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Reference

For grown-ups

What is in here, what mathematics it quietly teaches, and how to play along without spoiling it.

What this is

Winning Moves is a self-contained introduction to game theory, written for one specific young reader who is far ahead in mathematics and bored by anything that talks down to him. It has 21 chapters in four parts. Every chapter states one real idea using the words a mathematician would use, gives the reader one or more games or simulations to play against a robot opponent that plays perfectly, and ends with the actual mathematics underneath, exercises with hidden answers, one genuinely hard challenge, and a short true story about the people who discovered the idea.

Nothing here is simplified to the point of being false. Where an idea is normally taught with calculus or formal notation, it is taught here with counting, fractions, remainders, binary, and short proofs, which is how most of these ideas were first discovered anyway.

How to use it

What mathematics is in here

The site does not announce its mathematics, but it is all there, and a reader who works through it will have met, used, and mostly understood:

What to read next

About the site

The site is a handful of static files with no accounts, no tracking, and no server. It works offline once loaded, prints reasonably, and adapts to phones and to light or dark mode. The robot opponents compute their moves honestly (exact search, dynamic programming, or, where a game is too large to solve, Monte Carlo sampling, which the relevant chapter explains). If you find an error in the mathematics or the history, it is a real error and worth reporting.