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Math Games: Sliding Block Puzzles 09/17/2007 12:22 AM
Math Games: Sliding Block Puzzles 09/17/2007 12:22 AM Search MAA Membership Publications Professional Development Meetings Organization Competitions Math Games sliding-block Puzzles Ed Pegg Jr., December 13, 2004 The December issue of The Economist contains an article with a prominent question. Has an inventor found the hardest possible simple sliding-block puzzle? It goes on to describe the Quzzle puzzle, by Jim Lewis. The article finishes with "Mr Lewis claims that Quzzle, as he dubs his invention, is 'the world's hardest simple sliding-block puzzle.' Within the terms of his particular definition of 'simple,' he would seem to have succeeded." The claim is wrong. Quzzle is not the world's hardest simple sliding-block puzzle, no matter how you define "hard." Sometimes, hard means lot and lots of moves. Junk Kato has succinctly described a record setting series for the most moves required with n pieces. The basic underlying principle is Edouard Lucas' Tower of Hanoi puzzle. Move the red piece to the bottom slot. Figure 1. Junk's Hanoi by Junk Kato. From Modern sliding-block Puzzles. Often, "hard" maximizes complexity with a sparse number of pieces. Usually, the fewer the pieces, the better the puzzle. Two people at the forefront of making really hard sliding-block puzzles with just a few pieces are Oskar van Deventer and James Stephens. James started with Sliding-Block Puzzles. The two of them collaborated to create the ConSlide Puzzle and the Bulbous Blob Puzzle. Oskar even went so far as to make a prototype of the excellent Simplicity puzzle. -
A Functional Taxonomy of Logic Puzzles
A Functional Taxonomy of Logic Puzzles Lianne V. Hufkens Cameron Browne Department of Data Science and Knowledge Engineering Maastricht University Maastricht, The Netherlands flianne.hufkens, [email protected] Abstract—There currently exists no taxonomy for the full range of puzzles including “pen & paper” Japanese logic puzzles. We present a functional taxonomy for these puzzles in prepa- ration for implementing them in digital form. This taxonomy reveals similarities and differences between these puzzles and locates them within the context of single player games. Index Terms—games, puzzles, logic, taxonomy, classification I. INTRODUCTION This work is part of a project on digitally implementing the full range of pen & paper puzzles for computer analysis. In order to model these puzzles, it is useful to devise a taxonomy to highlight differences and similarities between Fig. 1: A Sudoku challenge (left) and solution (right). them to facilitate their implementation. We define a puzzle as a problem with defined steps for books, with further examples and information on Nikoli-style achieving one or more defined solutions, such that the chal- logic puzzles obtained from online sources including [2], [3], lenge contains all information needed to achieve its own [4], [5] and [6]. solution. Puzzles are distinct from games as they lack the Some simple schemes for logically grouping logic puzzles adversarial element: ”Puzzles are solved. Games are won.”1 already exist. For example, our final taxonomy was inspired by We focus on the group of puzzles commonly known as the classification found at [2], and Nikoli [3] uses the following Japanese logic puzzles [1], of which Sudoku (Fig. -
Tatamibari Is NP-Complete
