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The Seven-Pebble Strategy

This video presents the same text shown beside it, spoken and on screen. It adds nothing the text does not say.

State

Solving Pebbles from seven pebbles produces not a move but a policy — an answer prepared for every reply the opponent can make.

Show

Extend the table upward. Six left: taking one leaves five, a winning count for the opponent; taking two leaves four — also winning for them. Six is poisoned. Seven left: take one, and the opponent faces the poisoned six — so seven is a win, and the winning move is forced. But a move is not yet a strategy; the strategy must survive both replies. You take one, leaving six. If the opponent takes one, five remain: take two, leaving the poisoned three. If the opponent takes two, four remain: take one, leaving the poisoned three again. Either way the opponent now faces three; whatever they take, one or two pebbles remain, and you take everything left. Written as one sentence, the policy is: leave your opponent a multiple of three, forever. Check it against the table: three, six — the poisoned counts — are exactly the multiples of three, and every winning line above passes through them. That is what solving a game means: not finding a good move, but holding an answer for every branch the striped tree can grow — the same shape of object a delivery route's contingency plan or a tournament preparation sheet is, with the arithmetic doing all of the preparing. And notice the economy: the full seven-pebble tree holds dozens of branches, but the policy compresses them into one test — is the count a multiple of three? — which a player can run faster than the opponent can move.

Watch for

The policy had to cover both replies at six and both at three — count the branches an honest strategy answers.