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- Newsgroups: rec.puzzles,news.answers,rec.answers
- Path: senator-bedfellow.mit.edu!bloom-beacon.mit.edu!gatech!europa.eng.gtefsd.com!uunet!questrel!chris
- From: chris@questrel.com (Chris Cole)
- Subject: rec.puzzles Archive (competition), part 08 of 35
- Message-ID: <puzzles/archive/competition/part3_745653851@questrel.com>
- Followup-To: rec.puzzles
- Summary: This is part of an archive of questions
- and answers that may be of interest to
- puzzle enthusiasts.
- Part 1 contains the index to the archive.
- Read the rec.puzzles FAQ for more information.
- Sender: chris@questrel.com (Chris Cole)
- Reply-To: archive-comment@questrel.com
- Organization: Questrel, Inc.
- References: <puzzles/archive/Instructions_745653851@questrel.com>
- Date: Wed, 18 Aug 1993 06:04:51 GMT
- Approved: news-answers-request@MIT.Edu
- Expires: Thu, 1 Sep 1994 06:04:11 GMT
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- Xref: senator-bedfellow.mit.edu rec.puzzles:25012 news.answers:11532 rec.answers:1932
-
- Archive-name: puzzles/archive/competition/part3
- Last-modified: 17 Aug 1993
- Version: 4
-
-
- ==> competition/games/rubiks/rubiks.cube.p <==
- What is known about bounds on solving Rubik's cube?
-
- ==> competition/games/rubiks/rubiks.cube.s <==
- The "official" world record was set by Minh Thai at the 1982 World
- Championships in Budapest Hungary, with a time of 22.95 seconds.
-
- Keep in mind mathematicians provided standardized dislocation patterns
- for the cubes to be randomized as much as possible.
-
- The fastest cube solvers from 19 different countries had 3 attempts each
- to solve the cube as quickly as possible. Minh and several others have
- unofficially solved the cube in times between 16 and 19 seconds.
- However, Minh averages around 25 to 26 seconds after 10 trials, and my
- best average of ten trials is about 27 seconds (although it is usually
- higher).
-
- Consider that in the World Championships 19 of the world's fastest cube
- solvers each solved the cube 3 times and no one solved the cube in less
- than 20 seconds...
-
- God's algorithm is the name given to an as yet (as far as I know)
- undiscovered method to solve the rubik's cube in the least number of
- moves; as opposed to using 'canned' moves.
-
- The known lower bound is 18 moves. This is established by looking at
- things backwards: suppose we can solve a position in N moves. Then by
- running the solution backwards, we can also go from the solved position
- to the position we started with in N moves. Now we count how many
- sequences of N moves there are from the starting position, making
- certain that we don't turn the same face twice in a row:
-
- N=0: 1 (empty) sequence;
- N=1: 18 sequences (6 faces can be turned, each in 3 different ways)
- N=2: 18*15 sequences (take any sequence of length 1, then turn any of the
- five faces which is not the last face turned, in any of 3
- different ways); N=3: 18*15*15 sequences (take any sequence of
- length 2, then turn any of the five faces which is not the last
- face turned, in any of 3 different ways); : : N=i: 18*15^(i-1)
- sequences.
-
- So there are only 1 + 18 + 18*15 + 18*15^2 + ... + 18*15^(n-1)
- sequences of moves of length n or less. This sequence sums to
- (18/14)*(15^n - 1) + 1. Trying particular values of n, we find that
- there are about 8.4 * 10^18 sequences of length 16 or less, and about
- 1.3 times 10^20 sequences of length 17 or less.
-
- Since there are 2^10 * 3^7 * 8! * 12!, or about 4.3 * 10^19, possible
- positions of the cube, we see that there simply aren't enough sequences
- of length 16 or less to reach every position from the starting
- position. So not every position can be solved in 16 or less moves -
- i.e. some positions require at least 17 moves.
-
- This can be improved to 18 moves by being a bit more careful about
- counting sequences which produce the same position. To do this, note
- that if you turn one face and then turn the opposite face, you get
- exactly the same result as if you'd done the two moves in the opposite
- order. When counting the number of essentially different sequences of N
- moves, therefore, we can split into two cases:
-
- (a) Last two moves were not of opposite faces. All such sequences can be
- obtained by taking a sequence of length N-1, choosing one of the 4 faces
- which is neither the face which was last turned nor the face opposite
- it, and choosing one of 3 possible ways to turn it. (If N=1, so that the
- sequence of length N-1 is empty and doesn't have a last move, we
- can choose any of the 6 faces.)
-
- (b) Last two moves were of opposite faces. All such sequences can be
- obtained by taking a sequence of length N-2, choosing one of the 2
- opposite face pairs that doesn't include the last face turned, and
- turning each of the two faces in this pair (3*3 possibilities for how it
- was turned). (If N=2, so that the sequence of length N-2 is empty and
- doesn't have a last move, we can choose any of the 3 opposite face
- pairs.)
-
- This gives us a recurrence relation for the number X_N of sequences of
- length N:
-
- N=0: X_0 = 1 (the empty sequence)
- N=1: X_1 = 18 * X_0 = 18
- N=2: X_2 = 12 * X_1 + 27 * X_0 = 243
- N=3: X_3 = 12 * X_2 + 18 * X_1 = 3240
- :
- :
- N=i: X_i = 12 * X_(i-1) + 18 * X_(i-2)
-
- If you do the calculations, you find that X_0 + X_1 + X_2 + ... + X_17 is
- about 2.0 * 10^19. So there are fewer essentially different sequences of
- moves of length 17 or less than there are positions of the cube, and so some
- positions require at least 18 moves.
-
- The upper bound of 50 moves is I believe due to Morwen Thistlethwaite, who
- developed a technique to solve the cube in a maximum of 50 moves. It
- involved a descent through a chain of subgroups of the full cube group,
- starting with the full cube group and ending with the trivial subgroup
- (i.e. the one containing the solved position only). Each stage involves a
- careful examination of the cube, essentially to work out which coset of the
- target subgroup it is in, followed by a table look-up to find a sequence to put
- it into that subgroup. Needless to say, it was not a fast technique!
-
- But it was fascinating to watch, because for the first three quarters or
- so of the solution, you couldn't really see anything happening - i.e. the
- position continued to appear random! If I remember correctly, one of the
- final subgroups in the chain was the subgroup generated by all the double
- twists of the faces - so near the end of the solution, you would suddenly
- notice that each face only had two colours on it. A few moves more and the
- solution was complete. Completely different from most cube solutions, in
- which you gradually see order return to chaos: with Morwen's solution, the
- order only re-appeared in the last 10-15 moves.
-
- * Mark's Update/Comments ----------------------------------------------
-
- * Despite some accounts of Thistlethwaite's method, it is possible to
- * follow the progression of his algorithm. Clearly after Stage 2 is
- * completed the L and R faces will have L and R colours on them only.
- * After Stage 3 is complete the characteristics of the square's group
- * is clearly visible on all 6 sides. It is harder to understand what
- * is accomplished in Stage 1.
- *
- * ---------------------------------------------------------------------
-
- With God's algorithm, of course, I would expect this effect to be even more
- pronounced: someone solving the cube with God's algorithm would probably
- look very much like a film of someone scrambling the cube, run in
- reverse!
-
- Finally, something I'd be curious to know in this context: consider the
- position in which every cubelet is in the right position, all the corner
- cubelets are in the correct orientation, and all the edge cubelets are
- "flipped" (i.e. the only change from the solved position is that every edge
- is flipped). What is the shortest sequence of moves known to get the cube
- into this position, or equivalently to solve it from this position? (I know
- of several sequences of 24 moves that do the trick.)
-
- * Mark's Update/Comments ----------------------------------------------
- *
- * This is from my file cmoves.txt which includes the best known
- * sequences for interesting patterns:
- *
- * p3 12 flip R1 L1 D2 B3 L2 F2 R2 U3 D1 R3 D2 F3 B3 D3 F2 D3 (20)
- * R2 U3 F2 D3
- *
- * ---------------------------------------------------------------------
-
- The reason I'm interested in this particular position: it is the unique
- element of the centre of the cube group. As a consequence, I vaguely suspect
- (I'd hardly like to call it a conjecture :-) it may lie "opposite" the
- solved position in the cube graph - i.e. the graph with a vertex for each
- position of the cube and edges connecting positions that can be transformed
- into each other with a single move. If this is the case, then it is a good
- candidate to require the maximum possible number of moves in God's
- algorithm.
-
- -- David Seal dseal@armltd.co.uk
-
- To my knowledge, no one has ever demonstrated a specific cube position
- that takes 15 moves to solve. Furthermore, the lower bound is known to
- be greater than 15, due to a simple proof.
-
- * ---------------------------------------------------------------------
- * Mark> Definitely sequences exist in the square's group of length 15
- * > e.g. Antipode 2 R2 B2 D2 F2 D2 F2 T2 L2 T2 D2 F2 T2 L2 T2 B2
- * ---------------------------------------------------------------------
-
- The way we know the lower bound is by working backwards counting how
- many positions we can reach in a small number of moves from the solved
- position. If this is less than 43,252,003,274,489,856,000 (the total
- number of positions of Rubik's cube) then you need more than that
- number of moves to reach the other positions of the cube. Therefore,
- those positions will require more moves to solve.
-
- The answer depends on what we consider a move. There are three common
- definitions. The most restrictive is the QF metric, in which only a
- quarter-turn of a face is allowed as a single move. More common is
- the HF metric, in which a half-turn of a face is also counted as a
- single move. The most generous is the HS metric, in which a quarter-
- turn or half-turn of a central slice is also counted as a single move.
- These metrics are sometimes called the 12-generator, 18-generator, and
- 27-generator metrics, respectively, for the number of primitive moves.
- The definition does not affect which positions you can get to, or even
- how you get there, only how many moves we count for it.
-
- The answer is that even in the HS metric, the lower bound is 16,
- because at most 17,508,850,688,971,332,784 positions can be reached
- within 15 HS moves. In the HF metric, the lower bound is 18, because
- at most 19,973,266,111,335,481,264 positions can be reached within 17
- HF moves. And in the QT metric, the lower bound is 21, because at
- most 39,812,499,178,877,773,072 positions can be reached within 20 QT
- moves.
-
- -- jjfink@skcla.monsanto.com writes:
-
-
- Lately in this conference I've noted several messages related to Rubik's
- Cube and Square 1. I've been an avid cube fanatic since 1981 and I've
- been gathering cube information since.
-
- Around Feb. 1990 I started to produce the Domain of the Cube Newsletter,
- which focuses on Rubik's Cube and all the cube variants produced to
- date. I include notes on unproduced prototype cubes which don't even
- exist, patent information, cube history (and prehistory), computer
- simulations of puzzles, etc. I'm up to the 4th issue.
-
- Anyways, if you're interested in other puzzles of the scramble by
- rotation type you may be interested in DOTC. It's available free to
- anyone interested. I am especially interested in contributing articles
- for the newsletter, e.g. ideas for new variants, God's Algorithm.
-
- Anyone ever write a Magic Dodecahedron simulation for a computer?
-
- Drop me a SASE (say empire size) if you're interested in DOTC or if you
- would like to exchange notes on Rubik's Cube, Square 1 etc.
-
- I'm also interested in exchanging puzzle simulations, e.g. Rubik's Cube,
- Twisty Torus, NxNxN Simulations, etc, for Amiga and IBM computers. I've
- written several Rubik's Cube solving programs, and I'm trying to make
- the definitive puzzle solving engine. I'm also interested in AI programs
- for Rubik's Cube and the like.
-
- Ideal Toy put out the Rubik's Cube Newsletter, starting with
- issue #1 on May 1982. There were 4 issues in all.
-
- They are: #1, May 1982
- #2, Aug 1982
- #3, Winter 1983
- #4, Aug 1983
-
- There was another sort of magazine, published in several languages
- called Rubik's Logic and Fantasy in space. I believe there were 8
- issues in all. Unfortunately I don't have any of these! I'm willing
- to buy these off anyone interesting in selling. I would like to get the
- originals if at all possible...
-
- I'm also interested in buying any books on the cube or related puzzles.
- In particular I am _very_ interested in obtaining the following:
-
- Cube Games Don Taylor, Leanne Rylands
- Official Solution to Alexander's Star Adam Alexander
- The Amazing Pyraminx Dr. Ronald Turner-Smith
- The Winning Solution Minh Thai
- The Winning Solution to Rubik's Revenge Minh Thai
- Simple Solutions to Cubic Puzzles James G. Nourse
-
- I'm also interested in buying puzzles of the mechanical type.
- I'm still missing the Pyraminx Star (basically a Pyraminx with more tips
- on it), Pyraminx Ball, and the Puck.
-
- If anyone out here is a fellow collector I'd like to hear from you.
- If you have a cube variant which you think is rare, or an idea for a
- cube variant we could swap notes.
-
- I'm in the middle of compiling an exhaustive library for computer
- simulations of puzzles. This includes simulations of all Uwe Meffert's
- puzzles which he prototyped but _never_ produced. In fact, I'm in the
- middle of working on a Pyraminx Hexagon solver. What? Never heard of it?
- Meffert did a lot of other puzzles which never were made.
-
- I invented some new "scramble by rotation" puzzles myself. My favourite
- creation is the Twisty Torus. It is a torus puzzle with segments (which
- slide around 360 degrees) with multiple rings around the circumference.
-
- The computer puzzle simulation library I'm forming will be described
- in depth in DOTC #4 (The Domain of the Cube Newsletter). So if you
- have any interesting computer puzzle programs please email me and
- tell me all about them!
-
- Also to the people interested in obtaining a subscription to DOTC,
- who are outside of Canada (which it seems is just about all of you!)
- please don't send U.S. or non-Canadian stamps (yeah, I know I said
- Self-Addressed Stamped Envelope before). Instead send me an
- international money order in Canadian funds for $6. I'll send you
- the first 4 issues (issue #4 is almost finished).
-
- Mark Longridge
- Address: 259 Thornton Rd N, Oshawa Ontario Canada, L1J 6T2
- Email: mark.longridge@canrem.com
-
- One other thing, the six bucks is not for me to make any money. This
- is only to cover the cost of producing it and mailing it. I'm
- just trying to spread the word about DOTC and to encourage other
- mechanical puzzle lovers to share their ideas, books, programs and
- puzzles. Most of the programs I've written and/or collected are
- shareware for C64, Amiga and IBM. I have source for all my programs
- (all in C or Basic) and I am thinking of providing a disk with the
- 4th issue of DOTC. If the response is favourable I will continue
- to provide disks with DOTC.
-
- -- Mark Longridge <mark.longridge@canrem.com> writes:
-
- It may interest people to know that in the latest issue of "Cubism For Fun" %
- (# 28 that I just received yesterday) there is an article by Herbert Kociemba
- from Darmstadt. He describes a program that solves the cube. He states that
- until now he has found no configuration that required more than 21 turns to
- solve.
-
- He gives a 20 move manoeuvre to get at the "all edges flipped/
- all corners twisted" position:
- DF^2U'B^2R^2B^2R^2LB'D'FD^2FB^2UF'RLU^2F'
- or in Varga's parlance:
- dofitabiribirilobadafodifobitofarolotifa
-
- Other things #28 contains are an analysis of Square 1, an article about
- triangular tilings by Martin Gardner, and a number of articles about other
- puzzles.
- --
- % CFF is a newsletter published by the Dutch Cubusts Club NKC.
- Secretary:
- Anneke Treep
- Postbus 8295
- 6710 AG Ede
- The Netherlands
- Membership fee for 1992 is DFL 20 (about$ 11).
- --
- -- dik t. winter <dik@cwi.nl>
-
- References:
-
- Mathematical Papers
- -------------------
-
- Rubik's Revenge: The Group Theoretical Solution
- Mogens Esrom Larsen A.M.M. Vol. 92 No. 6, June-July 1985, pages
- 381-390
-
- Rubik's Groups
- E. C. Turner & K. F. Gold, American Mathematical Monthly,
- vol. 92 No. 9 November 1985, pp. 617-629.
