In my paper with Joshua Xiong on Nim Fractals we explained how to build an evolution graph corresponding to an impartial combinatorial game. The vertices of the graph are P-positions. And two vertices are connected if the two corresponding positions are consecutive P-positions in a longest possible optimal game.
What types of graphs do we get? An evolution graph should have at least one sink: these are our terminal P-positions. Also there are no directed loops: the game is finite. In addition, the distance from a vertex to sinks is uniquely defined: the number of directed edges that is needed to move from this vertex to a sink. This number is equal to half of the number of moves in the longest game, starting from the corresponding P-position.
A natural question arises: Can we build a game from a graph? The graph needs to satisfy the properties above. But other than that, can we? We can consider the graph itself as a game. Players can start at a vertex or an edge. From an edge, they can only move to a vertex where this edge ends. From a vertex they can move to any out-edge. The corresponding evolution graph is the graph itself. Vertices correspond to P-positions and edges to N-positions.
There is an equivalent game with a more uniform description. We put a vertex in the middle of every edge in the evolution graph. The new graph becomes bipartite. Players can start at any vertex. A move is allowed from a vertex following an out-edge to the vertex, where this edge ends. Vertices that are in the same part as terminal positions are P-positions. Other vertices are N-positions.Share: