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Move the frogs in the following order: 2, 4, 6, 5, 3, 1 (repeat these moves in the same order twice more), 2, 4, 6. This is a solution in twenty-one moves--the fewest possible.
If n, the number of frogs, be even, we require (n + n)/2 moves, of which (n - n)/2 will be leaps and n simple moves. If n be odd, we shall need ((n + 3n)/2) - 4 moves, of which (n - n)/2 will be leaps and 2n - 4 simple moves.
In the even cases write, for the moves, all the even numbers in ascending order and the odd numbers in descending order. This series must be repeated n times and followed by the even numbers in ascending order once only. Thus the solution for 14 frogs will be (2, 4, 6, 8, 10, 12, 14, 13, 11, 9, 7, 5, 3, 1) repeated 7 times and followed by 2, 4, 6, 8, 10, 12, 14 = 105 moves.
In the odd cases, write the even numbers in ascending order and the odd numbers in descending order, repeat this series (n - 1) times, follow with the even numbers in ascending order (omitting n - 1), the odd numbers in descending order (omitting 1), and conclude with all the numbers (odd and even) in their natural order (omitting 1 and n). Thus for 11 frogs: (2, 4, 6, 8, 10, 11, 9, 7, 5, 3, 1) repeated 5 times, 2, 4, 6, 8, 11, 9, 7, 5, 3, and 2, 3, 4, 5, 6, 7, 8, 9, 10 = 73 moves.
This complete general solution is published here for the first time.
215.--THE GRa.s.sHOPPER PUZZLE.
Move the counters in the following order. The moves in brackets are to be made four times in succession. 12, 1, 3, 2, 12, 11, 1, 3, 2 (5, 7, 9, 10, 8, 6, 4), 3, 2, 12, 11, 2, 1, 2. The gra.s.shoppers will then be reversed in forty-four moves.
The general solution of this problem is very difficult. Of course it can always be solved by the method given in the solution of the last puzzle, if we have no desire to use the fewest possible moves. But to employ a full economy of moves we have two main points to consider. There are always what I call a lower movement (L) and an upper movement (U). L consists in exchanging certain of the highest numbers, such as 12, 11, 10 in our "Gra.s.shopper Puzzle," with certain of the lower numbers, 1, 2, 3; the former moving in a clockwise direction, the latter in a non-clockwise direction. U consists in reversing the intermediate counters. In the above solution for 12, it will be seen that 12, 11, and 1, 2, 3 are engaged in the L movement, and 4, 5, 6, 7, 8, 9, 10 in the U movement. The L movement needs 16 moves and U 28, making together 44. We might also involve 10 in the L movement, which would result in L 23, U 21, making also together 44 moves. These I call the first and second methods. But any other scheme will entail an increase of moves. You always get these two methods (of equal economy) for odd or even counters, but the point is to determine just how many to involve in L and how many in U. Here is the solution in table form. But first note, in giving values to n, that 2, 3, and 4 counters are special cases, requiring respectively 3, 3, and 6 moves, and that 5 and 6 counters do not give a minimum solution by the second method--only by the first.
