Three Row Chomp (i+j+k=constant sheets)

Chomp is a game for two players, described on this Wikpedia page. You can play 4 row chomp on a page of Thomas S. Ferguson, here. See also my page here, for other pictures and more references.
I label my chomp position by i, j, k as in this image:

The following picture shows winning/loosing positions for fixed level = i+j+k. The above right sketch shows how the grid coordinates work. To increase level click on the advance button. The level starts at 10, but you can decrease to zero. To compare with the sheets of Friedman and Landberg, which I drew pictures of here, if we consider that 3 row chomp positions values live in a 3D space, the pictures in their paper are slices through the space with constant k, whereas this page shows slices through the space with constant i+j+k. A slice off a corner of a cube gives a triangle cross section, so the grids here are triangular. Just taking a different cross section of the 3D 3xN chomp space.
This is written in JavaScript and WebGl.

level = i+j+k = 0 mouse is at i, j, k=
change scale: change colour:
Change max level to reload the page with new level.
Your mouse is over a point corresponding to the following position (provided you have moved your mouse over the image, and you are using a browers which supports mouse movement detection; otherwise the picture is just an example position).
k=2 j=2 i=4

About (how to use)

Pictures

Here is some example output from the above. Click for bigger versions.

First image is basic display option. A position at (i,j,k) has a particular colour depending on for which level (I,j,k) is a second player win for some I. A black circle is drawn around second player win positions at current level.
Second picture is the first place a periodic pattern with period not 1 occurs, at k=120, circled, as described by Andries E. Brouwer. The third picture shows the configuration this alternates with. The period is two.
A dot at position (i,j,k) is given colour L where (I,j,k) is a second player with with L=I+j+k and I<=i. Once (I,j,k) is a second player win, this forces all subsequent (i,j,k) to be first player wins. The advantage of the i+j+k=const sheets over the k=const sheets is that all of the information about all previous winning moves can easily be seen on one sheet.

Different display options

I give 12 different display options, showing the different ways a position can be a first player win. you can change the display info selection to give different ways to display the computed data. There are two different looking cases, where either (i,0,level-i) or (0,j,level-j) is a winning move. As in Friedman and Landsberg's winning sheet, it's easy to see that there is a unique winning move for any rectangle (0,0,level), because when each level is constructed, we always add an extra i=0 column, which is empty, and either must get filled with a second player win, unless there is a move at (i,0,level-i), which then forces all the remaining positions to be first player wins at each level (this is a rough explanation, details follow from the algorithm used to construct the winning sheets, where we determine whether a position is first or second player win at a fixed level by working from the right most unfilled position on any k value, up from the bottom (k=0), crossing out positions via moves of type 2 and 4 as we go).

level=20

Different data display options, example. This is an example where the winning move from the 3x20 bar removes part of 2 rows. (The extra lines refers to some added points that are not computed from the winning moves data, but are there to indicate the pattern of the winning moves. As described previously on this page.)
Basic data
with extra lines
win by move 1
win by move 2
win by move 3
win by move 4
win by move 5
win by move 1 or 3
win by 2 or 4
1/3 red 2/4/5 blue
second player win
second player win trail

level=142

Different data display options, example. This is an example where the winning move from the 3x142 bar removes part of 1 row.
Basic data
with extra lines
win by move 1
win by move 2
win by move 3
win by move 4
win by move 5
win by move 1 or 3
win by 2 or 4
1/3 red 2/4/5 blue
second player win
second player win trail

Notice that win by move 5 picture is blank when the highest dot (P position with largest k value) in the second player win picture is on the left side of the triangle (ie., has i=0). The win by move 1 or 3 picture is most comparable with the winning sheets of Friedman and Landsberg.


Sketch of second player wins when there is a second player win with i=0 for some k,j. We start at position A, and construct row by row, up to positions B, C, then D. If C actually has j=0, then the path terminates, otherwise it continues to D.

Sketch of first player wins, describing winning move type. Move types are as described here.

More examples.
level 26 picture:

Level 112 picture: