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There are some curious facts concerning the movements of wheels that are apt to perplex the novice. For example: when a railway train is travelling from London to Crewe certain parts of the train at any given moment are actually moving from Crewe towards London. Can you indicate those parts? It seems absurd that parts of the same train can at any time travel in opposite directions, but such is the case.
In the accompanying ill.u.s.tration we have two wheels. The lower one is supposed to be fixed and the upper one running round it in the direction of the arrows. Now, how many times does the upper wheel turn on its own axis in making a complete revolution of the other wheel? Do not be in a hurry with your answer, or you are almost certain to be wrong. Experiment with two pennies on the table and the correct answer will surprise you, when you succeed in seeing it.
204.--A NEW MATCH PUZZLE.
[Ill.u.s.tration]
In the ill.u.s.tration eighteen matches are shown arranged so that they enclose two s.p.a.ces, one just twice as large as the other. Can you rearrange them (1) so as to enclose two four-sided s.p.a.ces, one exactly three times as large as the other, and (2) so as to enclose two five-sided s.p.a.ces, one exactly three times as large as the other? All the eighteen matches must be fairly used in each case; the two s.p.a.ces must be quite detached, and there must be no loose ends or duplicated matches.
205.--THE SIX SHEEP-PENS.
[Ill.u.s.tration]
Here is a new little puzzle with matches. It will be seen in the ill.u.s.tration that thirteen matches, representing a farmer's hurdles, have been so placed that they enclose six sheep-pens all of the same size. Now, one of these hurdles was stolen, and the farmer wanted still to enclose six pens of equal size with the remaining twelve. How was he to do it? All the twelve matches must be fairly used, and there must be no duplicated matches or loose ends.
POINTS AND LINES PROBLEMS.
"Line upon line, line upon line; here a little and there a little."--Isa. xxviii. 10.
What are known as "Points and Lines" puzzles are found very interesting by many people. The most familiar example, here given, to plant nine trees so that they shall form ten straight rows with three trees in every row, is attributed to Sir Isaac Newton, but the earliest collection of such puzzles is, I believe, in a rare little book that I possess--published in 1821--Rational Amus.e.m.e.nt for Winter Evenings, by John Jackson. The author gives ten examples of "Trees planted in Rows."
These tree-planting puzzles have always been a matter of great perplexity. They are real "puzzles," in the truest sense of the word, because n.o.body has yet succeeded in finding a direct and certain way of solving them. They demand the exercise of sagacity, ingenuity, and patience, and what we call "luck" is also sometimes of service. Perhaps some day a genius will discover the key to the whole mystery. Remember that the trees must be regarded as mere points, for if we were allowed to make our trees big enough we might easily "fudge" our diagrams and get in a few extra straight rows that were more apparent than real.
[Ill.u.s.tration]
206.--THE KING AND THE CASTLES.
There was once, in ancient times, a powerful king, who had eccentric ideas on the subject of military architecture. He held that there was great strength and economy in symmetrical forms, and always cited the example of the bees, who construct their combs in perfect hexagonal cells, to prove that he had nature to support him. He resolved to build ten new castles in his country all to be connected by fortified walls, which should form five lines with four castles in every line. The royal architect presented his preliminary plan in the form I have shown. But the monarch pointed out that every castle could be approached from the outside, and commanded that the plan should be so modified that as many castles as possible should be free from attack from the outside, and could only be reached by crossing the fortified walls. The architect replied that he thought it impossible so to arrange them that even one castle, which the king proposed to use as a royal residence, could be so protected, but his majesty soon enlightened him by pointing out how it might be done. How would you have built the ten castles and fortifications so as best to fulfil the king's requirements? Remember that they must form five straight lines with four castles in every line.
[Ill.u.s.tration]
207.--CHERRIES AND PLUMS.
[Ill.u.s.tration]
The ill.u.s.tration is a plan of a cottage as it stands surrounded by an orchard of fifty-five trees. Ten of these trees are cherries, ten are plums, and the remainder apples. The cherries are so planted as to form five straight lines, with four cherry trees in every line. The plum trees are also planted so as to form five straight lines with four plum trees in every line. The puzzle is to show which are the ten cherry trees and which are the ten plums. In order that the cherries and plums should have the most favourable aspect, as few as possible (under the conditions) are planted on the north and east sides of the orchard. Of course in picking out a group of ten trees (cherry or plum, as the case may be) you ignore all intervening trees. That is to say, four trees may be in a straight line irrespective of other trees (or the house) being in between. After the last puzzle this will be quite easy.