Tatamibari is NP-complete The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Adler, Aviv et al. “Tatamibari is NP-complete.” 10th International Conference on Fun with Algorithms, May-June 2021, Favignana Island, Italy, Schloss Dagstuhl and Leibniz Center for Informatics, 2021. © 2021 The Author(s) As Published 10.4230/LIPIcs.FUN.2021.1 Publisher Schloss Dagstuhl, Leibniz Center for Informatics Version Final published version Citable link https://hdl.handle.net/1721.1/129836 Terms of Use Creative Commons Attribution 3.0 unported license Detailed Terms https://creativecommons.org/licenses/by/3.0/ Tatamibari Is NP-Complete Aviv Adler Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Jeffrey Bosboom Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Erik D. Demaine Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Martin L. Demaine Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Quanquan C. Liu Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Jayson Lynch Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Abstract In the Nikoli pencil-and-paper game Tatamibari, a puzzle consists of an m × n grid of cells, where each cell possibly contains a clue among , , . The goal is to partition the grid into disjoint rectangles, where every rectangle contains exactly one clue, rectangles containing are square, rectangles containing are strictly longer horizontally than vertically, rectangles containing are strictly longer vertically than horizontally, and no four rectangles share a corner. We prove this puzzle NP-complete, establishing a Nikoli gap of 16 years. -
Baguenaudier - Wikipedia, the Free Encyclopedia
Baguenaudier - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Baguenaudier You can support Wikipedia by making a tax-deductible donation. Baguenaudier From Wikipedia, the free encyclopedia Baguenaudier (also known as the Chinese Rings, Cardan's Suspension, or five pillars puzzle) is a mechanical puzzle featuring a double loop of string which must be disentangled from a sequence of rings on interlinked pillars. The puzzle is thought to have been invented originally in China. Stewart Culin provided that it was invented by the Chinese general Zhuge Liang in the 2nd century AD. The name "Baguenaudier", however, is French. In fact, the earliest description of the puzzle in Chinese history was written by Yang Shen, a scholar in 16th century in his Dan Qian Zong Lu (Preface to General Collections of Studies on Lead). Édouard Lucas, the inventor of the Tower of Hanoi puzzle, was known to have come up with an elegant solution which used binary and Gray codes, in the same way that his puzzle can be solved. Variations of the include The Devil's Staircase, Devil's Halo and the Impossible Staircase. Another similar puzzle is the Giant's Causeway which uses a separate pillar with an embedded ring. See also Disentanglement puzzle Towers of Hanoi External links A software solution in wiki source (http://en.wikisource.org/wiki/Baguenaudier) Eric W. Weisstein, Baguenaudier at MathWorld. The Devil's Halo listing at the Puzzle Museum (http://www.puzzlemuseum.com/month/picm05/200501d-halo.htm) David Darling - encyclopedia (http://www.daviddarling.info/encyclopedia/C/Chinese_rings.html) Retrieved from "http://en.wikipedia.org/wiki/Baguenaudier" Categories: Chinese ancient games | Mechanical puzzles | Toys | China stubs This page was last modified on 7 July 2008, at 11:50. -
X-Treme Sudoku by Editors of Nikoli Publishing
X-Treme Sudoku by Editors of Nikoli Publishing Ebook X-Treme Sudoku currently available for review only, if you need complete ebook X-Treme Sudoku please fill out registration form to access in our databases Download here >> Paperback:::: 405 pages+++Publisher:::: Workman Publishing Company (November 2, 2006)+++Language:::: English+++ISBN-10:::: 9780761146223+++ISBN-13:::: 978-0761146223+++ASIN:::: 0761146229+++Product Dimensions::::4 x 1 x 6 inches+++ ISBN10 ISBN13 Download here >> Description: The next step, like having a whole book of just Saturday Times crossword puzzles. Even more fiendish, even more fun, X-treme Sudoku proudly presents 320 puzzles rated Difficult to Very Difficult. These are the toughest, knottiest, most demanding Sudoku out there—prepare to have your brain cells crackle, your pencils melt, your mind obsessed with numbers and squares.No one is better than Nikoli at rounding up such a collection. A Japanese puzzle and game company that started the Sudoku craze over twenty years ago, Nikoli