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Searching for Primes: A Neural AlphaZero Approach to a Factoring Game

Abstract

We study a one-player token game on an N× N board where tokens slide along diagonals or duplicate onto neighbouring ones to form a combinatorial rectangle R× S. A conserved integer weight W' and a strict monovariant guarantee O(N2)-length solutions, placing the game in NP. We prove that reaching a final position factors this 2N-bit W' into two N-bit factors V,M < 2N that encode the rectangle's rows and columns. Consequently, solving the game for a balanced-semiprime target is equivalent to integer factoring. However, if the target rectangle is known, the solution reduces to two polynomial-time steps: a forced downward chip-flow and a 0/1-polynomial factorisation leveraging Cohn's theorem. The game's entire difficulty is thus isolated to the initial number-theoretic split. Supplying the popcounts of the factors as a promise preserves this asymptotic hardness but bounds the target search space. We exploit this constrained space using a learned policy/value network and an AlphaZero-style Monte-Carlo tree search, empirically probing the limits of neural look-ahead on a factoring-equivalent environment.

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BibTeX
@misc{crasmaru2026searching,
  title = {{Searching for Primes: A Neural AlphaZero Approach to a Factoring Game}},
  author = {Marcel Crasmaru},
  howpublished = {arXiv},
  year = {2026},
  month = sep,
  doi = {10.48550/arxiv.2609.22968},
  eprint = {2609.22968},
  archivePrefix = {arXiv},
  url = {https://arxiv.org/abs/2609.22968},
}
RIS
TY  - UNPB
TI  - Searching for Primes: A Neural AlphaZero Approach to a Factoring Game
AU  - Marcel Crasmaru
PY  - 2026
DA  - 2026/09/19
PB  - arXiv
DO  - 10.48550/arxiv.2609.22968
UR  - https://arxiv.org/abs/2609.22968
AB  - We study a one-player token game on an N× N board where tokens slide along diagonals or duplicate onto neighbouring ones to form a combinatorial rectangle R× S. A conserved integer weight W' and a strict monovariant guarantee O(N^2)-length solutions, placing the game in NP. We prove that reaching a final position factors this 2N-bit W' into two N-bit factors V,M < 2^N that encode the rectangle's rows and columns. Consequently, solving the game for a balanced-semiprime target is equivalent to integer factoring. However, if the target rectangle is known, the solution reduces to two polynomial-time steps: a forced downward chip-flow and a 0/1-polynomial factorisation leveraging Cohn's theorem. The game's entire difficulty is thus isolated to the initial number-theoretic split. Supplying the popcounts of the factors as a promise preserves this asymptotic hardness but bounds the target search space. We exploit this constrained space using a learned policy/value network and an AlphaZero-style Monte-Carlo tree search, empirically probing the limits of neural look-ahead on a factoring-equivalent environment.
ER  -