-
- Cubelike Puzzles - What Are They and How Do You Solve Them?
- J.A. Eidswick A.M.M. Vol. 93 No. 3 March 1986, pp 157-176
-
- The Slice Group in Rubik's Cube, David Hecker, Ranan Banerji
- Mathematics Magazine, Vol. 58 No. 4 Sept 1985
-
- The Group of the Hungarian Magic Cube
- Chris Rowley Proceedings of the First Western Austrialian
- Conference on Algebra, 1982
-
- Books
- -----
-
- Rubik's Cubic Compendium
- Erno Rubik, Tamas Varga, et al, Edited by David Singmaster
- Oxford University Press, 1987
- Enslow Publishers Inc
-
-
-
- ==> competition/games/rubiks/rubiks.magic.p <==
- How do you solve Rubik's Magic?
-
- ==> competition/games/rubiks/rubiks.magic.s <==
- The solution is in a 3x3 grid with a corner missing.
-
- +---+---+---+ +---+---+---+---+
- | 3 | 5 | 7 | | 1 | 3 | 5 | 7 |
- +---+---+---+ +---+---+---+---+
- | 1 | 6 | 8 | | 2 | 4 | 6 | 8 |
- +---+---+---+ +---+---+---+---+
- | 2 | 4 | Original Shape
- +---+---+
-
- To get the 2x4 "standard" shape into this shape, follow this:
- 1. Lie it flat in front of you (4 going across).
- 2. Flip the pair (1,2) up and over on top of (3,4).
- 3. Flip the ONE square (2) up and over (1).
- [Note: if step 3 won't go, start over, but flip the entire original shape
- over (exposing the back).]
- 4. Flip the pair (2,4) up and over on top of (5,6).
- 5. Flip the pair (1,2) up and toward you on top of (blank,4).
- 6. Flip the ONE square (2) up and left on top of (1).
- 7. Flip the pair (2,4) up and toward you.
-
- Your puzzle won't be completely solved, but this is how to get the shape.
- Notice that 3,5,6,7,8 don't move.
-
- ==> competition/games/scrabble.p <==
- What are some exceptional Scrabble Brand Crossword Game (TM) games?
-
- ==> competition/games/scrabble.s <==
- The shortest Scrabble game:
-
- The Scrabble Players News, Vol. XI No. 49, June 1983, contributed by
- Kyle Corbin of Raleigh, NC:
-
- [J]
- J U S
- S O X
- [X]U
-
- which can be done in 4 moves, JUS, SOX, [J]US, and [X]U.
-
- In SPN Vol. XI, No. 52, December 1983, Alan Frank presented what
- he claimed is the shortest game where no blanks are used, also
- four moves:
-
- C
- WUD
- CUKES
- DEY
- S
-
- This was followed in SPN, Vol. XII No. 54, April 1984, by Terry Davis
- of Glasgow, KY:
-
- V
- V O[X]
- [X]U,
-
- which is three moves. He noted that the use of two blanks prevents
- such plays as VOLVOX. Unfortunately, it doesn't prevent SONOVOX.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Record for the highest Scrabble score in a single turn (in a legal position):
-
- According to the Scrabble Players Newspaper (since renamed to
- Scrabble Players News) issue 44, p13, the highest score for one
- turn yet discovered, using the Official Scrabble Players
- Dictionary, 1st ed. (the 2nd edition is now in use in club and
- tournament play) and the Websters 9th New Collegiate Dictionary,
- was the following:
-
- d i s e q u i l i b r a t e D
- . . . . . . . e . . . . . . e
- . . . . . . . e . . . . . o m
- r a d i o a u t o g r a p(h)Y
- . . . . . . . . . . . w a s T
- . . . . . . . . . . b e . . h
- . . . . . . . . . . a . . g o
- . . . c o n j u n c t i v a L
- . . . . . . . . . . . . . n o
- . . . . . . . f i n i k i n G
- . . . . . . . a . . . (l) e i
- . . . . . . . d . s p e l t Z
- . . . . . . w e . . . . . . e
- . . . . . . r . . . . . . o r
- m e t h o x y f l u r a n e S
-
- for 1682 points.
-
-
- According to the May 1986 issue of GAMES, the highest known score achievable
- in one turn is 1,962 points. The word is BENZOXYCAMPHORS formed across the
- three triple-word scores on the bottom of the board. Apparently it was
- discovered by Darryl Francis, Ron Jerome, and Jeff Grant.
-
- As for other Scrabble trivia, the highest-scoring first move based on the
- Official Scrabble Players Dictionary is 120 points, with the words JUKEBOX,
- QUIZZED, SQUEEZE, or ZYMURGY. If Funk & Wagnall's New Standard Dictionary
- is used then ZYXOMMA, worth 130 points, can be formed.
-
- The highest-scoring game, based on Webster's Second and Third and on the
- Oxford English Dictionary, was devised by Ron Jerome and Ralph Beaman and
- totalled 4,142 points for the two players. The highest-scoring words in
- the game were BENZOXYCAMPHORS, VELVETEEN, and JACKPUDDINGHOOD.
-
- The following example of a SCRABBLE game produced a score of 2448 for one
- player and 1175 for the final word. It is taken from _Beyond Language_ (1967)
- by Dmitri Borgman (pp. 217-218). He credits this solution to Mrs. Josefa H.
- Byrne of San Francisco and implies that all words can be found in _Webster's
- Second Edition_. The two large words (multiplied by 27 as they span 3 triple
- word scores) are ZOOPSYCHOLOGIST (a psychologist who treats animals rather
- than humans) and PREJUDICATENESS (the condition or state of being decided
- beforehand). The asterisks (*) represent the blank tiles. (Please excuse
- any typo's).
-
- Board Player1 Player2
-
- Z O O P S Y C H O L O G I S T ABILITY 76 ERI, YE 9
- O N H A U R O W MAN, MI 10 EN 2
- * R I B R O V E I FEN, FUN 14 MANIA 7
- L T I K E G TABU 12 RIB 6
- O L NEXT 11 AM 4
- G I AX 9 END 6
- I T IT, TIKE 10 LURE 6
- * Y E LEND, LOGIC*AL 79 OO*LOGICAL 8
- A R FUND, JUD 27 ATE, MA 7
- L E N D M I ROVE 14 LO 2
- E A Q DARE, DE 13 ES, ES, RE 6
- W A X F E N U RE, ROW 14 IRE, IS, SO 7
- E T A B U I A DARED, QUAD 22 ON 4
- E N A M D A R E D WAX, WEE 27 WIG 9
- P R E J U D I C A T E N E S S CHIT, HA 14 ON 2
- PREJUDICATENESS,
- AN, MANIAC,
- QUADS, WEEP 911 OOP 8
- ZOOPSYCHOLOGIST,
- HABILITY, TWIG,
- ZOOLOGICAL 1175
- --------------------------------------
- Total: 2438 93
-
- F, N, V, T in
- loser's hand: +10 -10
- --------------------------------------
- Final Score: 2448 83
-
-
- ---------------------------------------------------------------------------
- It is possible to form the following 14 7-letter OSPD words from the
- non-blank tiles:
-
- HUMANLY
- FATUOUS
- AMAZING
- EERIEST
- ROOFING
- TOILERS
- QUIXOTE
- JEWELRY
- CAPABLE
- PREVIEW
- BIDDERS
- HACKING
- OVATION
- DONATED
-
- ==> competition/games/set.p <==
- What is the size of the largest collection of cards from which NO "set"
- can be selected ?
-
- ==> competition/games/set.s <==
- I can get 20:
-
- 1ROL
- 1GDL
- 1GDM
- 1GOM
- 1GSL
- 1PDH
- 1PDM
- 1POL
- 1POM
- 2RSL
- 2PDM
- 3ROL
- 3ROM
- 3RSL
- 3RSH
- 3GDM
- 3GOL
- 3GSL
- 3GSM
- 3POM
-
- This collection of 20 is a local maximum.