is known for creating the only handcrafted puzzles around. As Tim Preston, publishing director of Puzzler Media, Britains biggest seller of crossword and cryptogram puzzles, has said: It is a matter of great pride to get your puzzle into one of Nikolis magazines. Handmade puzzles are much better. It gives you the satisfaction that you are pitting your wits against an individual who has thought about what your next step would be and has tried to obscure the path.For X-treme Sudoku, the puzzle-makers at Nikoli went out of their way to obscure the path. There are puzzles with entire boxes empty. -
Vocabulary Can Be Reinforced by Using a Variety of Game Formats. Focus May Be Placed Upon Word Building, Spelling, Meaning, Soun
ocabulary can be reinforced by using a variety of game formats. Focus may be placed upon word building, spelling, meaning, sound/symbol correspon Vdences, and words inferred from sentence context. Teaching Techniques. The full communicative potential of these games can be real ized through good spirited team competition. Working in pairs or in small groups, students try to be the first to correctly complete a task. These games can be used at the end of a lesson or before introducing new material as a “change of pace” activity. Teachers should allow sufficient time for class discussion after the game has been completed. word games 2 Letter Power Add a letter A. From each word below, make two new words by adding a letter (1) at the end; (2) at the beginning. B. Form new words as in A (above). In addition, form a third word by adding a letter at the beginning and the end of the word. 3 Change the first letter. Make one word into another by changing the first letter. Example: Change a possessive pronoun to not sweet. Answer: your, sour. 1. Change a past tense of BE to an adverb of place. 2. Change an adjective meaning not high to an adverb meaning at the present time. 3. Change a period of time to a term of affection. 4. Change was seated to have a meal. 5. Change a part of the head to international strife. 6. Change a respectful title to atmosphere. 7. Change to learn thoroughly to not as slow. 8. Change very warm to a negative adverb. -
Metrics for Better Puzzles 1 Introduction
Metrics for Better Puzzles Cameron Browne Computational Creativity Group Imperial College London [email protected] Abstract. While most chapters of this book deal with run-time telemetry observed from user data, we turn now to a different type of metric, namely design-time metrics for level generation. We describe Hour Maze, a new type of pure deduction puzzle, and outline methods for the automated generation and solution of lev- els. Solution involves a deductive search that estimates a level’s iterative and strategic depth. This information, together with sym- metry analysis of wall and hint distributions, provides useful met- rics with which levels may be classified and described. Results from a user survey indicate that players’ enjoyment of computer- designed levels may be affected by their perception of whether those levels are indeed computer-designed or handcrafted by hu- mans. We suggest ways in which puzzle metrics may be used to increase the perception of intelligence and personality behind level designs, to make them more interesting for players. Keywords. Logic puzzle; Hour Maze; Nikoli; deductive search; quality metrics; procedural content generation. 1 Introduction The current crop of smart phones and handheld game devices are the ideal plat- form for logic puzzles, which are enjoying a surge in popularity due to the main- stream success of titles such as Sudoku and Kakuro. Such puzzles can be played easily on small screens without losing any of their appeal, and can provide a deep, engaging playing experience while being conveniently short and self-contained. Fig. 1 shows a new logic puzzle called Hour Maze currently under develop- ment for iOS devices. -
L-G-0003950258-0013322245.Pdf