208.--A PLANTATION PUZZLE.
[Ill.u.s.tration]
A man had a square plantation of forty-nine trees, but, as will be seen by the omissions in the ill.u.s.tration, four trees were blown down and removed. He now wants to cut down all the remainder except ten trees, which are to be so left that they shall form five straight rows with four trees in every row. Which are the ten trees that he must leave?
209.--THE TWENTY-ONE TREES.
A gentleman wished to plant twenty-one trees in his park so that they should form twelve straight rows with five trees in every row. Could you have supplied him with a pretty symmetrical arrangement that would satisfy these conditions?
210.--THE TEN COINS.
Place ten pennies on a large sheet of paper or cardboard, as shown in the diagram, five on each edge. Now remove four of the coins, without disturbing the others, and replace them on the paper so that the ten shall form five straight lines with four coins in every line. This in itself is not difficult, but you should try to discover in how many different ways the puzzle may be solved, a.s.suming that in every case the two rows at starting are exactly the same.
[Ill.u.s.tration]
211.--THE TWELVE MINCE-PIES.
It will be seen in our ill.u.s.tration how twelve mince-pies may be placed on the table so as to form six straight rows with four pies in every row. The puzzle is to remove only four of them to new positions so that there shall be seven straight rows with four in every row. Which four would you remove, and where would you replace them?
[Ill.u.s.tration]
212.--THE BURMESE PLANTATION.
[Ill.u.s.tration]
A short time ago I received an interesting communication from the British chaplain at Meiktila, Upper Burma, in which my correspondent informed me that he had found some amus.e.m.e.nt on board s.h.i.+p on his way out in trying to solve this little poser.
If he has a plantation of forty-nine trees, planted in the form of a square as shown in the accompanying ill.u.s.tration, he wishes to know how he may cut down twenty-seven of the trees so that the twenty-two left standing shall form as many rows as possible with four trees in every row.
Of course there may not be more than four trees in any row.
213.--TURKS AND RUSSIANS.
This puzzle is on the lines of the Afridi problem published by me in _t.i.t-Bits_ some years ago.
On an open level tract of country a party of Russian infantry, no two of whom were stationed at the same spot, were suddenly surprised by thirty-two Turks, who opened fire on the Russians from all directions. Each of the Turks simultaneously fired a bullet, and each bullet pa.s.sed immediately over the heads of three Russian soldiers. As each of these bullets when fired killed a different man, the puzzle is to discover what is the smallest possible number of soldiers of which the Russian party could have consisted and what were the casualties on each side.
MOVING COUNTER PROBLEMS.
"I cannot do't without counters."
_Winter's Tale_, iv. 3.
Puzzles of this cla.s.s, except so far as they occur in connection with actual games, such as chess, seem to be a comparatively modern introduction. Mathematicians in recent times, notably Vandermonde and Reiss, have devoted some attention to them, but they do not appear to have been considered by the old writers. So far as games with counters are concerned, perhaps the most ancient and widely known in old times is "Nine Men's Morris" (known also, as I shall show, under a great many other names), unless the simpler game, distinctly mentioned in the works of Ovid (No. 110, "Ovid's Game," in _The Canterbury Puzzles_), from which "Noughts and Crosses" seems to be derived, is still more ancient.
In France the game is called Marelle, in Poland Siegen Wulf Myll (She-goat Wolf Mill, or Fight), in Germany and Austria it is called Muhle (the Mill), in Iceland it goes by the name of Mylla, while the Bogas (or native bargees) of South America are said to play it, and on the Amazon it is called Trique, and held to be of Indian origin. In our own country it has different names in different districts, such as Meg Merrylegs, Peg Meryll, Nine Peg o'Merryal, Nine-Pin Miracle, Merry Peg, and Merry Hole. Shakespeare refers to it in "Midsummer Night's Dream" (Act ii., scene 1):-- "The nine-men's morris is filled up with mud; And the quaint mazes in the wanton green, For lack of tread, are undistinguishable."
It was played by the shepherds with stones in holes cut in the turf. John Clare, the peasant poet of Northamptons.h.i.+re, in "The Shepherd Boy" (1835) says:--"Oft we track his haunts .... By nine-peg-morris nicked upon the green." It is also mentioned by Drayton in his "Polyolbion."
It was found on an old Roman tile discovered during the excavations at Silchester, and cut upon the steps of the Acropolis at Athens. When visiting the Christiania Museum a few years ago I was shown the great Viking s.h.i.+p that was discovered at Gokstad in 1880. On the oak planks forming the deck of the vessel were found boles and lines marking out the game, the holes being made to receive pegs. While inspecting the ancient oak furniture in the Rijks Museum at Amsterdam I became interested in an old catechumen's settle, and was surprised to find the game diagram cut in the centre of the seat--quite conveniently for surrept.i.tious play. It has been discovered cut in the choir stalls of several of our English cathedrals. In the early eighties it was found scratched upon a stone built into a wall (probably about the date 1200), during the restoration of Hargrave church in Northamptons.h.i.+re. This stone is now in the Northampton Museum. A similar stone has since been found at Sempringham, Lincolns.h.i.+re. It is to be seen on an ancient tombstone in the Isle of Man, and painted on old Dutch tiles. And in 1901 a stone was dug out of a gravel pit near Oswestry bearing an undoubted diagram of the game.
The game has been played with different rules at different periods and places. I give a copy of the board. Sometimes the diagonal lines are omitted, but this evidently was not intended to affect the play: it simply meant that the angles alone were thought sufficient to indicate the points. This is how Strutt, in Sports and Pastimes, describes the game, and it agrees with the way I played it as a boy:--"Two persons, having each of them nine pieces, or men, lay them down alternately, one by one, upon the spots; and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three, without the intervention of an opponent piece. If a row be formed, he that made it is at liberty to take up one of his compet.i.tor's pieces from any part he thinks most to his advantage; excepting he has made a row, which must not be touched if he have another piece upon the board that is not a component part of that row. When all the pieces are laid down, they are played backwards and forwards, in any direction that the lines run, but only can move from one spot to another (next to it) at one time. He that takes off all his antagonist's pieces is the conqueror."
[Ill.u.s.tration]
214.--THE SIX FROGS.
[Ill.u.s.tration]
The six educated frogs in the ill.u.s.tration are trained to reverse their order, so that their numbers shall read 6, 5, 4, 3, 2, 1, with the blank square in its present position. They can jump to the next square (if vacant) or leap over one frog to the next square beyond (if vacant), just as we move in the game of draughts, and can go backwards or forwards at pleasure. Can you show how they perform their feat in the fewest possible moves? It is quite easy, so when you have done it add a seventh frog to the right and try again. Then add more frogs until you are able to give the shortest solution for any number. For it can always be done, with that single vacant square, no matter how many frogs there are.
215.--THE GRa.s.sHOPPER PUZZLE.
It has been suggested that this puzzle was a great favourite among the young apprentices of the City of London in the sixteenth and seventeenth centuries. Readers will have noticed the curious bra.s.s gra.s.shopper on the Royal Exchange. This long-lived creature escaped the fires of 1666 and 1838. The gra.s.shopper, after his kind, was the crest of Sir Thomas Gresham, merchant grocer, who died in 1579, and from this cause it has been used as a sign by grocers in general. Unfortunately for the legend as to its origin, the puzzle was only produced by myself so late as the year 1900. On twelve of the thirteen black discs are placed numbered counters or gra.s.shoppers. The puzzle is to reverse their order, so that they shall read, 1, 2, 3, 4, etc., in the opposite direction, with the vacant disc left in the same position as at present. Move one at a time in any order, either to the adjoining vacant disc or by jumping over one gra.s.shopper, like the moves in draughts. The moves or leaps may be made in either direction that is at any time possible. What are the fewest possible moves in which it can be done?
[Ill.u.s.tration]
216.--THE EDUCATED FROGS.