-
- The small C progam shown below was used to check for all possible
- extensions to a collection of 21.
-
- Of course this leaves open the question whether there exists a completely
- different collection of 21 from which no "set" can be selected.
-
- -- Gene Miller
-
- ------- C Program enclosed -------
- #define N 21
-
- static int data[N][4]= {
- 1, 1, 2, 1, /* 00 */
- 1, 2, 1, 1, /* 01 */
- 1, 2, 1, 2, /* 02 */
- 1, 2, 2, 2, /* 03 */
- 1, 2, 3, 1, /* 04 */
- 1, 3, 1, 3, /* 05 */
- 1, 3, 1, 2, /* 06 */
- 1, 3, 2, 1, /* 07 */
- 1, 3, 2, 2, /* 08 */
- 2, 1, 3, 1, /* 09 */
- 2, 3, 1, 2, /* 10 */
- 3, 1, 2, 1, /* 11 */
- 3, 1, 2, 2, /* 12 */
- 3, 1, 3, 1, /* 13 */
- 3, 1, 3, 3, /* 14 */
- 3, 2, 1, 2, /* 15 */
- 3, 2, 2, 1, /* 16 */
- 3, 2, 3, 1, /* 17 */
- 3, 2, 3, 2, /* 18 */
- 3, 3, 2, 2, /* 19 */
- 0, 0, 0, 0 /* 20 */ /* leave space for Nth combo */
- };
-
- main()
- {
- int x, y, z, w;
-
- for (x=1; x<=3; x++) /* check all combos */
- for (y=1; y<=3; y++)
- for (z=1; z<=3; z++)
- for (w=1; w<=3; w++)
- printf ("%d %d %d %d -> sets=%d\n", x, y, z, w,
- check (x, y, z, w));
- }
-
- int check(x,y,z,w)
- int x, y, z, w;
- {
- int i,j,k,m;
- int errors, sets;
-
- for (i=0; i<N; i++) /* check for pre-existing combos */
- if (x==data[i][0] &&
- y==data[i][1] &&
- z==data[i][2] &&
- w==data[i][3] ) {
- return -1; /* discard pre-existing*/
- }
-
- data[N-1][0] = x; /* make this the Nth combo */
- data[N-1][1] = y;
- data[N-1][2] = z;
- data[N-1][3] = w;
-
- sets = 0; /* start counting sets */
- for (i=0; i<N; i++) /* look for sets */
- for (j=i+1; j<N; j++)
- for (k=j+1; k<N; k++) {
- errors = 0;
- for (m=0; m<4; m++) {
- if (data[i][m] == data[j][m]) {
- if (data[k][m] != data[i][m]) errors++;
- if (data[k][m] != data[j][m]) errors++;
- }
- else {
- if (data[k][m] == data[i][m]) errors++;
- if (data[k][m] == data[j][m]) errors++;
- }
- }
- if (errors == 0) /* no errors means is a set */
- sets++; /* increment number of sets */
- }
- return sets;
- }
- --
-
- I did some more experimenting. With the enclosed C program, I looked at many
- randomly generated collections. In an earlier version of this program I
- got one collection of 20 from a series of 100 trials. The rest were collections
- ranging in size from 16 to 19. Unfortunately, in an attempt to make this
- program more readable and more general, I changed the algorithm slightly and
- I haven't been able to achieve 20 since then. I can't remember enough about
- my changes to be able to get back to the previous version. In the most recent
- 1000 trials all of the maximaml collections range in size from 16 to 18.
-
- I think that this experiment has shed very little light on what is the
- global maximum, since the search space is many orders of magnitude larger
- than what can be tried in a reasonable amount of time through random
- searching.
-
- I assume that Mr. Ring found his collection of 20 by hand. This indicates
- that an intelligent search may be more fruitful than a purely random one.
-
- ------------------ Program enclosed -------------
- int n;
- int data[81][4];
-
- main()
- {
- int i;
-
- for (i=0; i<1000; i++) { /* Do 1000 independent trials */
- printf ("Trial %d:\n", i);
- try();
- }
- }
-
- try()
- {
- int i;
- int x, y, z, w;
-
- n = 0; /* set collection size to zero */
- for (i=0; i<100; i++) { /* try 100 random combos */
- x = 1 + rand()%3;
- y = 1 + rand()%3;
- z = 1 + rand()%3;
- w = 1 + rand()%3;
- check (x, y, z, w);
- }
-
- for (x=1; x<=3; x++) /* check all combos */
- for (y=1; y<=3; y++)
- for (z=1; z<=3; z++)
- for (w=1; w<=3; w++)
- check (x, y, z, w);
-
- printf (" collection size=%d\n", n);
- }
-
- int check(x, y, z, w) /* check whether a new combo can be added */
- int x, y, z, w;
- {
- int i,j,k,m;
- int errors, sets;
-
- for (i=0; i<n; i++) /* check for pre-existing combos */
- if (x==data[i][0] &&
- y==data[i][1] &&
- z==data[i][2] &&
- w==data[i][3] ) {
- return -1; /* discard pre-existing*/
- }
-
- data[n][0] = x; /* make this the nth combo */
- data[n][1] = y;
- data[n][2] = z;
- data[n][3] = w;
-
- sets = 0; /* start counting sets */
- for (i=0; i<=n; i++) /* look for sets */
- for (j=i+1; j<=n; j++)
- for (k=j+1; k<=n; k++) {
- errors = 0;
- for (m=0; m<4; m++) {
- if (data[i][m] == data[j][m]) {
- if (data[k][m] != data[i][m]) errors++;
- if (data[k][m] != data[j][m]) errors++;
- }
- else {
- if (data[k][m] == data[i][m]) errors++;
- if (data[k][m] == data[j][m]) errors++;
- }
- }
- if (errors == 0) /* no errors means is a set */
- sets++; /* increment number of sets */
- }
- if (sets == 0) {
- n++; /* increment collection size */
- printf ("%d %d %d %d\n", x, y, z, w);
- }
- return sets;
- }
- ------------------ end of enclosed program -------------
- -- Gene
- --
- Gene Miller Multimedia Communications
- NYNEX Science & Technology Phone: 914 644 2834
- 500 Westchester Avenue Fax: 914 997 2997, 914 644 2260
- White Plains, NY 10604 Email: gene@nynexst.com
-
- ==> competition/games/soma.p <==
- What is the solution to Soma Cubes?
-
- ==> competition/games/soma.s <==
- The soma cube is dissected in excruciating detail in volume 2 of
- "Winning Ways" by Conway, Berlekamp and Guy, in the same chapter as the
- excruciatingly detailed dissection of Rubik's Cube.
-
- ==> competition/games/square-1.p <==
- Does anyone have any hints on how to solve the Square-1 puzzle?
-
- ==> competition/games/square-1.s <==
- SHAPES
-
- 1. There are 29 different shapes for a side, counting reflections:
- 1 with 6 corners, 0 edges
- 3 with 5 corners, 2 edges
- 10 with 4 corners, 4 edges
- 10 with 3 corners, 6 edges
- 5 with 2 corners, 8 edges
-
- 2. Naturally, a surplus of corners on one side must be compensated
- by a deficit of corners on the other side. Thus there are 1*5 +
- 3*10 + C(10,2) = 5 + 30 + 55 = 90 distinct combinations of shapes,
- not counting the middle layer.
-
- 3. You can reach two squares from any other shape in at most 7 transforms,
- where a transform consists of (1) optionally twisting the top, (2)
- optionally twisting the bottom, and (3) flipping.
-
- 4. Each transform toggles the middle layer between Square and Kite,
- so you may need 8 transforms to reach a perfect cube.
-
- 5. The shapes with 4 corners and 4 edges on each side fall into four
- mutually separated classes. Side shapes can be assigned values:
- 0: Square, Mushroom, and Shield; 1: Left Fist and Left Paw; 2:
- Scallop, Kite, and Barrel; 3. Right Fist and Right Paw. The top
- and bottom's sum or difference, depending on how you look at them,
- is a constant. Notice that the side shapes with bilateral symmetry
- are those with even values.
-
- 6. To change this constant, and in particular to make it zero, you must
- attain a position that does not have 4 corners and 4 edges on each
- side. Almost any such position will do, but returning to 4 corners
- and 4 edges with the right constant is left to your ingenuity.
-
- 7. If the top and bottom are Squares but the middle is a Kite, just flip
- with the top and bottom 30deg out of phase and you will get a cube.
-
- COLORS
-
- 1. I do not know the most efficient way to restore the colors. What
- follows is my own suboptimal method. All flips keep the yellow
- stripe steady and flip the blue stripe.
-
- 2. You can permute the corners without changing the edges, so first
- get the edges right, then the corners.
-
- 3. This transformation sends the right top edge to the bottom
- and the left bottom edge to the top, leaving the other edges
- on the same side as they started: Twist top 30deg cl, flip,
- twist top 30deg ccl, twist bottom 150deg cl, flip, twist bottom
- 30deg cl, twist top 120deg cl, flip, twist top 30deg ccl, twist
- bottom 150deg cl, flip, twist bottom 30deg cl. Cl and ccl are
- defined looking directly at the face. With this transformation
- you can eventually get all the white edges on top.
-
- 4. Check the parity of the edge sequence on each side. If either is
- wrong, you need to fix it. Sorry -- I don't know how! (See any
- standard reference on combinatorics for an explanation of parity.)
-
- 5. The following transformation cyclically permutes ccl all the top edges
- but the right one and cl all the bottom edges but the left one. Apply
- the transformation in 3., and turn the whole cube 180deg. Repeat.
- This is a useful transformation, though not a cure-all.
-
- 6. Varying the transformation in 3. with other twists will produce other
- results.
-
- 7. The following transformation changes a cube into a Comet and Star:
- Flip to get Kite and Kite. Twist top and bottom cl 90deg and flip to get
- Barrel and Barrel. Twist top cl 30 and bottom cl 60 and flip to get
- Scallop and Scallop. Twist top cl 60 and bottom cl 120 and flip to
- get Comet and Star. The virtue of the Star is that it contains only
- corners, so that you can permute the corners without altering the edges.
-
- 8. To reach a Lemon and Star instead, replace the final bottom cl 120 with
- a bottom cl 60. In both these transformation the Star is on the bottom.
-
- 9. The following transformation cyclically permutes all but the bottom
- left rear. It sends the top left front to the bottom, and the bottom
- left front to the top. Go to Comet and Star. Twist star cl 60.
- Go to Lemon and Star -- you need not return all the way to the cube, but
- do it if you're unsure of yourself by following 7 backwards. Twist star
- cl 60. Return to cube by following 8 backwards. With this transformation
- you should be able to get all the white corners on top.
-
- 10. Check the parity of the corner sequences on both sides. If the bottom
- parity is wrong, here's how to fix it: Go to Lemon and Star. The
- colors on the Star will run WWGWWG. Twist it 180 and return to cube.
-
- 11. If the top parity is wrong, do the same thing, except that when you
- go from Scallop and Scallop to Lemon and Star, twist the top and bottom
- ccl instead of cl. The colors on the Star should now run GGWGGW.
-
- 12. Once the parity is right on both sides, the basic method is to
- go to Comet and Star, twist the star 120 cl (it will be WGWGWG),
- return to cube, twist one or both sides, go to Comet and Star,
- undo the star twist, return to cube, undo the side twists.
- With no side twists, this does nothing. If you twist the top,
- you will permute the top corners. If you twist the bottom,
- you will permute the bottom corners. Eventually you will get
- both the top and the bottom right. Don't forget to undo the
- side twists -- you need to have the edges in the right places.
-
- Happy twisting....
- --
- Col. G. L. Sicherman
- gls@windmill.att.COM
-
- ==> competition/games/think.and.jump.p <==
- THINK & JUMP: FIRST THINK, THEN JUMP UNTIL YOU
- ARE LEFT WITH ONE PEG! O - O O - O
- / \ / \ / \ / \
- O---O---O---O---O
- BOARD DESCRIPTION: To the right is a model of \ / \ / \ / \ /
- the Think & Jump board. The O---O---O---O---O---O
- O's represent holes which / \ / \ / \ / \ / \ / \
- contain pegs. O---O---O---O---O---O---O
- \ / \ / \ / \ / \ / \ /
- O---O---O---O---O---O
- DIRECTIONS: To play this brain teaser, you begin / \ / \ / \ / \
- by removing the center peg. Then, O---O---O---O---O
- moving any direction in the grid, \ / \ / \ / \ /
- jump over one peg at a time, O - O O - O
- removing the jumped peg - until only
- one peg is left. It's harder then it looks.
- But it's more fun than you can imagine.
-
- SKILL CHART:
-
- 10 pegs left - getting better
- 5 pegs left - true talent
- 1 peg left - you're a genius
-
- Manufactured by Pressman Toy Corporation, NY, NY.
-
- ==> competition/games/think.and.jump.s <==
- Three-color the board in the obvious way. The initial configuration has 12
- of each color, and each jump changes the parity of all three colors. Thus,
- it is impossible to achieve any position where the colors do not have the
- same parity; in particular, (1,0,0).
-
- If you remove the requirement that the initially-empty cell must be at the
- center, the game becomes solvable. The demonstration is left as an exercise.
-
- Karl Heuer rutgers!harvard!ima!haddock!karl karl@haddock.ima.isc.com
-
-
-
-
- Here is one way of reducing Think & Jump to two pegs.
-
-
- Long simplifies Balsley's scintillating snowflake solution:
-
- 1 U-S A - B C - D
- 2 H-U / \ / \ / \ / \
- 3 V-T E---F---G---H---I
- 4 S-H \ / \ / \ / \ /
- 5 D-M J---K---L---M---N---O
- 6 F-S / \ / \ / \ / \ / \ / \
- 7 Q-F P---Q---R---S---T---U---V
- 8 A-L \ / \ / \ / \ / \ / \ /
- 9 S-Q W---X---Y---Z---a---b
- 10 P-R / \ / \ / \ / \
- 11 Z-N c---d---e---f---g
- 12 Y-K \ / \ / \ / \ /
- 13 h-Y h - i j - k
- 14 k-Z
-
- The board should now be in the snowflake pattern, i.e. look like
-
- o - * * - o
- / \ / \ / \ / \
- *---o---*---o---*
- \ / \ / \ / \ /
- *---*---*---*---*---*
- / \ / \ / \ / \ / \ / \
- o---o---o---o---o---o---o
- \ / \ / \ / \ / \ / \ /
- *---*---*---*---*---*
- / \ / \ / \ / \
- *---o---*---o---*
- \ / \ / \ / \ /
- o - * * - o
-
- where o is empty and * is a peg. The top and bottom can now be reduced
- to single pegs individually. For example, we could continue
-
- 15 g-T
- 16 Y-a
- 17 i-Z
- 18 T-e
- 19 j-Y
- 20 b-Z
- 21 c-R
- 22 Z-X
- 23 W-Y
- 24 R-e
-
- which finishes the bottom. The top can be done in a similar manner.
- --
- Chris Long
-
- ==> competition/games/tictactoe.p <==
- In random tic-tac-toe, what is the probability that the first mover wins?
-
- ==> competition/games/tictactoe.s <==
- Count cases.
-
- First assume that the game goes on even after a win. (Later figure
- out who won if each player gets a row of three.) Then there are
- 9!/5!4! possible final boards, of which
-
- 8*6!/2!4! - 2*6*4!/0!4! - 3*3*4!/0!4! - 1 = 98
-
- have a row of three Xs. The first term is 8 rows times (6 choose 2)
- ways to put down the remaining 2 Xs. The second term is the number
- of ways X can have a diagonal row plus a horizontal or vertical row.
- The third term is the number of ways X can have a vertical and a
- horizontal row, and the 4th term is the number of ways X can have two
- diagonal rows. All the two-row configurations must be subtracted to
- avoid double-counting.
-
- There are 8*6!/1!5! = 48 ways O can get a row. There is no double-
- counting problem since only 4 Os are on the final board.