The Tower of Hanoi – Myths and Maths Andreas M. Hinz • Sandi Klavzˇar Uroš Milutinovic´ • Ciril Petr The Tower of Hanoi – Myths and Maths Foreword by Ian Stewart Andreas M. Hinz Uroš Milutinovic´ Faculty of Mathematics, Faculty of Natural Sciences Computer Science and Statistics and Mathematics LMU München University of Maribor Munich Maribor Germany Slovenia Sandi Klavzˇar Ciril Petr Faculty of Mathematics and Physics Faculty of Natural Sciences University of Ljubljana and Mathematics Ljubljana University of Maribor Slovenia Maribor Slovenia and Faculty of Natural Sciences and Mathematics University of Maribor Maribor Slovenia ISBN 978-3-0348-0236-9 ISBN 978-3-0348-0237-6 (eBook) DOI 10.1007/978-3-0348-0237-6 Springer Basel Heidelberg New York Dordrecht London Library of Congress Control Number: 2012952018 Mathematics Subject Classification: 00-02, 01A99, 05-03, 05A99, 05Cxx, 05E18, 11Bxx, 11K55, 11Y55, 20B25, 28A80, 54E35, 68Q25, 68R05, 68T20, 91A46, 91E10, 94B25, 97A20 Ó Springer Basel 2013 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. -
O. Deventer 'From Computer Operations to Mechanical Puzzles'
Case Study 9 From Computer Operations to Mechanical Puzzles M. Oskar van Deventer, Freelance Mechanical Puzzle Designer Igor Kriz, Department of Mathematics, University of Michigan This article is about transforming a virtual puzzle implemented by computer operations into a physical puzzle. We describe why a puzzle motivated by a mathematical idea of the sporadic simple Mathieu group M12 is an interesting concept. We then describe how it was turned into two different physical puzzles called Topsy Turvy and Number Planet. Finally, we will show one version of a practical algorithmic solution to the puzzle, and describe challenges that remain. 1 Introduction ones are called sporadic simple groups [5]. The word ‘simple’ here refers to the fact that they are ver since E. Rubik invented his famous cube building blocks for finite groups, just as prime E in 1974, a boom of twisty puzzles began. The numbers are basic building blocks of natural num- puzzles which emerged are too numerous to list bers. However, it may be a misnomer to call those here (for some information, see [1, 2]).1 How- groups simple, since they are typically extremely ever, after an algorithm by David Singmaster complicated. for Rubik’s cube was published in 1981 [3], it Could one make a twisty puzzle based on a soon became clear that only small modifications sporadic simple group, which would then require of the strategy for finding the algorithm for Ru- a completely novel strategy, different in essential bik’s cube also produce algorithms for the other ways from Singmaster’s algorithm? The problem twisty puzzles. -
Including ACG8, ACG9, Games in AI Research, ACG10 T/M P. 18) Version: 20 June 2007
REFERENCE DATABASE 1 Updated till Vol. 29. No. 2 (including ACG8, ACG9, Games in AI Research, ACG10 t/m p. 18) Version: 20 June 2007 AAAI (1988). Proceedings of the AAAI Spring Symposium: Computer Game Playing. AAAI Press. Abramson, B. (1990). Expected-outcome: a general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 12, No.2, pp. 182-193. ACF (1990), American Checkers Federation. http://www.acfcheckers.com/. Adelson-Velskiy, G.M., Arlazarov, V.L., Bitman, A.R., Zhivotovsky, A.A., and Uskov, A.V. (1970). Programming a Computer to Play Chess. Russian Mathematical Surveys, Vol. 25, pp. 221-262. Adelson-Velskiy, M., Arlazarov, V.L., and Donskoy, M.V. (1975). Some Methods of Controlling the Tree Search in Chess Programs. Artificial Ingelligence, Vol. 6, No. 4, pp. 361-371. ISSN 0004-3702. Adelson-Velskiy, G.M., Arlazarov, V. and Donskoy, M. (1977). On the Structure of an Important Class of Exhaustive Problems and Methods of Search Reduction for them. Advances in Computer Chess 1 (ed. M.R.B. Clarke), pp. 1-6. Edinburgh University Press, Edinburgh. ISBN 0-85224-292-1. Adelson-Velskiy, G.M., Arlazarov, V.L. and Donskoy, M.V. (1988). Algorithms for Games. Springer-Verlag, New York, NY. ISBN 3-540-96629-3. Adleman, L. (1994). Molecular Computation of Solutions to Combinatorial Problems. Science, Vol. 266. p. 1021. American Association for the Advancement of Science, Washington. ISSN 0036-8075. Ahlswede, R. and Wegener, I. (1979). Suchprobleme. Teubner-Verlag, Stuttgart. Aichholzer, O., Aurenhammer, F., and Werner, T. (2002). Algorithmic Fun: Abalone. Technical report, Institut for Theoretical Computer Science, Graz University of Technology. -
