Friedman–Moschovakis coding game Created 2026-09-28 Updated 2026-11-05
The Friedman–Moschovakis coding game turns strategies into codes for sets of ordinals. An explicit instance makes its mechanism visible. Fix . Let a real code a countable well-order together with a marked subset of its domain. Write when the rank of the well-order code is the rank of a marked element in that coded order. A suitable can therefore code for any particular countable ordinal .
Players I and II produce reals . Player II wins if , or if correctly codes membership in through rank : for every with ,
A winning strategy for Player I would produce only well-order codes. Its possible outputs form an analytic set, so their ranks are bounded by the boundedness theorem for well-order codes. Player II could then play one real coding through a larger countable rank, defeating the strategy. Under the axiom of determinacy, Player II consequently has a winning strategy.
Such a strategy determines at most one : play any code of an ordinal against it and inspect its response at rank . Strategies themselves are coded by reals, giving the coding consequence for subsets of . The general Friedman–Moschovakis coding lemma replaces these countable-order codes and analytic boundedness by the corresponding uniform coding and covering machinery; independently choosing unrelated codes for every initial segment does not supply that uniformity.[ref]
Apply the Friedman–Moschovakis coding lemma with
The given map supplies the required real codes for ordinals below , while each supplies codes for all possible initial segments of a subset of .
For completeness, fix and form the associated Friedman–Moschovakis coding game. The players use to announce ordinals and to announce candidate codes for , while each may challenge the other's code at a larger ordinal. The Friedman–Moschovakis diagonal argument shows that Player I cannot have a winning strategy. By the axiom of determinacy, Player II has one. The coherence tests in the game ensure that a fixed winning strategy for II can belong to at most one set : if it purported to code distinct and , a play reaching an ordinal above the least point of disagreement would defeat it.
Every strategy for a game on is coded by a real. Define by sending a code for a winning II-strategy to the unique set that it determines, and sending all other reals to the empty set. Every has such a strategy, so is surjective. Hence