-
- There are 6*2*3!/2!1! = 36 ways that both players can have a
- row. (6 possible rows for X, each leaving 2 possible rows for O
- and (3 choose 2) ways to arrange the remaining row.) These
- cases need further consideration.
-
- There are 98 - 36 = 62 ways X can have a row but not O.
-
- There are 48 - 36 = 12 ways O can have a row but not X.
-
- There are 126 - 36 - 62 - 12 = 16 ways the game can be a tie.
-
- Now consider the 36 configurations in which each player has a row.
- Each such can be achieved in 5!4! = 2880 orders. There are 3*4!4!
- = 1728 ways that X's last move completes his row. In these cases O
- wins. There are 2*3*3!3! = 216 ways that Xs fourth move completes
- his row and Os row is already done in three moves. In these cases O
- also wins. Altogether, O wins 1728 + 216 = 1944 out of 2880 times
- in each of these 36 configurations. X wins the other 936 out of
- 2880.
-
- Altogether, the probability of X winning is ( 62 + 36*(936/2880) ) / 126.
-
- win: 737 / 1260 ( 0.5849206... )
- lose: 121 / 420 ( 0.2880952... )
- draw: 8 / 63 ( 0.1269841... )
-
- The computer output below agress with this analysis.
-
- 1000000 games: won 584865, lost 288240, tied 126895
-
- Instead, how about just methodically having the program play every
- possible game, tallying up who wins?
-
- Wonderful idea, especially since there are only 9! ~ 1/3 million
- possible games. Of course some are identical because they end in
- fewer than 8 moves. It is clear that these should be counted
- multiple times since they are more probable than games that go
- longer.
-
- The result:
- 362880 games: won 212256, lost 104544, tied 46080
-
- #include <stdio.h>
-
- int board[9];
- int N, move, won, lost, tied;
-
- int perm[9] = { 0, 1, 2, 3, 4, 5, 6, 7, 8 };
-
- int rows[8][3] = {
- { 0, 1, 2 }, { 3, 4, 5 }, { 6, 7, 8 }, { 0, 3, 6 },
- { 1, 4, 7 }, { 2, 5, 8 }, { 0, 4, 8 }, { 2, 4, 6 }
- };
-
-
- main()
- {
- do {
- bzero((char *)board, sizeof board);
- for ( move=0; move<9; move++ ) {
- board[perm[move]] = (move&1) ? 4 : 1;
- if ( move >= 4 && over() )
- break;
- }
- if ( move == 9 )
- tied++;
- #ifdef DEBUG
- printf("%1d%1d%1d\n%1d%1d%1d w %d, l %d, t %d\n%1d%1d%1d\n\n",
- board[0], board[1], board[2],
- board[3], board[4], board[5], won, lost, tied,
- board[6], board[7], board[8]);
- #endif
- N++;
- } while ( nextperm(perm, 9) );
-
- printf("%d games: won %d, lost %d, tied %d\n", N, won, lost, tied);
- exit(0);
- }
-
- int s;
- int *row;
-
- over()
- {
- for ( row=rows[0]; row<rows[8]; row+=3 ) {
- s = board[row[0]] + board[row[1]] + board[row[2]];
- if ( s == 3 )
- return ++won;
- if ( s == 12 )
- return ++lost;
- }
- return 0;
- }
-
- nextperm(c, n)
- int c[], n;
- {
- int i = n-2, j=n-1, t;
-
- while ( i >= 0 && c[i] >= c[i+1] )
- i--;
- if ( i < 0 )
- return 0;
- while ( c[j] <= c[i] )
- j--;
- t = c[i]; c[i] = c[j]; c[j] = t;
- i++; j = n-1;
- while ( i < j ) {
- t = c[i]; c[i] = c[j]; c[j] = t;
- i++; j--;
- }
- return 1;
- }
-
-
-
- ==> competition/tests/analogies/long.p <==
- 1. Host : Guest :: Cynophobia : ?
- 2. Mountain : Plain :: Acrocephalic : ?
- 3. Lover : Believer :: Philofelist : ?
- 4. 4 : 6 :: Bumblebee : ?
- 5. 2 : 1 :: Major : ?
- 6. 1 : 24 :: Group : ?
- 7. 4 : 64 :: Crotchet : ?
- 8. Last : First :: Grave : ?
- 9. 7 : 9 :: Throne : ?
- 10. Pride : Hatred :: Beelzebub : ?
- 11. Dollar : Bond :: Grant : ?
- 12. Ek : Sankh :: 1 : ?
-
- ==> competition/tests/analogies/long.s <==
- 1. Lyssophobia
-
- Cynophobia is the fear of dogs; lyssophobia is the fear of rabies. As
- Rodney Adams pointed out, a word meaning the fear of fleas would be
- even better, but I've been unable to locate such a word (although
- surely one must exists).
-
- 2. Homalocephalic
-
- Acrocephalic is having a pointed head; homalocephalic is having a flat
- head. Rodney Adamas suggested "planoccipital", but on checking this
- apparently refers to having a flat back of the skull, so he only gets
- partial credit.
-
- 3. Galeanthropist
-
- A philofelist is a cat-lover (also commonly called an ailurophile);
- a galeanthropist is a person who believes they are a cat.
-
- 4. Blue Bird
-
- A Camp Fire Girl who is 4 is in the Bumblebee Club; a Campfire Girl
- who is 6 in the Blue Bird Club. I should have had "4 or 5" instead
- of "4" to remove ambiguity (e.g. Mark Brader suggested "triplane").
-
- 5. Brigadier
-
- A 2-star general in the army is a major general; a 1-star general
- in the army is a brigadier general.
-
- 6. Field Army
-
- Army groupings; there are 24 "groups" in a "field army".
-
- 7. Hemidemisemiquaver
-
- A crotchet is a quarter-note; a hemidemisemiquaver is a sixty-fourth
- note. Rodney Adams and Mark Brader both got this.
-
- 8. Prestissimo
-
- In music prestissimo means extremely fast; grave means very slow to
- the point of solemnity. This question was poorly worded (I received
- both "womb" and "cradle" as answers).
-
- 9. Seraph
-
- In the ninefold hierarchy of angels, a throne ranks 7th and a seraph
- 9th (9th being most powerful). Rodney Adams got this one.
-
- 10. Sonneillon
-
- In Father Sebastien Machaelis's (one of the more famous exorcists)
- hierarchy of devils, Beelzebub is responsible for pride, Sonneillon
- for hatred.
-
- 11. Roosevelt
-
- Grant is on the $50 bill; Roosevelt on the $50 savings bond.
-
- 12. 10^14
-
- Ek is 1 in Hindi; sankh is 10^14 (one hundred quadrillion).
- --
- Chris Long, 265 Old York Rd., Bridgewater, NJ 08807-2618
-
- ==> competition/tests/analogies/pomfrit.p <==
- 1. NATURAL: ARTIFICIAL :: ANKYLOSIS: ?
- 2. RESCUE FROM CHOKING ON FOOD, etc.: HEIMLICH :: ADJUSTING MIDDLE EAR PRESSURE: ?
- 3. LYING ON OATH: PERJURY :: INFLUENCING A JURY: ?
- 4. RECTANGLE: ELLIPSE :: MERCATOR: ?
- 5. CLOSED: CLEISTOGAMY :: OPEN: ?
- 6. FO'C'SLE: SYNCOPE :: TH'ARMY: ?
- 7. FILMS: OSCAR :: MYSTERY NOVELS: ?
- 8. QUANTITATIVE DATA: STATISTICS :: HUMAN SETTLEMENTS: ?
- 9. 7: 19 : : SEPTIMAL: ?
- 10. 3 TO 2: SESQUILATERAL :: 7 TO 5: ?
- 11. SICILY: JAPAN :: MAFIA: ?
- 12. CELEBRITIES: SYCOPHANTIC :: ANCESTORS: ?
- 13. 95: 98 :: VENITE: ?
- 14. MINCES: EYES :: PORKIES: ?
- 15. POSTAGE STAMPS: PHILATELIST: MATCHBOX LABELS: ?
