Complete vs Perfect infomation in Combinatorial game theory In their book "Winning Ways for Your Mathematical Plays", Berlekamp, Conway, and Guy used as the 7th condition for a combinatorial game "Both players know what is going on; There is complete information. There is no occasion for bluffing." 
Is the "more recent" notion of "perfect information" generally accepted as part of the correct definition, or is this a point of controversy in CGT? So it would seem that the more recent notion would be that a combinatorial game would have perfect information, but may or may not have complete information. So far as I can tell the trio never explicitly define "complete information", nor do they use it in a way that is inconsistent with "perfect information." I don't remember seeing "perfect information" anywhere in the book. 
 A: The terminology may not be completely standard, but:
In combinatorial game theory, the games considered are those in which the players have complete knowledge of the state of the game, and there are no random events.  (There are also some other conditions on the games in CGT that I won't mention here.)  A common term in CGT for such games is "game of no chance".  This includes chess, go, Othello, etc.
However, "perfect information game" sometimes includes games like Backgammon or Monopoly, which although they have random events (dice rolls), they still do not have any information which is known to one player but not another.  (The probabilities of all random events must be known to all players.)  
On the other hand, in most card games, you can only see your own cards; thus the players have different information sets, so card games are usually games of imperfect information.
Why do we put Backgammon or Monopoly in with games like chess or go?  One important property they have in common is that, at least in theory, bluffing is impossible.  In a game like poker, I can bluff because my opponents can't see my cards, thus I can take actions to (mis)convey information about my hand.  But in Backgammon, even though there are dice rolls involved, I don't know any more about them than my opponent does, and I cannot influence them, so I cannot bluff.  As a result, in a finite, two-player game of perfect information, the optimal strategy is always a pure strategy, even if there are random events involved.
A: I'm not aware of any difference between "perfect information" and "complete information". The authors just mean (I think) that everyone knows all possible moves of both players, and the resulting position after those moves are made, etc. So all game play sequences are determined in advance, and both know all of them. There are no chance moves, or hidden information (like playing cards one player can see and other cannot) or any unknowns at all at the start of the game (unlike in card games with a closed deck, where both players don't know the deck). 
So they model a very limited (in a way) subset of games, but a subset they can do more with. there is no need for "strategies" like in classical, more general, game theory.
A: Complete information

In economics and game theory, complete information is an economic
situation or game in which knowledge about other market participants
or players is available to all participants. The utility functions
(including risk aversion), payoffs, strategies and "types" of players
are thus common knowledge. Complete information is the concept that
each player in the game is aware of the sequence, strategies, and
payoffs throughout gameplay. Given this information, the players have
the ability to plan accordingly based on the information to maximize
their own strategies and utility at the end of the game.
Inversely, in a game with incomplete information, players do not
possess full information about their opponents. Some players possess
private information, a fact that the others should take into account
when forming expectations about how those players will behave. A
typical example is an auction: each player knows his own utility
function (valuation for the item), but does not know the utility
function of the other players

Perfect information

In game theory, a sequential game has perfect information if each
player, when making any decision, is perfectly informed of all the
events that have previously occurred, including the "initialization
event" of the game (e.g. the starting hands of each player in a card
game)

Difference

Perfect information is importantly different from complete
information, which implies common knowledge of each player's utility
functions, payoffs, strategies and "types". A game with perfect
information may or may not have complete information.

Disclaimer
The definitions are taken from the respective Wikipedia entries for complete and perfect information. I find them to be adequate, however they describe their meaning in general game theory. If those terms are used differently in the case of combinatorial game theory, I'm not aware of it.
