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- Frequently Asked Questions (FAQS);faqs.468
-
-
-
- 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:
-
- E. C. Turner & K. F. Gold, "Rubik's Groups", American Mathematical Monthly,
- vol. 92 (1985), pp. 617-629.
-
- Cubelike Puzzles - What Are They and How Do You Solve Them?
- J.A. Eidswick A.M.M. March, 1986
-
- Rubik's Revenge: The Group Theoretical Solution
- Mogens Esrom Larsen A.M.M. June-July, 1985
-
- The Group of the Hungarian Magic Cube
- Chris Rowley Proceedings of the First Western Austrialian
- Conference on Algebra, 1982
-
- Rubik's Cubic Compendium
- Erno Rubik, Tamas Varga, et al
- (Ed by David Singmaster)
- Oxford University Press, 1987
- (Some chapters on mathematics of the cube.)
-
- David Singmaster, _Notes on Rubik's `Magic Cube'_
-
- "Winning Ways"
- by
- Berlekamp, Elwyn R.
- Conway, John H.
- Guy, Richard K.
- Volume two, pages 760-768, 808, 809
-
- ==> games/rubiks.magic.p <==
- How do you solve Rubik's Magic?
-
- ==> games/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.
-
- ==> games/scrabble.p <==
- What are some exceptional scrabble games?
-
- ==> 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 tiles:
- HUMANLY
- FATUOUS
- AMAZING
- EERIEST
- ROOFING
- TOILERS
- QUIXOTE
- JEWELRY
- CAPABLE
- PREVIEW
- BIDDERS
- HACKING
- OVATION
- DONATED
-
- ==> games/square-1.p <==
- Does anyone have any hints on how to solve the Square-1 puzzle?
-
- Xref: bloom-picayune.mit.edu rec.puzzles:18145 news.answers:3076
- Newsgroups: rec.puzzles,news.answers
- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!snorkelwacker.mit.edu!usc!wupost!spool.mu.edu!uunet!questrel!chris
- From: uunet!questrel!chris (Chris Cole)
- Subject: rec.puzzles FAQ, part 10 of 15
- Message-ID: <puzzles-faq-10_717034101@questrel.com>
- Followup-To: rec.puzzles
- Summary: This posting contains a list of
- Frequently Asked Questions (and their answers).
- It should be read by anyone who wishes to
- post to the rec.puzzles newsgroup.
- Sender: chris@questrel.com (Chris Cole)
- Reply-To: uunet!questrel!faql-comment
- Organization: Questrel, Inc.
- References: <puzzles-faq-1_717034101@questrel.com>
- Date: Mon, 21 Sep 1992 00:09:31 GMT
- Approved: news-answers-request@MIT.Edu
- Expires: Sat, 3 Apr 1993 00:08:21 GMT
- Lines: 1487
-
- Archive-name: puzzles-faq/part10
- Last-modified: 1992/09/20
- Version: 3
-
- ==> 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
-
- ==> 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.
-
- ==> 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
-
- ==> games/tictactoe.p <==
- In random tic-tac-toe, what is the probability that the first mover wins?
-
- ==> 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... )
-
- 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;
- }
-
-
-
- ==> geometry/K3,3.p <==
- Can three houses be connected to three utilities without the pipes crossing?
-
- _______ _______ _______
- | oil | |water| | gas |
- |_____| |_____| |_____|
-
-
- _______ _______ _______
- |HOUSE| |HOUSE| |HOUSE|
- | one | | two | |three|
-
- ==> geometry/K3,3.s <==
- The problem you describe is to draw a bipartite graph of 3 nodes connected
- in all ways to 3 nodes, all embedded in the plane. The graph is called K3,3.
- A famous theorem of Kuratowsky says that all graphs can be embedded
- in the plane, EXCEPT those containing K3,3 or K5 (the complete graph
- on 5 vertices, i.e., the graph with 5 nodes and 10 edges) as a
- subgraph. So your problem is a minimal example of a graph that
- cannot be embedded in the plane.
-
- The proofs that K5 and K3,3 are non-planar are really quite easy, and only
- depend on Euler's Theorem that F-E+V=2 for a planar graph.
- For K3,3 V is 6 and E is 9, so F would have to be 5. But each face has at
- least 4 edges, so E >= (F*4)/2 = 10, contradiction.