FIRST METHOD. +----------+---------------------------+-----------------------+-----------+ | Total No.| L MOVEMENT. | U MOVEMENT. | | | of +-------------+-------------+----------+------------+ Total No. | | Counters.| No. of | No. of | No. of | No. of | of Moves. | | | Counters. | Moves. |Counters. | Moves. | | +----------+-------------+-------------+----------+------------+-----------+ | 4n | n-1 and n |2(n-1)+5n-7 | 2n+1 |2n+3n+1 |4(n+n-1) | | 4n-2 | n-1 " n |2(n-1)+5n-7 | 2n-1 |2(n-1)+3n-2|4n-5 | | 4n+1 | n " n+1 |2n+5n-2 | 2n |2n+3n-4 |2(2n+4n-3)| | 4n-1 | n-1 " n |2(n-1)+5n-7 | 2n |2n+3n-4 |4n+4n-9 | +----------+-------------+-------------+----------+------------+-----------+ SECOND METHOD. +---------+--------------------------+-------------------------+-----------+ |Total No.| L MOVEMENT. | U MOVEMENT. | | | of +-------------+------------+----------+--------------+ Total No. | |Counters.| No. of | No. of | No. of | No. of | of Moves. | | | Counters. | Moves. | Counters.| Moves. | | +---------+-------------+------------+----------+--------------+-----------+ | 4n | n and n |2n+3n-4 | 2n | 2(n-1)+5n-2 |4(n+n-1) | | 4n-2 | n-1 " n-1 |2(n-1)+3n-7| 2n | 2(n-1)+5n-2 |4n-5 | | 4n+1 | n " n |2n+3n-4 | 2n+1 | 2n+5n-2 |2(2n+4n-3)| | 4n-1 | n " n |2n+3n-4 | 2n-1 | 2(n-1)+5n-7 |4n+4n-9 | +---------+-------------+------------+----------+--------------+-----------+ More generally we may say that with m counters, where m is even and greater than 4, we require (m + 4m - 16)/4 moves; and where m is odd and greater than 3, (m + 6m - 31)/4 moves. I have thus shown the reader how to find the minimum number of moves for any case, and the character and direction of the moves. I will leave him to discover for himself how the actual order of moves is to be determined. This is a hard nut, and requires careful adjustment of the L and the U movements, so that they may be mutually accommodating.
216.--THE EDUCATED FROGS.
The following leaps solve the puzzle in ten moves: 2 to 1, 5 to 2, 3 to 5, 6 to 3, 7 to 6, 4 to 7, 1 to 4, 3 to 1, 6 to 3, 7 to 6.
217.--THE TWICKENHAM PUZZLE.
Play the counters in the following order: K C E K W T C E H M K W T A N C E H M I K C E H M T, and there you are, at Twickenham. The position itself will always determine whether you are to make a leap or a simple move.
218.--THE VICTORIA CROSS PUZZLE.
In solving this puzzle there were two things to be achieved: first, so to manipulate the counters that the word VICTORIA should read round the cross in the same direction, only with the V on one of the dark arms; and secondly, to perform the feat in the fewest possible moves. Now, as a matter of fact, it would be impossible to perform the first part in any way whatever if all the letters of the word were different; but as there are two I's, it can be done by making these letters change places--that is, the first I changes from the 2nd place to the 7th, and the second I from the 7th place to the 2nd. But the point I referred to, when introducing the puzzle, as a little remarkable is this: that a solution in twenty-two moves is obtainable by moving the letters in the order of the following words: "A VICTOR! A VICTOR! A VICTOR I!"
There are, however, just six solutions in eighteen moves, and the following is one of them: I (1), V, A, I (2), R, O, T, I (1), I (2), A, V, I (2), I (1), C, I (2), V, A, I (1). The first and second I in the word are distinguished by the numbers 1 and 2.
It will be noticed that in the first solution given above one of the I's never moves, though the movements of the other letters cause it to change its relative position. There is another peculiarity I may point out--that there is a solution in twenty-eight moves requiring no letter to move to the central division except the I's. I may also mention that, in each of the solutions in eighteen moves, the letters C, T, O, R move once only, while the second I always moves four times, the V always being transferred to the right arm of the cross.
219.--THE LETTER BLOCK PUZZLE.
This puzzle can be solved in 23 moves--the fewest possible. Move the blocks in the following order: A, B, F, E, C, A, B, F, E, C, A, B, D, H, G, A, B, D, H, G, D, E, F.
220.--A LODGING-HOUSE DIFFICULTY.
The shortest possible way is to move the articles in the following order: Piano, bookcase, wardrobe, piano, cabinet, chest of drawers, piano, wardrobe, bookcase, cabinet, wardrobe, piano, chest of drawers, wardrobe, cabinet, bookcase, piano. Thus seventeen removals are necessary. The landlady could then move chest of drawers, wardrobe, and cabinet. Mr. Dobson did not mind the wardrobe and chest of drawers changing rooms so long as he secured the piano.
221.--THE EIGHT ENGINES.
The solution to the Eight Engines Puzzle is as follows: The engine that has had its fire drawn and therefore cannot move is No. 5. Move the other engines in the following order: 7, 6, 3, 7, 6, 1, 2, 4, 1, 3, 8, 1, 3, 2, 4, 3, 2, seventeen moves in all, leaving the eight engines in the required order.
There are two other slightly different solutions.
222.--A RAILWAY PUZZLE.
This little puzzle may be solved in as few as nine moves. Play the engines as follows: From 9 to 10, from 6 to 9, from 5 to 6, from 2 to 5, from 1 to 2, from 7 to 1, from 8 to 7, from 9 to 8, and from 10 to 9. You will then have engines A, B, and C on each of the three circles and on each of the three straight lines. This is the shortest solution that is possible.
223.--A RAILWAY MUDDLE.
[Ill.u.s.tration: 1]
[Ill.u.s.tration: 2]
[Ill.u.s.tration: 3]
[Ill.u.s.tration: 4]
[Ill.u.s.tration: 5]
[Ill.u.s.tration: 6]
Only six reversals are necessary. The white train (from A to D) is divided into three sections, engine and 7 wagons, 8 wagons, and 1 wagon. The black train (D to A) never uncouples anything throughout. Fig. 1 is original position with 8 and 1 uncoupled. The black train proceeds to position in Fig. 2 (no reversal). The engine and 7 proceed towards D, and black train backs, leaves 8 on loop, and takes up position in Fig. 3 (first reversal). Black train goes to position in Fig. 4 to fetch single wagon (second reversal). Black train pushes 8 off loop and leaves single wagon there, proceeding on its journey, as in Fig. 5 (third and fourth reversals). White train now backs on to loop to pick up single car and goes right away to D (fifth and sixth reversals).
224.--THE MOTOR-GARAGE PUZZLE.
The exchange of cars can be made in forty-three moves, as follows: 6-G, 2-B, 1-E, 3-H, 4-I, 3-L, 6-K, 4-G, 1-I, 2-J, 5-H, 4-A, 7-F, 8-E, 4-D, 8-C, 7-A, 8-G, 5-C, 2-B, 1-E, 8-I, 1-G, 2-J, 7-H, 1-A, 7-G, 2-B, 6-E, 3-H, 8-L, 3-I, 7-K, 3-G, 6-I, 2-J, 5-H, 3-C, 5-G, 2-B, 6-E, 5-I, 6-J. Of course, "6-G" means that the car numbered "6" moves to the point "G." There are other ways in forty-three moves.
225.--THE TEN PRISONERS.
[Ill.u.s.tration]
It will be seen in the ill.u.s.tration how the prisoners may be arranged so as to produce as many as sixteen even rows. There are 4 such vertical rows, 4 horizontal rows, 5 diagonal rows in one direction, and 3 diagonal rows in the other direction. The arrows here show the movements of the four prisoners, and it will be seen that the infirm man in the bottom corner has not been moved.
226.--ROUND THE COAST.
In order to place words round the circle under the conditions, it is necessary to select words in which letters are repeated in certain relative positions. Thus, the word that solves our puzzle is "Swansea," in which the first and fifth letters are the same, and the third and seventh the same. We make out jumps as follows, taking the letters of the word in their proper order: 2-5, 7-2, 4-7, 1-4, 6-1, 3-6, 8-3. Or we could place a word like "Tarapur" (in which the second and fourth letters, and the third and seventh, are alike) with these moves: 6-1, 7-4, 2-7, 5--2, 8-5, 3-6, 8-3. But "Swansea" is the only word, apparently, that will fulfil the conditions of the puzzle.