- 16. MALE: FEMALE :: ARRENOTOKY: ?
- 17 TAILOR: DYER :: SARTORIAL: ?
- 18. HERMES: BACCHUS :: CADUCEUS: ?
- 19. 2823: 5331 :: ELEPHANT: ?
- 20. CENTRE OF GRAVITY: BARYCENTRIC :: ROTARY MOTION: ?
- 21. CALIFORNIA: EUREKA :: NEW YOKK: ?
- 22. MARRIAGE: DIGAMY :: COMING OF CHRIST: ?
- 23. 6: 5 :: PARR: ?
- 24. GROUP: INDIVIDUAL :: PHYLOGENESIS: ?
- 25. 12: 11 :: EPSOM: ?
-
- ==> competition/tests/analogies/pomfrit.s <==
- 1. ARTHRODESIS
- 2. VALSALVA
- 3. EMBRACERY
- 4. MOLLWEIDE
- 5. CHASMOGAMY
- 6. SYNAL(O)EPHA
- 7. EDGAR
- 8. EKISTICS
- 9. DECENNOVAL
- 10. SUPERBIQUINTAL
- 11. YAKUZA
- 12. FILIOPETISTIC
- 13. CANTATE
- 14. LIES
- 15. PHILLUMENIST
- 16. THELYTOKY
- 17. TINCTORIAL
- 18. THYRSUS
- 19. ANTIQUARIAN
- 20. TROCHILIC
- 21. EXCELSIOR (mottos)
- 22. PAROUSIA
- 23. HOWARD (wives of Henry VIII)
- 24. ONTOGENESIS
- 25. GLAUBER (salts)
-
-
-
- ==> competition/tests/analogies/quest.p <==
- 1. Mother: Maternal :: Stepmother: ?
- 2. Club: Axe :: Claviform: ?
- 3. Cook Food: Pressure Cooker :: Kill Germs: ?
- 4. Water: Air :: Hydraulic: ?
- 5. Prediction: Dirac :: Proof: ?
- 6. Raised: Sunken :: Cameo: ?
- 7. 1: 14 :: Pound: ?
- 8. Malay: Amok :: Eskimo Women: ?
- 9. Sexual Intercourse: A Virgin :: Bearing Children: ?
- 10. Jaundice, Vomiting, Hemorrhages: Syndrome :: Jaundice: ?
- 11. Guitar: Cello :: Segovia: ?
- 12. Bars: Leaves :: Eagle: ?
- 13. Roll: Aileron :: Yaw: ?
- 14. 100: Century :: 10,000: ?
- 15. Surface: Figure :: Mobius: ?
- 16. Logic: Philosophy :: To Know Without Conscious Reasoning: ?
- 17. Alive: Parasite :: Dead: ?
- 18. Sea: Land :: Strait: ?
- 19. Moses: Fluvial :: Noah: ?
- 20. Remnant: Whole :: Meteorite: ?
- 21. Opossum, Kangaroo, Wombat: Marsupial :: Salmon, Sturgeon, Shad: ?
- 22. Twain/Clemens: Allonym :: White House/President: ?
- 23. Sculptor: Judoka :: Fine: ?
- 24. Dependent: Independent :: Plankton: ?
- 25. Matthew, Mark, Luke, John: Gospels :: Joshua-Malachi: ?
- 26. Luminous Flux: Lumen :: Sound Absorption: ?
- 27. 2: 3 :: He: ?
- 28. Growth: Temperature :: Pituitary Gland: ?
- 29. Spider: Arachnoidism :: Snake: ?
- 30. Epigram: Anthology :: Foreign Passages: ?
- 31. Pathogen: Thermometer :: Lethal Wave: ?
- 32. Russia: Balalaika :: India: ?
- 33. Involuntary: Sternutatory :: Voluntary: ?
- 34. Unusual Hunger: Bulimia :: Hunger for the Unusual: ?
- 35. Blind: Stag :: Tiresias: ?
- 36. River: Fluvial :: Rain: ?
- 37. Country: City :: Tariff: ?
- 38. $/Dollar: Logogram :: 3, 5, 14, 20/Cent: ?
- 39. Lung Capacity: Spirometer :: Arterial Pressure: ?
- 40. Gold: Ductile :: Ceramic: ?
- 41. 7: 8 :: Uranium: ?
- 42. Judaism: Messiah :: Islam: ?
- 43. Sight: Amaurosis :: Smell: ?
- 44. Oceans: Cousteau :: Close Encounters of the Third Kind: ?
- 45. Diamond/Kimberlite: Perimorph :: Fungus/Oak: ?
- 46. Compulsion to Pull One's Hair: Trichotillomania ::
- Imagine Oneself As a Beast: ?
- 47. Cross: Neutralism :: Hexagram: ?
- 48. Wing: Tail :: Fuselage: ?
- 49. Bell: Loud :: Speak: ?
- 50. Benevolence: Beg :: Philanthropist: ?
- 51. 10: Decimal :: 20: ?
- 52. Five-sided Polyhedron: Pentahedron :: ?
- Faces of Parallelepiped Bounded by a Square: ?
- 53. Motor: Helicopter :: Airflow: ?
- 54. Man: Ant :: Barter: ?
- 55. United States: Soviet Union :: Cubism: ?
- 56. State: Stipend :: Church: ?
- 57. Motorcycle: Bicycle :: Motordrome: ?
- 58. Transparent: Porous :: Obsidian: ?
- 59. pi*r^2*h: 1/3*pi*r^2*h :: Cylinder: ?
-
- ==> competition/tests/analogies/quest.s <==
- Annotated solutions.
-
- If there is more than one word that fits the analogy, we list the best
- word first. Goodness of fit considers many factors, such as parallel
- spelling, pronunciation or etymology. In general, a word that occurs
- in Merriam-Webster's Third New International Dictionary is superior to
- one that does not. If we are unsure of the answer, we mark it with
- a question mark.
-
- Most of these answers are drawn from Herbert M. Baus, _The Master
- Crossword Puzzle Dictionary_, Doubleday, New York, 1981. The notation
- in parentheses refers to the heading and subheading, if any, in Baus.
-
- 1. Mother: Maternal :: Stepmother: Novercal (STEPMOTHER, pert.)
- 2. Club: Axe :: Claviform: Dolabriform, Securiform (AXE, -shaped)
- "Claviform" is from Latin "clava" for "club"; "securiform" is from
- Latin "secura" for "axe"; "dolabriform" is from Latin "dolabra" for "to
- hit with an axe." Thus "securiform" has the more parallel etymology.
- However, only "dolabriform" occurs in Merriam-Webster's Third New
- International Dictionary.
- 3. Cook Food: Pressure Cooker :: Kill Germs: Autoclave (PRESSURE, cooker)
- 4. Water: Air :: Hydraulic: Pneumatic (AIR, pert.)
- 5. Prediction: Dirac :: Proof: Anderson (POSITRON, discoverer)
- 6. Raised: Sunken :: Cameo: Intaglio (GEM, carved)
- 7. 1: 14 :: Pound: Stone (ENGLAND, weight)
- 8. Malay: Amok :: Eskimo Women: Piblokto (ESKIMO, hysteria)
- 9. Sexual Intercourse: A Virgin :: Bearing Children: A Nullipara
- 10. Jaundice, Vomiting, Hemorrhages: Syndrome :: Jaundice: Symptom (EVIDENCE)
- 11. Guitar: Cello :: Segovia: Casals (SPAIN, cellist)
- 12. Bars: Leaves :: Eagle: Stars (INSIGNIA)
- 13. Roll: Aileron :: Yaw: Rudder (AIRCRAFT, part)
- 14. 100: Century :: 10,000: Myriad, Banzai? (NUMBER)
- "Century" usually refers to one hundred years, while "myriad" refers
- to 10,000 things, but "century" can also mean 100 things. "Banzai"
- is Japanese for 10,000 years.
- 15. Surface: Figure :: Mobius: Klein
- 16. Logic: Philosophy ::
- To Know Without Conscious Reasoning: Theosophy (MYSTICISM)
- There are many schools of philosophy that tout the possibility of
- knowledge without conscious reasoning (e.g., intuitionism).
