Let us consider only those Octal-Games which has exactly one digit di which is greater than 3, e.g. exactly one option exists to break a heap into exactly two non-empty heaps.
Define t to be the index i of this digit di.
For a fixed game and a specific bitstring m, a position n belongs to the sparse set if and only if
population_count( G(n) AND m) AND 1 = n-t AND 1 .
Values of the sparse set occur extremly rare, mostly only finite often.
If these sparse values die out and the common values remain bounded the infinte sequence of the G(n) must become periodic.
A quick practical indicator which kind of sparse space a specific game has, is the number
of lost-positions of its G(n)-sequence --- if this seems to grow rapidly, surely no sparse space in the range
exists.
| Game | t | bitstring | sparse | last | max n | max G | index | depth | period | preperiod | except |
|---|---|---|---|---|---|---|---|---|---|---|---|
| .106 | 3 | 1011000000000... | 15 | 1103 | - | 31 | 1937780317 | 15343 | 328226140474 | 465384263797 | 25 |
| .104 | 3 | 1110100000000... | 20 | 284 | - | 29 | 186892397 | 4178 | 11770282 | 197769598 | 9 |
| .205 | 3 | 0001101000000... | 112 | 33944004 | 233 | 91 | 3114909246 | 61547715 | |||
| .324 | 3 | 1110010000000... | 126 | 129608 | 235 | 109 | 7776114395 | 386895 | |||
| .207 | 3 | 0110100000000... | 154 | 433920 | 232 | 122 | 1515503122 | 707475 | |||
| .127 | 3 | 1000000000000... | 693 | 27106 | - | 56 | 24734 | 13551 | 4 | 46578 | 11 |
| .142 | 2 | 1100011100000... | 1357 | 117323 | 229 | 428 | 232063111 | 206875 | |||
| .204 | 3 | 1010001000000... | 2245 | 83860 | 229 | 445 | 38455 | 108594 | |||
| .126 | 3 | 1000110001110... | 20441 | 47561551 | 226 | 2222 | 265978 | 30945308 | |||
| .005 | 3 | 1110101001000... | 67585 | 33367128 | 225 | 1059 | 3022366 | ||||