This puzzle should be compared with Sharp's Puzzle, referred to in my solution to No. 341, "The Four Frogs." The condition "touch and jump over two" is identical with "touch and move along a line."
227.--CENTRAL SOLITAIRE.
Here is a solution in nineteen moves; the moves enclosed in brackets count as one move only: 19-17, 16-18, (29-17, 17-19), 30-18, 27-25, (22-24, 24-26), 31-23, (4-16, 16-28), 7-9, 10-8, 12-10, 3-11, 18-6, (1-3, 3-11), (13-27, 27-25), (21-7, 7-9), (33-31, 31-23), (10-8, 8-22, 22-24, 24-26, 26-12, 12-10), 5-17. All the counters are now removed except one, which is left in the central hole. The solution needs judgment, as one is tempted to make several jumps in one move, where it would be the reverse of good play. For example, after playing the first 3-11 above, one is inclined to increase the length of the move by continuing with 11-25, 25-27, or with 11-9, 9-7.
I do not think the number of moves can be reduced.
228.--THE TEN APPLES.
Number the plates (1, 2, 3, 4), (5, 6, 7, 8), (9, 10, 11, 12), (13, 14, 15, 16) in successive rows from the top to the bottom. Then transfer the apple from 8 to 10 and play as follows, always removing the apple jumped over: 9-11, 1-9, 13-5, 16-8, 4-12, 12-10, 3-1, 1-9, 9-11.
229.--THE NINE ALMONDS.
This puzzle may be solved in as few as four moves, in the following manner: Move 5 over 8, 9, 3, 1. Move 7 over 4. Move 6 over 2 and 7. Move 5 over 6, and all the counters are removed except 5, which is left in the central square that it originally occupied.
230.--THE TWELVE PENNIES.
Here is one of several solutions. Move 12 to 3, 7 to 4, 10 to 6, 8 to 1, 9 to 5, 11 to 2.
231.--PLATES AND COINS.
Number the plates from 1 to 12 in the order that the boy is seen to be going in the ill.u.s.tration. Starting from 1, proceed as follows, where "1 to 4" means that you take the coin from plate No. 1 and transfer it to plate No. 4: 1 to 4, 5 to 8, 9 to 12, 3 to 6, 7 to 10, 11 to 2, and complete the last revolution to 1, making three revolutions in all. Or you can proceed this way: 4 to 7, 8 to 11, 12 to 3, 2 to 5, 6 to 9, 10 to 1. It is easy to solve in four revolutions, but the solutions in three are more difficult to discover.
This is "The Riddle of the Fishpond" (No. 41, _Canterbury Puzzles_) in a different dress.
232.--CATCHING THE MICE.
In order that the cat should eat every thirteenth mouse, and the white mouse last of all, it is necessary that the count should begin at the seventh mouse (calling the white one the first)--that is, at the one nearest the tip of the cat's tail. In this case it is not at all necessary to try starting at all the mice in turn until you come to the right one, for you can just start anywhere and note how far distant the last one eaten is from the starting point. You will find it to be the eighth, and therefore must start at the eighth, counting backwards from the white mouse. This is the one I have indicated.
In the case of the second puzzle, where you have to find the smallest number with which the cat may start at the white mouse and eat this one last of all, unless you have mastered the general solution of the problem, which is very difficult, there is no better course open to you than to try every number in succession until you come to one that works correctly. The smallest number is twenty-one. If you have to proceed by trial, you will shorten your labour a great deal by only counting out the remainders when the number is divided successively by 13, 12, 11, 10, etc. Thus, in the case of 21, we have the remainders 8, 9, 10, 1, 3, 5, 7, 3, 1, 1, 3, 1, 1. Note that I do not give the remainders of 7, 3, and 1 as nought, but as 7, 3, and 1. Now, count round each of these numbers in turn, and you will find that the white mouse is killed last of all. Of course, if we wanted simply any number, not the smallest, the solution is very easy, for we merely take the least common multiple of 13, 12, 11, 10, etc. down to 2. This is 360360, and you will find that the first count kills the thirteenth mouse, the next the twelfth, the next the eleventh, and so on down to the first. But the most arithmetically inclined cat could not be expected to take such a big number when a small one like twenty-one would equally serve its purpose.