- "Theosophy" is closest in form to the word "philosophy."
- 17. Alive: Parasite :: Dead: Saprophyte (SCAVENGER)
- 18. Sea: Land :: Strait: Isthmus (CONNECTION)
- 19. Moses: Fluvial :: Noah: Diluvial (FLOOD, pert.)
- 20. Remnant: Whole :: Meteorite: Meteoroid? (METEOR)
- A meteorite is the remains of a meteoroid after it has
- partially burned up in the atmosphere. The original meteoroid
- may have come from an asteroid, comet, dust cloud, dark matter,
- supernova, interstellar collision or other sources as yet unknown.
- 21. Opossum, Kangaroo, Wombat: Marsupial ::
- Salmon, Sturgeon, Shad: Andromous (SALMON)
- 22. Twain/Clemens: Allonym :: White House/President: Metonym (FIGURE, of speech)
- 23. Sculptor: Judoka :: Fine: Martial (SELF, -defense)
- 24. Dependent: Independent :: Plankton: Nekton (ANIMAL, free-swimming)
- 25. Matthew, Mark, Luke, John: Gospels ::
- Joshua-Malachi: Nebiim (HEBREW, bible books)
- 26. Luminous Flux: Lumen :: Sound Absorption: Sabin (SOUND, absorption unit)
- 27. 2: 3 :: He: Li (ELEMENT)
- 28. Growth: Temperature :: Pituitary Gland: Hypothalamus (BRAIN, part)
- 29. Spider: Arachnoidism :: Snake: Ophidism, Ophidiasis, Ophiotoxemia
- None of these words is in Webster's Third.
- 30. Epigram: Anthology :: Foreign Passages: Chrestomathy, Delectus (COLLECTION)
- These words are equally good answers.
- 31. Pathogen: Thermometer :: Lethal Wave: Dosimeter? (X-RAY, measurement)
- What does "lethal wave" refer to? If it is radiation, then
- a dosimeter measures the dose, not the effect, as does a thermometer.
- 32. Russia: Balalaika :: India: Sitar, Sarod (INDIA, musical instrument)
- Both are guitar-like instruments (lutes) native to India.
- 33. Involuntary: Sternutatory :: Voluntary: Expectorant? (SPIT)
- A better word would be an agent that tends to cause snorting or
- exsufflation, which is the voluntary, rapid expulsion of air from
- the lungs.
- 34. Unusual Hunger: Bulimia ::
- Hunger for the Unusual: Allotriophagy, Pica (HUNGER, unusual)
- These words are synonyms.
- 35. Blind: Stag :: Tiresias: Actaeon (STAG, changed to)
- 36. River: Fluvial :: Rain: Pluvial (RAIN, part.)
- 37. Country: City :: Tariff: Octroi (TAX, kind)
- 38. $/Dollar: Logogram :: 3, 5, 14, 20/Cent: Cryptogram (CODE)
- 39. Lung Capacity: Spirometer ::
- Arterial Pressure: Sphygmomanometer (PULSE, measurer)
- 40. Gold: Ductile :: Ceramic: Fictile (CLAY, made of)
- 41. 7: 8 :: Uranium: Neptunium (ELEMENT, chemical)
- 42. Judaism: Messiah :: Islam: Mahdi (MOHAMMEDAN, messiah)
- 43. Sight: Amaurosis :: Smell: Anosmia, Anosphresia (SMELL, loss)
- These words are synonyms.
- 44. Oceans: Cousteau :: Close Encounters of the Third Kind: Spielburg, Truffaut
- Steven Spielburg was the person most responsible for the movie;
- Francois Truffaut was a French person appearing in the movie.
- 45. Diamond/Kimberlite: Perimorph ::
- Fungus/Oak: Endophyte, Endoparasite (PARASITE, plant)
- An endoparasite is parasitic, while an endophyte may not be. Which
- answer is best depends upon the kind of fungus.
- 46. Compulsion to Pull One's Hair: Trichotillomania ::
- Imagine Oneself As a Beast: Zoanthropy, Lycanthropy
- Neither word is exactly right: "zoanthropy" means imagining oneself
- to be an animal, while "lycanthropy" means imagining oneself to be
- a wolf.
- 47. Cross: Neutralism :: Hexagram: Zionism (ISRAEL, doctrine)
- 48. Wing: Tail :: Fuselage: Empennage, Engines, Waist? (TAIL, kind)
- "Empennage" means the tail assemply of an aircraft, which is more a
- synonym for "tail" than "wing" is for "fuselage." The four primary
- forces on an airplane are: lift from the wings, negative lift from
- the tail, drag from the fuselage, and thrust from the engines. The
- narrow part at the end of the fuselage is called the "waist."
- 49. Bell: Loud :: Speak: Hear, Stentorian?
- The Sanskrit root of "bell" means "he talks" or "he speaks"; the
- Sanskrit root of "loud" means "he hears". A bell that makes a lot
- of noise is loud; a speaker who makes a lot of noise is stentorian.
- 50. Benevolence: Beg :: Philanthropist: Mendicant, Mendicate?
- If the analogy is attribute: attribute :: noun: noun, the answer
- is "mendicant"; if the analogy is noun: verb :: noun: verb the
- answer is "mendicate."
- 51. 10: Decimal :: 20: Vigesimal (TWENTY, pert.)
- 52. Five-sided Polyhedron: Pentahedron ::
- Faces of Parallelepiped Bounded by a Square: ?
- Does this mean a parallelepiped all of whose faces are bounded by
- a square (and what does "bounded" mean), or does it mean all six
- parallelograms that form the faces of a parallelepiped drawn in a
- plane inside of a square?
- 53. Motor: Helicopter :: Airflow: Autogiro (HELICOPTER)
- 54. Man: Ant :: Barter: Trophallaxis
- 55. United States: Soviet Union :: Cubism: ? (ART, style)
- If the emphasis is on opposition and collapse, there were several
- movements that opposed Cubism and that died out (e.g., Purism,
- Suprematism, Constructivism). If the emphasis is on freedom of
- perspective versus constraint, there were several movements that
- emphasized exact conformance with nature (e.g., Naturalism, Realism,
- Photo-Realism). If the emphasis is on dominating the art
- scene, the only movement that was contemporary with Cubism and
- of the same popularity as Cubism was Surrealism. A better answer
- would be an art movement named "Turkey-ism", since the Soviet Union
- offered to exchange missiles in Cuba for missiles in Turkey during
- the Cuban Missile Crisis.
- 56. State: Stipend :: Church: Prebend (STIPEND)
- 57. Motorcycle: Bicycle :: Motordrome: Velodrome (CYCLE, track)
- 58. Transparent: Porous :: Obsidian: Pumice (GLASS, volcanic)
- 59. pi*r^2*h: 1/3*pi*r^2*h :: Cylinder: Cone
-
- ==> competition/tests/math/putnam/putnam.1967.p <==
-
- In article <5840002@hpesoc1.HP.COM>, nicholso@hpesoc1.HP.COM (Ron Nicholson) writes:
- > Say that we have a hallway with n lockers, numbered from sequentialy
- > from 1 to n. The lockers have two possible states, open and closed.
- > Initially all the lockers are closed. The first kid who walks down the
- > hallway flips every locker to the opposite state, that is, opens them
- > all. The second kid flips the first locker door and every other locker
- > door to the opposite state, that is, closes them. The third kid flips
- > every third door, opening some, closing others. The forth kid does every
- > fourth door, etc.
- >
- > After n kid have passed down the hallway, which lockers are open, and
- > which are closed?
-
- B4. (a) Kids run down a row of lockers, flipping doors (closed doors
- are opened and opened doors are closed). The nth boy flips every nth
- lockers' door. If all the doors start out closed, which lockers will
- remain closed after infinitely many kids?
-
- ==> competition/tests/math/putnam/putnam.1967.s <==
- B4. (a) Only lockers whose numbers have an odd number of factors will remain
- closed, which are the squares.
-