Manipulative recreations
- Key People:
- Sam Loyd
- Fibonacci
- Robert Recorde
- Girolamo Cardano
- Related Topics:
- Instant Insanity
- dissection
- flexagon
- impossible figure
- maze
Puzzles involving configurations
One of the earliest puzzles and games that require arranging counters into some specified alignment or configuration was Lucas’ Puzzle: in a row of seven squares, each of the three squares at the left end is occupied by a black counter, each of the three squares at the right end is occupied by a white counter, and the centre square is vacant. The object is to move one counter at a time until the squares originally occupied by white counters are occupied by black, and vice versa; black counters can be moved only to the right and white only to the left. A counter may move to an adjacent vacant square or it may jump one counter of the other colour to occupy a vacant square. The puzzle may be enlarged to any number of counters of each colour. For n counters of each kind the number of required moves is n(n + 2).
A similar puzzle uses eight numbered counters placed on nine positions. The aim is to shift the counters so that they will appear in reverse numerical order; only single moves and jumps are permitted.
Well known, but by no means as trivial, are games for two players, such as ticktacktoe and its more sophisticated variations, one of which calls for each player to begin with three counters (3 black, 3 white); the first player places a counter in any cell, except the center cell, of a 3 × 3 diagram; the players then alternate until all the counters are down. If neither has won by getting three in a row, each, in turn, is permitted to move a counter to an adjacent square, moving only horizontally or vertically. Achieving three in a row constitutes a win. There are many variations. The game can be played on a 4 × 4 diagram, each player starting with four counters; sometimes diagonal moves are permitted. Another version is played on a 5 × 5 pattern. Yet another interesting modification, popular in Europe, is variously known as mill or nine men’s morris, played with counters on a board consisting of three concentric squares and eight transversals.
Another game of this sort is played on a diamond-shaped board of tessellated hexagons, usually 11 on each edge, where by “tessellated” we mean fitted together like tiles to cover the board completely. Two opposite edges of the diamond are designated “white”; the other two sides, “black.” Each player has a supply of black or white counters. The players alternately place a piece on any vacant hexagon; the object of the game is for each player to complete an unbroken chain of his pieces between the sides designating his colour. Though the game does not end until one of the players has made a complete chain, it may meander across the board; it cannot end in a draw because the only way one player can block the other is by completing his own chain. The game was created by Piet Hein in 1942 in Denmark, where it quickly became popular under the name of polygon. It was invented independently in the United States in 1948 by John Nash, and a few years later one version was marketed under the name of hex.
In addition to the aforementioned varieties of a class of games that can be loosely described as “three in a row” or “specified alignment,” many others also exist, such as three- and four-dimensional ticktacktoe and even a computer ticktacktoe. The game strategy in ticktacktoe is by no means simple; an excellent mathematical analysis is given by F. Schuh.
Chessboard problems
Recreational problems posed with regard to the conventional chessboard are legion. Among the most widely discussed is the problem of how to place eight queens on a chessboard in such a way that none of the queens is attacking any other queen; the problem interested the great German mathematician C.F. Gauss (c. 1850). Another group of problems has to do with the knight’s tour; in particular, to find a closed knight’s tour that ends at the starting point, that does not enter any square more than once, but that passes through all the squares in one tour. Problems of the knight’s tour are intimately connected with the construction of magic squares. Other chessboard problems are concerned with determining the relative values of the various chess pieces; finding the maximum number of pieces of any one type that can be put on a board so that no one piece can take any other; finding the minimum number of pieces of any one type that can be put on a board so as to command all cells; and how to place 16 queens on a board so that no three of them are in a straight line.