[Ill.u.s.tration]
Our six educated frogs have learnt a new and pretty feat. When placed on gla.s.s tumblers, as shown in the ill.u.s.tration, they change sides so that the three black ones are to the left and the white frogs to the right, with the unoccupied tumbler at the opposite end--No. 7. They can jump to the next tumbler (if unoccupied), or over one, or two, frogs to an unoccupied tumbler. The jumps can be made in either direction, and a frog may jump over his own or the opposite colour, or both colours. Four successive specimen jumps will make everything quite plain: 4 to 1, 5 to 4, 3 to 5, 6 to 3. Can you show how they do it in ten jumps?
217.--THE TWICKENHAM PUZZLE.
[Ill.u.s.tration: ( I ) ((N)) ( M ) ((A)) ( H ) ((T)) ( E ) ((W)) ( C ) ((K)) ( ) ]
In the ill.u.s.tration we have eleven discs in a circle. On five of the discs we place white counters with black letters--as shown--and on five other discs the black counters with white letters. The bottom disc is left vacant. Starting thus, it is required to get the counters into order so that they spell the word "Twickenham" in a clockwise direction, leaving the vacant disc in the original position. The black counters move in the direction that a clock-hand revolves, and the white counters go the opposite way. A counter may jump over one of the opposite colour if the vacant disc is next beyond. Thus, if your first move is with K, then C can jump over K. If then K moves towards E, you may next jump W over C, and so on. The puzzle may be solved in twenty-six moves. Remember a counter cannot jump over one of its own colour.
218.--THE VICTORIA CROSS PUZZLE.
[Ill.u.s.tration: +---------------------+ | ... A .../ | | (I) |.......| (V) | |_____|_______|_____/| |......| |------| |.. R .| |. I ..| |......| |......| | _____|_______|_____ | |/ |.......| | | (O) |.. T ..| (C) | | /......... | +---------------------+ ]
The puzzle-maker is peculiarly a "snapper-up of unconsidered trifles," and his productions are often built up with the slenderest materials. Trivialities that might entirely escape the observation of others, or, if they were observed, would be regarded as of no possible moment, often supply the man who is in quest of posers with a pretty theme or an idea that he thinks possesses some "basal value."
When seated opposite to a lady in a railway carriage at the time of Queen Victoria's Diamond Jubilee, my attention was attracted to a brooch that she was wearing. It was in the form of a Maltese or Victoria Cross, and bore the letters of the word VICTORIA. The number and arrangement of the letters immediately gave me the suggestion for the puzzle which I now present.
The diagram, it will be seen, is composed of nine divisions. The puzzle is to place eight counters, bearing the letters of the word VICTORIA, exactly in the manner shown, and then slide one letter at a time from black to white and white to black alternately, until the word reads round in the same direction, only with the initial letter V on one of the black arms of the cross. At no time may two letters be in the same division. It is required to find the shortest method.
Leaping moves are, of course, not permitted. The first move must obviously be made with A, I, T, or R. Supposing you move T to the centre, the next counter played will be O or C, since I or R cannot be moved. There is something a little remarkable in the solution of this puzzle which I will explain.
219.--THE LETTER BLOCK PUZZLE.
[Ill.u.s.tration: +-----+-----+-----+ | | | | | | G | E | F | | | | | | | +-----+-----+-----+| | | | | | | H | C | B | | | | | | | +-----+-----+-----+| | |____| | | | D || | A | | | || | | | +-----+-----+-----+ | _________________| ]
Here is a little reminiscence of our old friend the Fifteen Block Puzzle. Eight wooden blocks are lettered, and are placed in a box, as shown in the ill.u.s.tration. It will be seen that you can only move one block at a time to the place vacant for the time being, as no block may be lifted out of the box. The puzzle is to s.h.i.+ft them about until you get them in the order-- A B C D E F G H This you will find by no means difficult if you are allowed as many moves as you like. But the puzzle is to do it in the fewest possible moves. I will not say what this smallest number of moves is, because the reader may like to discover it for himself. In writing down your moves you will find it necessary to record no more than the letters in the order that they are s.h.i.+fted. Thus, your first five moves might be C, H, G, E, F; and this notation can have no possible ambiguity. In practice you only need eight counters and a simple diagram on a sheet of paper.