- For K5 V is 5 and E is 10, so F = 7. In this case each face has at least 3
- edges, so E >= (F*3)/2 = 10.5, contradiction.
-
- The difficult part of Kuratowsky is the proof in the other direction!
-
- A quick, informal proof by contradiction without assuming Euler's Theorem:
- Using a map in which the houses are 1, 2, and 3 and the utilities are
- A, B, and C, there must be continuous lines that connect the buildings and
- divide the area into three sections bounded by the loops A-1-B-2-A,
- A-1-B-3-A, and A-2-B-3-A. (One of the areas is the infinite plane *around*
- whichever loop is the outer edge of the network.) C must be in one of these
- three areas; whichever area it is in, either 1, or 2, or 3, is *not* part of
- the loop that rings its area and hence is inaccessible to C.
-
- The usual quibble is to solve the puzzle by running one of the pipes
- underneath one of houses on its way to another house; the puzzle's
- instructions forbid crossing other *pipes*, but not crossing other *houses*.
-
- ==> geometry/bear.p <==
- If a hunter goes out his front door, goes 50 miles south, then goes 50
- miles west, shoots a bear, goes 50 miles north and ends up in front of
- his house. What color was the bear?
-
- ==> geometry/bear.s <==
- The hunter's door is in one of two locations. One is a foot or so from the
- North Pole, facing north, such that his position in front of the door is
- precisely upon the North Pole. Since that's a ridiculous place to build a
- house and since bears do not roam within fifty miles of the pole, the bear
- is either imaginary or imported, and there is no telling what color it is.
-
- There is another place (actually a whole set) on earth from which one can go
- fifty miles south, fifty miles west, and fifty miles north and end up where
- one started. Consider the parallel of latitude close enough to the South
- Pole that the circumference of the earth at that latitude is 50/n miles,
- for some integer n.
-
- Take any point on that parallel of latitude and pick the point fifty miles
- north of it. Situate the hunter's front porch there. The hunter goes fifty
- miles south from his porch and is at a point we'll call A. He travels fifty
- miles west, going n times around the earth, and is at A again, where he shoots
- the bear. Fifty miles north from A he is back home. Since bears are not
- indigenous to the Antarctic, again the bear is either imaginary or imported
- and there is no telling what color it might be.
-
- ==> geometry/bisector.p <==
- If two angle bisectors of a triangle are equal, then the triangle is
- isosceles (more specifically, the sides opposite to the two angles
- being bisected are equal).
-
- ==> geometry/bisector.s <==
- The following proof is probably from Altshiller-Court's College
- Geometry, since that's where I first saw the problem.
-
- Let the triangle be ABC, with angle bisectors BE and CD.
- Let F be such that BEFD is a parallelagram.
- Let x = measure of angle CBE = angle DBE,
- y = measure of angle BCD = angle DCE,
- x' = measure of angle EFC,
- y' = measure of angle ECF.
- (You will probably want to draw a picture.)
-
- Suppose x > y. Consider the triangles EBC and DCB. Since BC = BC and
- BE = CD, we must have CE > BD. Now, since BD = EF, we have that CE >
- EF, so that x' > y'. Thus x+x' > y+y'. But, triangle FDC is
- isosceles, since DF = BE = DC, so x+x' = y+y', a contradiction.
- Similarly, we cannot have x < y. Therefore the base angles of ABC are
- equal, making ABC an isosceles triangle. QED
-
-
-
-
- ==> geometry/calendar.p <==
- Build a calendar from two sets of cubes. On the first set,
- spell the months with a letter on each face of three cubes.
- Use lowercase three-letter abbreviations for the names of all
- twelve months (e.g., "jan", "feb", "mar"). On the second set,
- number the days with a digit on each face of two cubes (e.g.,
- "01", "02", etc.).
-
- ==> geometry/calendar.s <==
- First note that there are *nineteen* different letters in the
- month abbreviations (abcdef gjlmno prstuv y) so to get them all on the
- eighteen faces of 3 cubes, you know right away you're going to have to
- resort to trickery.
-
- So I wrote them all down and looked at which ones could be
- reversed to make another letter in the set. The only pair that jumped
- out at me was the d/p pair. Now I knew that it was at least feasible,
- as long as it wasn't necessary to duplicate any letters.
-