The first sort of game we shall consider is the two-player game of perfect information of length ω, in which the players play natural numbers.
In this sort of game we consider two players, often imaginatively named I and II, who take turns playing natural numbers, with I going first. They play "forever"; that is, their plays are indexed by the natural numbers. When they're finished, a predetermined condition decides which player won. This condition need not be specified by any definable rule; it may simply be an arbitrary (infinitely long) lookup table saying who has won given a particular sequence of plays.
More formally, consider a subset A of Baire space; recall that the latter consists of all ω-sequences of natural numbers. Then in the game GA, I plays a natural number a0, then II plays a1, then I plays a2, and so on. Then I wins the game if and only if
It is assumed that each player can see all moves preceding each of his moves, and also knows the winning condition.
Informally, a strategy for a player is a way of playing in which his plays are entirely determined by the foregoing plays. Again, such a "way" does not have to be capable of being captured by any explicable "rule", but may simply be a lookup table.
More formally, a strategy for player I (for a game in the sense of the preceding subsection) is a function that accepts as an argument any finite sequence of natural numbers, of even length, and returns a natural number. If σ is such a strategy and <a0,…,a2n-1> is a sequence of plays, then σ(<a0,…,a2n-1>) is the next play I will make, if he is following the strategy σ. Strategies for II are just the same, substituting "odd" for "even".
Note that we have said nothing, as yet, about whether a strategy is in any way good. A strategy might direct a player to make aggressively bad moves, and it would still be a strategy. In fact it is not necessary even to know the winning condition for a game, to know what strategies exist for the game.
A strategy is winning if the player following it must necessarily win, no matter what his opponent plays. For example if σ is a strategy for I, then σ is a winning strategy for I in the game GA if, for any sequence of natural numbers to be played by II, say <a1,a3,a5,…>, the sequence of plays produced by σ when II plays thus, namely
A (class of) game(s) is determined if for all instance of the game there is a winning strategy for one of the players (not necessarily the same player for each instance). Note that there cannot be a winning strategy for both players for the same game, for if there were, the two strategies could be played against each other. The resulting outcome would then, by hypothesis, be a win for both players, which is impossible.
Familiar real-world games of perfect information, such as chess or tic-tac-toe, are always finished in a finite number of moves. If such a game is modified so that a particular player wins under any condition where the game would have been called a draw, then it is always determined. The condition that the game is always over (i.e. all possible extensions of the finite position result in a win for the same player) in a finite number of moves corresponds to the topological condition that the set A giving the winning condition for GA is clopen in the topology of Baire space.
For example, modifying the rules of chess to make drawn games a win for Black makes chess a determined game. As it happens, chess has a finite number of positions and a draw-by-repetition rules, so with these modified rules, if play continues long enough without White having won, then Black can eventually force a win.
It is an instructive exercise to figure out how to represent such games as games in the context of this article.
The proof that such games are determined is rather simple: Player I simply plays not to lose; that is, he plays to make sure that player II does not have a winning strategy after I's move. If player I cannot do this, then it means player II had a winning strategy from the beginning. On the other hand, if player I can play in this way, then he must win, because the game will be over after some finite number of moves, and he can't have lost at that point.
This proof does not actually require that the game always be over in a finite number of moves, only that it be over in a finite number of moves whenever II wins. That condition, topologically, is that the set A is closed. This fact--that all closed games are determined--is called the Gale-Stewart theorem. Note that by symmetry, all open games are determined as well. (A game is open if I can win only by winning in a finite number of moves.)
Martin's proof uses the powerset axiom in an essential way. There is a level-by-level result detailing what fragment of the powerset axiom is necessary to guarantee determinacy through what level of the Borel hierarchy.
Historically, determinacy for second level of the Borel hierarchy games was shown by Wolfe in 1955.
There is an intimate relationship between determinacy and large cardinals. In general, stronger large cardinal axioms prove the determinacy of larger pointclasses, higher in the Wadge hierarchy, and the determinacy of such pointclasses, in turn, proves the existence of inner models of slightly weaker large cardinal axioms than those used to prove the determinacy of the pointclass in the first place.
Actually an apparently stronger result follows: If there is a measurable cardinal, then every game in the first ω2 levels of the difference hierarchy over Π11 is determined. This is only apparently stronger; ω2-Π11 determinacy turns out to be equivalent to Π11 determinacy.
From the existence of more measurable cardinals, one can prove the determinacy of more levels of the difference hierarchy over Π11.
AD is provably false from ZFC; using the axiom of choice one may prove the existence of a non-determined game. However, if there are infinitely many Woodin cardinals with a measurable above them all, then L(R) is a model of ZF that satisfies AD.
This does not quite imply that A has the property of Baire, but it comes close: A simple modification of the argument shows that if Γ is an adequate pointclass such that every game in Γ is determined, then every set of reals in Γ has the property of Baire.
In fact this result is not optimal; by considering the unfolded Banach-Mazur game we can show that determinacy of Γ (for Γ with sufficient closure properties) implies that every set of reals that is the projection of a set in Γ has the property of Baire. So for example the existence of a measurable cardinal implies Π11 determinacy, which in turn implies that every Σ12 set of reals has the property of Baire.
By considering other games, we can show that Π1n determinacy implies that every Σ1n+1 set of reals has the property of Baire, is Lebesgue measurable (in fact universally measurable) and has the perfect set property.
Wadge determinacy is the statement that for all pairs A,B of subsets of Baire space, the Wadge game G(A,B) is determined. Similarly for a pointclass Γ, Γ Wadge determinacy is the statement that for all sets A,B in Γ, the Wadge game G(A,B) is determined.
Wadge determinacy implies the semilinear ordering principle for the Wadge order. Another consequence of Wadge determinacy is the perfect set property.
In general, Γ Wadge determinacy is a consequence of the determinacy of Boolean combinations of sets in Γ. In the projective hierarchy, Π11 Wadge determinacy is equivalent to Π11 determinacy, as proved by Harrington. This result was extendend by Hjorth to prove that Π12 Wadge determinacy (and in fact the semilinear ordering principle for Π12) already implies Π12 determinacy.