In the third case, the smallest number is 100. The number 1,000 would also do, and there are just seventy-two other numbers between these that the cat might employ with equal success.
233.--THE ECCENTRIC CHEESEMONGER.
To leave the three piles at the extreme ends of the rows, the cheeses may be moved as follows--the numbers refer to the cheeses and not to their positions in the row: 7-2, 8-7, 9-8, 10-15, 6-10, 5-6, 14-16, 13-14, 12-13, 3-1, 4-3, 11-4. This is probably the easiest solution of all to find. To get three of the piles on cheeses 13, 14, and 15, play thus: 9-4, 10-9, 11-10, 6-14, 5-6, 12-15, 8-12, 7-8, 16-5, 3-13, 2-3, 1-2. To leave the piles on cheeses 3, 5, 12, and 14, play thus: 8-3, 9-14, 16-12, 1-5, 10-9, 7-10, 11-8, 2-1, 4-16, 13-2, 6-11, 15-4.
234.--THE EXCHANGE PUZZLE.
Make the following exchanges of pairs: H-K, H-E, H-C, H-A, I-L, I-F, I-D, K-L, G-J, J-A, F-K, L-E, D-K, E-F, E-D, E-B, B-K. It will be found that, although the white counters can be moved to their proper places in 11 moves, if we omit all consideration of exchanges, yet the black cannot be so moved in fewer than 17 moves. So we have to introduce waste moves with the white counters to equal the minimum required by the black. Thus fewer than 17 moves must be impossible. Some of the moves are, of course, interchangeable.
235.--TORPEDO PRACTICE.
[Ill.u.s.tration: 10 6 7 |/ 4 u u 2 u / 3-u u u u u u u u u u -----9--- / u 8 u u / 1 5 ]
If the enemy's fleet be anch.o.r.ed in the formation shown in the ill.u.s.tration, it will be seen that as many as ten out of the sixteen ships may be blown up by discharging the torpedoes in the order indicated by the numbers and in the directions indicated by the arrows. As each torpedo in succession pa.s.ses under three ships and sinks the fourth, strike out each vessel with the pencil as it is sunk.
236.--THE HAT PUZZLE.
[Ill.u.s.tration: 1 2 3 4 5 6 7 8 9 10 11 12 +--+--+--+--+--+--+--+--+--+--+--+--+ | *| o| *| O| *| O| *| O| *| O| | | +--+--+--+--+--+--+--+--+--+--+--+--+ | *| | | O| *| O| *| O| *| O| O| *| +--+--+--+--+--+--+--+--+--+--+--+--+ | *| *| O| O| *| O| | | *| O| O| *| +--+--+--+--+--+--+--+--+--+--+--+--+ | *| *| O| | | O| O| *| *| O| O| *| +--+--+--+--+--+--+--+--+--+--+--+--+ | *| *| O| O| O| O| O| *| *| | | *| +--+--+--+--+--+--+--+--+--+--+--+--+ | | | O| O| O| O| O| *| *| *| *| *| +--+--+--+--+--+--+--+--+--+--+--+--+ ]
I suggested that the reader should try this puzzle with counters, so I give my solution in that form. The silk hats are represented by black counters and the felt hats by white counters. The first row shows the hats in their original positions, and then each successive row shows how they appear after one of the five manipulations. It will thus be seen that we first move hats 2 and 3, then 7 and 8, then 4 and 5, then 10 and 11, and, finally, 1 and 2, leaving the four silk hats together, the four felt hats together, and the two vacant pegs at one end of the row. The first three pairs moved are dissimilar hats, the last two pairs being similar. There are other ways of solving the puzzle.