220.--A LODGING-HOUSE DIFFICULTY.
[Ill.u.s.tration]
The Dobsons secured apartments at Slocomb-on-Sea. There were six rooms on the same floor, all communicating, as shown in the diagram. The rooms they took were numbers 4, 5, and 6, all facing the sea. But a little difficulty arose. Mr. Dobson insisted that the piano and the bookcase should change rooms. This was wily, for the Dobsons were not musical, but they wanted to prevent any one else playing the instrument. Now, the rooms were very small and the pieces of furniture indicated were very big, so that no two of these articles could be got into any room at the same time. How was the exchange to be made with the least possible labour? Suppose, for example, you first move the wardrobe into No. 2; then you can move the bookcase to No. 5 and the piano to No. 6, and so on. It is a fascinating puzzle, but the landlady had reasons for not appreciating it. Try to solve her difficulty in the fewest possible removals with counters on a sheet of paper.
221.--THE EIGHT ENGINES.
The diagram represents the engine-yard of a railway company under eccentric management. The engines are allowed to be stationary only at the nine points indicated, one of which is at present vacant. It is required to move the engines, one at a time, from point to point, in seventeen moves, so that their numbers shall be in numerical order round the circle, with the central point left vacant. But one of the engines has had its fire drawn, and therefore cannot move. How is the thing to be done? And which engine remains stationary throughout?
[Ill.u.s.tration]
222.--A RAILWAY PUZZLE.
[Ill.u.s.tration]
Make a diagram, on a large sheet of paper, like the ill.u.s.tration, and have three counters marked A, three marked B, and three marked C. It will be seen that at the intersection of lines there are nine stopping-places, and a tenth stopping-place is attached to the outer circle like the tail of a Q. Place the three counters or engines marked A, the three marked B, and the three marked C at the places indicated. The puzzle is to move the engines, one at a time, along the lines, from stopping-place to stopping-place, until you succeed in getting an A, a B, and a C on each circle, and also A, B, and C on each straight line. You are required to do this in as few moves as possible. How many moves do you need?
223.--A RAILWAY MUDDLE.
The plan represents a portion of the line of the London, Clodville, and Mudford Railway Company. It is a single line with a loop. There is only room for eight wagons, or seven wagons and an engine, between B and C on either the left line or the right line of the loop. It happened that two goods trains (each consisting of an engine and sixteen wagons) got into the position shown in the ill.u.s.tration. It looked like a hopeless deadlock, and each engine-driver wanted the other to go back to the next station and take off nine wagons. But an ingenious stoker undertook to pa.s.s the trains and send them on their respective journeys with their engines properly in front. He also contrived to reverse the engines the fewest times possible. Could you have performed the feat? And how many times would you require to reverse the engines? A "reversal" means a change of direction, backward or forward. No rope-shunting, fly-shunting, or other trick is allowed. All the work must be done legitimately by the two engines. It is a simple but interesting puzzle if attempted with counters.
[Ill.u.s.tration]
224.--THE MOTOR-GARAGE PUZZLE.
[Ill.u.s.tration]
The difficulties of the proprietor of a motor garage are converted into a little pastime of a kind that has a peculiar fascination. All you need is to make a simple plan or diagram on a sheet of paper or cardboard and number eight counters, 1 to 8. Then a whole family can enter into an amusing compet.i.tion to find the best possible solution of the difficulty.
The ill.u.s.tration represents the plan of a motor garage, with accommodation for twelve cars. But the premises are so inconveniently restricted that the proprietor is often caused considerable perplexity. Suppose, for example, that the eight cars numbered 1 to 8 are in the positions shown, how are they to be s.h.i.+fted in the quickest possible way so that 1, 2, 3, and 4 shall change places with 5, 6, 7, and 8--that is, with the numbers still running from left to right, as at present, but the top row exchanged with the bottom row? What are the fewest possible moves?
One car moves at a time, and any distance counts as one move. To prevent misunderstanding, the stopping-places are marked in squares, and only one car can be in a square at the same time.
225.--THE TEN PRISONERS.
