This sort of relates to part of the dots and boxes play where one gives up a big chain in the start to get more boxes, or in our case triangles, in the end. There may be some cases where it makes sense to give up long chains of triangles in order to get more in the end, just be sure to think it through or else you'll end up on the bad end of the deal and lose.

COL

              I thought I'd leave you with this game I found in the book Natasha listed as suggested sources. It's called COL and is a map-coloring game. In this game there's, you guessed it, a map that is colored (wow!) by two players. One player can use black, while the other player gets to use white to color in different portions of the map. The thing is that no two spaces that are connected can be colored the same color and spaces can only be colored once. So basically, once you color a space black, all the surrounding spaces can only be colored white, but once you color one of those spaces white, its surrounding spaces can only be colored black, so you keep going until there are no more spaces that can be colored. Once you have a piece that is touching both a black and a white space, this can be ignored and since it can now be colored neither black nor white. In COL we can tell what values each space has unlike in Minoa since there can be the same colored triangles next to each other.

Conclusion

            Well that's about all I've got for you now. Any insight or thoughts are appreciated!!

Works Cited

WEST, JULIAN. "Championship-Level Play of Dots-and-Boxes." 1996. Accessed February 13, 2017. http://myslu.stlawu.edu/~nkomarov/450/westboxes.pdf.

"MINOA." BoardGameGeek. Accessed February 13, 2017. https://boardgamegeek.com/boardgame/135090/minoa

Conway, J. H. On Numbers and Games. n.p.: Academic Press Inc., 1976.

Dots & Boxes

Dots & Boxes

"Dots and Boxes" is an impartial, combinatorial game.  It involves a piece of paper, a pencil and two players.  I have fond memories of playing "Dots and Boxes" with my younger brother on the Friendly's placemat while we waited for our food.  Back then, my brother and I did not play with much of a strategy in mind.  However, after researching more into championship-level play of "Dots and Boxes" I have found strategies that will make us all "Dots and Boxes" champions.


The Basics: How to Play

For those who are not familiar with how to play "Dots and Boxes", here's the rundown:
  1. Players begin with a grid of dots.
  2. Players take turns drawing either vertical or horizontal lines between two adjacent dots.
  3. If a player completes a 1x1 box, then that player writes his or her initials in the box and then must draw another line.
  4. A player who CAN complete a box is not obliged to by the rules of the game.
  5. The player who completes the most boxes, once all lines have been drawn, is the winner.
Here an example of what a game could look like:

Source: Winning Ways For Your Mathematical Plays, Vol. 3

In this example we can see that Player B has won (6 boxes to 3).

Another thing to note is that "Dots and Boxes" is unlike the other impartial, combinatorial games we have studied.  For one: "Dots and Boxes" is not played under normal play rules.  Instead of players fighting over the final move, the game is won by the player with the highest score after the last move.

You can play the game by following this link 

Please feel free to comment any strategies you found while playing against the computer.  It will be interesting to see if these strategies coincide with the strategy I will discuss below.

The Basics: Vocabulary

Before we go further into "Dots and Boxes" strategy there some terms that we should know.

A double-crossed move is a move in which two boxes are completed with a single stroke of the pen. 

Source: Winning Ways For Your Mathematical Plays, Vol. 3

double-dealing move is a move that is followed, usually immediately, by a double-crossed move.

A long chain is a chain that contains three or more potential boxes.

Source: Winning Ways For Your Mathematical Plays, Vol. 3

Whichever player can force their opponent to open a long chain has control of the game.

A hard-hearted handout is when a player draws the middle edge in between a chain of two squares and leaves their opponent with no way of finishing their turn in the same chain.

Source: Winning Ways For Your Mathematical Plays, Vol. 3

Please let me know in the comments if you have any questions on the rules or the vocabulary, and I will be sure to go over them in more depth during my presentation.

General Strategy

The way to win at "Dots and Boxes" ultimately comes down to gaining control.  This means that you should:
  1. Make sure that there are long chains and try to force your opponent to be the first to open one.
  2. When you have control, you should make sure you keep it by declining the last 2 boxes of every long chain except the last.
By declining the last 2 boxes of every long chain, you force your opponent to take those two boxes with a double-crossed move and then open up a new long chain.  Hence, you must sacrifice some boxes in order to keep control.  If you get too greedy, however, and take those two boxes for yourself, you are then forced to open up the next chain and your opponent can reap the benefits of your mistake.

A more specific strategy can be crafted when we look at odd numbered moves versus even numbered moves.

The Long Chain Rule

Consider two players: Todd and Steven.  When Todd and Steven play "Dots and Boxes", Todd always goes first and thus Todd plays on all of the odd moves and Steven plays the even moves.

The rule that helps Todd and Steven take control is: 
Todd tries to make the number of initial dots + the number of double-crossed moves odd.
Steven tries to make this number even.

Since the number of double-crosses will be one less than the number of long chains this rule becomes the long chain rule.

In general, the long chain rule is:
Try to make the number of initial dots + 
eventual long chains = 
even (if your opponent went 2nd) or
odd (if your opponent went 1st)

Let's look at an example of the long chain rule works. We can use the same visual from our definition of long chains from above:

When we use a visual, the long chain rule becomes rather intuitive.  In this example we have 4 long chains and 36 dots.  Since 36+4=40 we presume the player to play first will win.

If Player 1 opens up the 3 box chain, then his or her opponent will take 3 boxes and open up the 5 box chain.  The odd player will be rewarded with 5 boxes and will open up the 8 box chain.  Player 2 will get 8 boxes, but then be forced to grant Player 1 the final 9 boxes.  This will make the score 14-11 with Player 1 taking the win.

The reason this rule works is because the number of dots at the start + the number of double-crosses = the total number of turns in the game.  This way, if that number is odd, Todd gets the last move.  If it is even, Steven gets the last move.

Formal Proof: The Long Chain Rule

  • Suppose a game board for "Dots and Boxes" has m rows with n dots each.
  • Then, the number of total dots is mn.
  • We know, the number of horizontal moves a player can make is m(n-1) = mn-m.
  • And, the number of vertical moves, similarly, is n(m-1) = mn-n.
  • Thus, the total number of moves is (mn-n)+(mn-m) = 2mn-m-n.
  • The number of boxes = (m-1)(n-1) = mn-m-n+1
  • So, (the number of moves) - (the number of boxes) = mn-1
  • The number of completed turns = (the number of moves) - (the number of boxes) + (the number of double-crosses) -- since the a double-cross move = two boxes
  • Thus, the number of completed turns = (mn-1) + (the number of double crosses) = (the number of dots - 1) + (number of double-crosses)
  • Since the last move must complete a box, the final turn is incomplete and we must add this to the total.
  • Therefore, the number of turns = (the number of dots) + (the number of double-crosses)
I plan on discussing the Long Chain Rule in greater detail during my presentation so please comment any questions you may have on the proof or general usage of the rule.


Conclusion

"Dots and Boxes" is an interesting game to analyze because it is so different from the other combinatorial games we have studied.  Since the last player to move does not necessarily win, we can not apply Sprague-Grundy theory to find concrete N and P-positions.  However, there is a game called "Nimstrings" that can apply SG theory to "Dots and Boxes" to a certain extent.  Nimstrings is basically just "Dots and Boxes" with the normal play win condition of last to move wins.  I find it fascinating that even though "Dots and Boxes" is not a typical combinatorial game, we can apply combinatorial game theory to it.  It will interesting to see how far SG theory can go in applying to games that have less ties to Nim.


Bibliography
  • Berlekamp, Elwyn R., John Horton. Conway, and Richard K. Guy. Winning ways, for your mathematical plays.   Blackwell Science, 1982. Print.
  • Nowakowski, Richard J. Games of no chance. Cambridge: Cambridge U Press, 1996. Print.
  • "Dots and Boxes." Wolfram MathWorld. Web. 12 Feb. 2017.













Wednesday, February 8, 2017

Wythoff's Queens



Wythoff's Queens and Wythoff's Nim

Similar to Dawson’s chess-themed game we looked at last class, we’re going to look at another one 
called Wythoff’s Queens. This game is named after the Dutch mathematician Willem Abraham 
Wythoff who published an analysis of the game in 1907. Not to scare ya, but here’s a picture of 
Willem himself!




http://faculty.evansville.edu/ck6/bstud/wythoff.jpg

So, how do we play?

In this game, we have a chessboard (of any size n x n), and a singular queen placed at a predetermined starting position. The ultimate goal is to move the queen into the bottom left corner of the board. So if we think of a board that is 15x15, we could start at any position (m,n). 

(m,n)={(m,n) | 0 < m,n <15, if m=n then m≠0

We now try to move the queen to position (0,0). This makes Wythoff’s Queens a normal and impartial game.

Recall: Normal means both players can execute the same moves and impartial means the last player to move wins. 

If you’re unfamiliar with the game of chess, a queen can move as far as it wants in any direction (vertically, horizontally, or diagonally) on the board as long as it is in a straight line. Here is an image that shows these moves.


https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic6sRcZJmVn4oxupWK3YIHMN-vXotZFHoPLwHOTJ8tgWDPEJSYfvY0MW03YHryOUoAIpOxPjpkbkVgOtyYFjW0TnCLYykzxq7hj18f-3ppRAgKyiE2_fH5BK0-yJPgMUzhQxu5j15QHg/s1600/queen.bmp

However, in Wythoff’s queens, we add a restriction that each turn the player must make a move that progresses the queen towards the terminal position (0,0). In other words, you can only move the queen left, down, or the diagonal between. This restriction guarantees a finite number of moves, and keeps the game from going into an infinite loop.