The Fifteen Puzzle
One of the best known of all puzzles is the Fifteen Puzzle, which Sam Loyd the elder claimed to have invented about 1878, though modern scholars have documented earlier inventors. It is also known as the Boss Puzzle, Gem Puzzle, and Mystic Square. It became popular all over Europe almost at once. It consists essentially of a shallow square tray that holds 15 small square counters numbered from 1 to 15, and one square blank space. With the 15 squares initially placed in random order and with the blank space in the lower right-hand corner, the puzzle is to rearrange them in numerical order by sliding only, with the blank space ending up back in the lower right-hand corner. It may overwhelm the reader to learn that there are more than 20,000,000,000,000 possible different arrangements that the pieces (including the blank space) can assume. But in 1879 two American mathematicians proved that only one-half of all possible initial arrangements, or about 10,000,000,000,000, admitted of a solution. The mathematical analysis is as follows. Basically, no matter what path it takes, as long as it ends its journey in the lower right-hand corner of the tray, any numeral must pass through an even number of boxes. In the normal position of the squares ( ), regarded row by row from left to right, each number is larger than all the preceding numbers; i.e., no number precedes any number smaller than itself. In any other than the normal arrangement, one or more numbers will precede others smaller than themselves. Every such instance is called an inversion. For example, in the sequence 9, 5, 3, 4, the 9 precedes three numbers smaller than itself and the 5 precedes two numbers smaller than itself, making a total of five inversions. If the total number of all the inversions in a given arrangement is even, the puzzle can be solved by bringing the squares back to the normal arrangement; if the total number of inversions is odd, the puzzle cannot be solved. Thus, in there are two inversions, and the puzzle can be solved; in there are five inversions, and the puzzle has no solution. Theoretically, the puzzle can be extended to a tray of m × n spaces with (mn − 1) numbered counters.
The Tower of Hanoi
The puzzle of the Tower of Hanoi is widely believed to have been invented in 1883 by the French mathematician Édouard Lucas, though his role in its invention has been disputed. Ever popular, made of wood or plastic, it still can be found in toy shops. It consists essentially of three pegs fastened to a stand and of eight circular disks, each having a hole in the centre. The disks, all of different radii, are initially placed (see ) on one of the pegs, with the largest disk on the bottom and the smallest on top; no disk rests upon one smaller than itself. The task is to transfer the individual disks from one peg to another so that no disk ever rests on one smaller than itself, and, finally, to transfer the tower; i.e., all the disks in their proper order, from their original peg to one of the other pegs. It can be shown that for a tower of n disks, there will be required 2n − 1 transfers of individual disks to shift the tower completely to another peg. Thus for 8 disks, the puzzle requires 28 − 1, or 255 transfers. If the original “needle” (peg) was a tower with 64 disks, the number of transfers would be 264 − 1, or 18,446,744,073,709,551,615; this is exactly the same number required to fill an 8 × 8 checkerboard with grains of wheat, 1 on the first square, 2 on the second, 4 on the next, then 8, 16, 32, etc.
Polyominoes
The term polyomino was introduced in 1953 as a jocular extension of the word domino. A polyomino is a simply connected set of equal-sized squares, each joined to at least one other along an edge. The simpler polyomino shapes are shown in . Somewhat more fascinating are the pentominoes, of which there are exactly 12 forms ( ). Asymmetrical pieces, which have different shapes when they are flipped over, are counted as one.
The number of distinct polyominoes of any order is a function of the number of squares in each, but, as yet, no general formula has been found. It has been shown that there are 35 types of hexominoes and 108 types of heptominoes, if the dubious heptomino with an interior “hole” is included.
Recreations with polyominoes include a wide variety of problems in combinatorial geometry, such as forming desired shapes and specified designs, covering a chessboard with polyominoes in accordance with prescribed conditions, etc. Two illustrations may suffice.
The 35 hexominoes, having a total area of 210 squares, would seem to admit of arrangement into a rectangle 3 × 70, 5 × 42, 6 × 35, 7 × 30, 10 × 21, or 14 × 15; however, no such rectangle can be formed.
Can the 12 pentominoes, together with one square tetromino, form an 8 × 8 checkerboard? A solution of the problem was shown around 1935. It is not known how many solutions there are, but it has been estimated to be at least 1,000. In 1958, by use of a computer, it was shown that there are 65 solutions in which the square tetromino is exactly in the centre of the checkerboard.