If prisons had no other use, they might still be preserved for the special benefit of puzzle-makers. They appear to be an inexhaustible mine of perplexing ideas. Here is a little poser that will perhaps interest the reader for a short period. We have in the ill.u.s.tration a prison of sixteen cells. The locations of the ten prisoners will be seen. The jailer has queer superst.i.tions about odd and even numbers, and he wants to rearrange the ten prisoners so that there shall be as many even rows of men, vertically, horizontally, and diagonally, as possible. At present it will be seen, as indicated by the arrows, that there are only twelve such rows of 2 and 4. I will state at once that the greatest number of such rows that is possible is sixteen. But the jailer only allows four men to be removed to other cells, and informs me that, as the man who is seated in the bottom right-hand corner is infirm, he must not be moved. Now, how are we to get those sixteen rows of even numbers under such conditions?
[Ill.u.s.tration]
226.--ROUND THE COAST.
[Ill.u.s.tration]
Here is a puzzle that will, I think, be found as amusing as instructive. We are given a ring of eight circles. Leaving circle 8 blank, we are required to write in the name of a seven-lettered port in the United Kingdom in this manner. Touch a blank circle with your pencil, then jump over two circles in either direction round the ring, and write down the first letter. Then touch another vacant circle, jump over two circles, and write down your second letter. Proceed similarly with the other letters in their proper order until you have completed the word. Thus, suppose we select "Glasgow," and proceed as follows: 6--1, 7--2, 8--3, 7--4, 8--5, which means that we touch 6, jump over 7 and and write down "G" on 1; then touch 7, jump over 8 and 1, and write down "l" on 2; and so on. It will be found that after we have written down the first five letters--"Glasg"--as above, we cannot go any further. Either there is something wrong with "Glasgow," or we have not managed our jumps properly. Can you get to the bottom of the mystery?
227.--CENTRAL SOLITAIRE.
[Ill.u.s.tration]
This ancient puzzle was a great favourite with our grandmothers, and most of us, I imagine, have on occasions come across a "Solitaire" board--a round polished board with holes cut in it in a geometrical pattern, and a gla.s.s marble in every hole. Sometimes I have noticed one on a side table in a suburban front parlour, or found one on a shelf in a country cottage, or had one brought under my notice at a wayside inn. Sometimes they are of the form shown above, but it is equally common for the board to have four more holes, at the points indicated by dots. I select the simpler form.
Though "Solitaire" boards are still sold at the toy shops, it will be sufficient if the reader will make an enlarged copy of the above on a sheet of cardboard or paper, number the "holes," and provide himself with 33 counters, b.u.t.tons, or beans. Now place a counter in every hole except the central one, No. 17, and the puzzle is to take off all the counters in a series of jumps, except the last counter, which must be left in that central hole. You are allowed to jump one counter over the next one to a vacant hole beyond, just as in the game of draughts, and the counter jumped over is immediately taken off the board. Only remember every move must be a jump; consequently you will take off a counter at each move, and thirty-one single jumps will of course remove all the thirty-one counters. But compound moves are allowed (as in draughts, again), for so long as one counter continues to jump, the jumps all count as one move.
Here is the beginning of an imaginary solution which will serve to make the manner of moving perfectly plain, and show how the solver should write out his attempts: 5-17, 12-10, 26-12, 24-26 (13-11, 11-25), 9-11 (26-24, 24-10, 10-12), etc., etc. The jumps contained within brackets count as one move, because they are made with the same counter. Find the fewest possible moves. Of course, no diagonal jumps are permitted; you can only jump in the direction of the lines.
228.--THE TEN APPLES.
[Ill.u.s.tration]
The family represented in the ill.u.s.tration are amusing themselves with this little puzzle, which is not very difficult but quite interesting. They have, it will be seen, placed sixteen plates on the table in the form of a square, and put an apple in each of ten plates. They want to find a way of removing all the apples except one by jumping over one at a time to the next vacant square, as in draughts; or, better, as in solitaire, for you are not allowed to make any diagonal moves--only moves parallel to the sides of the square. It is obvious that as the apples stand no move can be made, but you are permitted to transfer any single apple you like to a vacant plate before starting. Then the moves must be all leaps, taking off the apples leaped over.
229.--THE NINE ALMONDS.