Now that we understand the rules, let’s try to figure out how to win!

We know that the space (0,0) is a p-position, so any spot where you can move to (0,0) would be an n-position.


We have the obvious p-position at (0,0), as well as two more p-positions that have no choice but to move to n-positions (2,1) and (1,2).


We can now repeat this process and see the p-positions begin to create the shape of a V along our board.




Can we figure out a pattern and determine the slope of the p-positions?

It turns out that we can prove the ultimate slope for the upper part of the V by proving that the ratio of different slopes is  (1+√5)/2, also known as the Golden Ratio. Since the bottom line is symmetrical to the top line, we can then find the slope of the bottom half of our V after we prove that we are in fact working with the Golden Ratio.

Prove it.

We will begin to dissect this pattern by only looking at the upper line of the V.
Only looking at the upper half of the V, we can see that there are two different slopes between any given consecutive points. These slopes are 2/1, and 3/2.
So now the question becomes, can we figure out a pattern as to when we use which slope in order to find all the p-positions?
If we represent the slope with letters, we can denote a=(2/1) and b=(3/2).
It turns out that the resulting pattern of slopes amongst the upper V is as follows.

ababbababbabb

To help understand this further, lets go one more step by denoting A=(ab) and B=(abb). Notice anything about the pattern of As and Bs? It should look familiar, because it is exactly the same as our original sequence of as and bs,
 
ABABBABABB

This pattern would continue if we kept doing this process by making A2=AB, B2=ABB, A3=A2B2, B3=A2B2B2
Because they are the same sequence, we know that the ratio of as to bs is the same as the ratio of As to Bs.  

*To be honest I get a little confused after this point. 
If you feel like you understand this last part of the proof feel free to comment, if not we can try to understand it together in class.

Looking further into this ratio, if we have 1 A for every B, then we have (1+r) as for every (1+2r) bs.
So r=(1+2r)/(1+r).
Simplifying even further, we can say 1+r=r2.
Therefore r=(1+√5)/2=Ф=”The Golden Ratio”.
Now that we know the ratio of the two slopes, our upper line’s ultimate slope can be written as (2+3Ф)/(1+2Ф) and the symmetrical bottom line should follow the slope 1/Ф= (5-1)/2.


So how does Wythoff's Queens relate back to Nim?

In addition to Wythoff’s Queens, there is also Wythoff’s Nim! Wythoff’s Nim is very similar to regular Nim. The only differences are that we can only have two piles, and you are allowed to take from each of them at the same time (you still have the option of only taking from one pile). However, if you take from both piles, you have to take the same number of paperclips (or whatever object you are using) from each.

Ready for the fun part? Yea you are…

http://www.baberuthleague.org/media/209935/fun1.gif

Wythoff’s Queens and Wythoff’s Nim are actually the same! But how?

Comment any hypotheses you might have, and I’ll explain how they are the same in my presentation. 
*Hint: Recall the spots on the board each have a specific x,y value

One last cool connection...

The Golden Ratio is related to the Fibonacci Sequence. If you haven't heard of this sequence, it is created by every number in the sequence equalling the sum of the previous two. 

f(n)=f(n-1)+f(n-2)

In the Fibonacci Sequence we can define xn=fIn+1)/f(n). 
Lets assume that x is the limit of xn as n goes to infinity.

x=1+1/x
x=(x+1)/x

x2=x+1
x2-x-1=0
x=(1+√(1-4(1)(-1)))/2
x=(1+√5)/2

All positive integers in the Fibonacci sequence are positive, hence we can simplify this to the Golden Ratio.  


That's all we've got! Leave any question you have in the comments!



Citations
"Wythoff's Nim." Wythoff's Nim. N.p., n.d. Web. 08 Feb. 2017.

Silber, Robert. "A Fibonacci Property of Wythoff's Pairs." North Carolina State University(1976): n. pag. Web. <http://www.fq.math.ca/Scanned/14-4/silber2.pdf>. 

"A Golden Observation." Three-Cornered Things. N.p., 22 Apr. 2012. Web. 08 Feb. 2017. <http://blog.zacharyabel.com/2012/04/a-golden-observation/>.

"Wythoff’s Game: Red or Blue?" Three-Cornered Things. N.p., 11 Apr. 2012. Web. 08 Feb. 2017. <http://blog.zacharyabel.com/2012/04/wythoffs-game-red-or-blue/>.

"Willem Abraham Wythoff (1865-1939) Number-theorist." W. A. WYTHOFF. N.p., n.d. Web. 08 Feb. 2017. <http://faculty.evansville.edu/ck6/bstud/wythoff.html>.