Histoire Du Baguenaudier
h [a\ g Histoire du baguenaudier Franck Jeannot - Montreal - Decembre´ 2016 -E133 -V1.1 Abstract : Review of a disentanglement puzzle, known for centuries, featuring a loop which must be disentangled from a sequence of rings on interlinked pillars. Keywords : baguenaudier ; casse-teteˆ ; Pacioli ; Cardan ; Code de Gray 1 Description e baguenaudier ou baguenodier 1 [2] est un jeu ou casse-teteˆ mecanique´ com- L pose´ d’une tige et d’anneaux. A chacun des anneaux est attachee´ une tige qui passe dans l’anneau voisin et superieur´ puis dans un socle commun. Il faut faire entrer une navette dans les anneaux 2. En fait, c’est un puzzle de dem´ elageˆ comportant une boucle qui doit etreˆ dem´ elˆ ee´ d’une sequence´ d’anneaux sur des tiges inter-connectees.´ Il a et´ e´ utilise´ par les paysans franc¸ais comme un mecanisme´ de verrouillage. Il en existe de toutes sortes, en bois et metal.´ Leur resolution´ (d’un point de vue mathematique)´ est intimement liee´ au code de Gray 3 Figure (1)– Baguenodier chinois (Source : ”Ryou-Kaik-Tjyo” de Stewart Culin, Fig 52, KAU TSZ’ LIN WAN,´ Canton, Chine, Univ. Pennsylv., Museum of Arch No 7,626) ] t 1. Luc-Agathon-Louis Gros dans sa Theorie´ du baguenodier par un clerc de notaire lyonnais detaille´ a` juste titre pourquoi l’orthographe baguenodier est plus adaptee.´ 2. Culin, S., Copyright 1895, ”Ryou-Kaik-Tjyo - Delay Guest Instrument (Ring Puzzle).” x20 in Games of the Orient : Korea, China, Japan. Rutland, VT : Charles E. Tuttle, pp. 31-32, https:// archive.org/details/koreangameswith01culigoog 3. -
Permutation Puzzles a Mathematical Perspective
Permutation Puzzles A Mathematical Perspective Jamie Mulholland Copyright c 2021 Jamie Mulholland SELF PUBLISHED http://www.sfu.ca/~jtmulhol/permutationpuzzles Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License (the “License”). You may not use this document except in compliance with the License. You may obtain a copy of the License at http://creativecommons.org/licenses/by-nc-sa/4.0/. Unless required by applicable law or agreed to in writing, software distributed under the License is dis- tributed on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. First printing, May 2011 Contents I Part One: Foundations 1 Permutation Puzzles ........................................... 11 1.1 Introduction 11 1.2 A Collection of Puzzles 12 1.3 Which brings us to the Definition of a Permutation Puzzle 22 1.4 Exercises 22 2 A Bit of Set Theory ............................................ 25 2.1 Introduction 25 2.2 Sets and Subsets 25 2.3 Laws of Set Theory 26 2.4 Examples Using SageMath 28 2.5 Exercises 30 II Part Two: Permutations 3 Permutations ................................................. 33 3.1 Permutation: Preliminary Definition 33 3.2 Permutation: Mathematical Definition 35 3.3 Composing Permutations 38 3.4 Associativity of Permutation Composition 41 3.5 Inverses of Permutations 42 3.6 The Symmetric Group Sn 45 3.7 Rules for Exponents 46 3.8 Order of a Permutation 47 3.9 Exercises 48 4 Permutations: Cycle Notation ................................. 51 4.1 Permutations: Cycle Notation 51 4.2 Products of Permutations: Revisited 54 4.3 Properties of Cycle Form 55 4.4 Order of a Permutation: Revisited 55 4.5 Inverse of a Permutation: Revisited 57 4.6 Summary of Permutations 58 4.7 Working with Permutations in SageMath 59 4.8 Exercises 59 5 From Puzzles To Permutations .................................