237.--BOYS AND GIRLS.
There are a good many different solutions to this puzzle. Any contiguous pair, except 7-8, may be moved first, and after the first move there are variations. The following solution shows the position from the start right through each successive move to the end:-- . . 1 2 3 4 5 6 7 8 4 3 1 2 . . 5 6 7 8 4 3 1 2 7 6 5 . . 8 4 3 1 2 7 . . 5 6 8 4 . . 2 7 1 3 5 6 8 4 8 6 2 7 1 3 5 . .
238.--ARRANGING THE JAM POTS.
Two of the pots, 13 and 19, were in their proper places. As every interchange may result in a pot being put in its place, it is clear that twenty-two interchanges will get them all in order. But this number of moves is not the fewest possible, the correct answer being seventeen. Exchange the following pairs: (3-1, 2-3), (15-4, 16-15), (17-7, 20-17), (24-10, 11-24, 12-11), (8-5, 6-8, 21-6, 23-21, 22-23, 14-22, 9-14, 18-9). When you have made the interchanges within any pair of brackets, all numbers within those brackets are in their places. There are five pairs of brackets, and 5 from 22 gives the number of changes required--17.
239.--A JUVENILE PUZZLE.
[Ill.u.s.tration: +-----------------+ | C E | | | | | | D F | +---------------B | G | A | | | H | +-----------------+ ]
As the conditions are generally understood, this puzzle is incapable of solution. This can be demonstrated quite easily. So we have to look for some catch or quibble in the statement of what we are asked to do. Now if you fold the paper and then push the point of your pencil down between the fold, you can with one stroke make the two lines CD and EF in our diagram. Then start at A, and describe the line ending at B. Finally put in the last line GH, and the thing is done strictly within the conditions, since folding the paper is not actually forbidden. Of course the lines are here left unjoined for the purpose of clearness.
In the rubbing out form of the puzzle, first rub out A to B with a single finger in one stroke. Then rub out the line GH with one finger. Finally, rub out the remaining two vertical lines with two fingers at once! That is the old trick.
240.--THE UNION JACK.
[Ill.u.s.tration: +-------+ +----- A B | | / | | / | | | / /| | | | / / | | | |/ / | | | / / | | | /| / | +------|-/-|-/-----+ | / |/ |/ / | / /| / | +-----/-|-/-|------+ | / / | | | / | | | / /| | | | / / | | | |/ / | | | / | | / | | -----+ +----- ]
There are just sixteen points (all on the outside) where three roads may be said to join. These are called by mathematicians "odd nodes." There is a rule that tells us that in the case of a drawing like the present one, where there are sixteen odd nodes, it requires eight separate strokes or routes (that is, half as many as there are odd nodes) to complete it. As we have to produce as much as possible with only one of these eight strokes, it is clearly necessary to contrive that the seven strokes from odd node to odd node shall be as short as possible. Start at A and end at B, or go the reverse way.
241.--THE DISSECTED CIRCLE.
[Ill.u.s.tration: /--------------- / / /------B / / | /^ / / | | / / / | | / / / | | / A / / | | / | | / | |/ | | | | -----+-----*-----+----- | | | | | /| | / | | | | | / | | / | | | | | / | | / | | | | | / | | / | | | | |/ | |/ | | D-+------*-----+-----*----E | | | /| | /| | | | / | | / | | | | / | | / | | | | / | | / | | | | / | |/ | | | | -----+-----*-----+----- | | | /| | / | | / | | / / | / | | / / | / | | / / |/ | | / / | / / ------+------/ / | / C-------/ ]
It can be done in twelve continuous strokes, thus: Start at A in the ill.u.s.tration, and eight strokes, forming the star, will bring you back to A; then one stroke round the circle to B, one stroke to C, one round the circle to D, and one final stroke to E--twelve in all. Of course, in practice the second circular stroke will be over the first one; it is separated in the diagram, and the points of the star not joined to the circle, to make the solution clear to the eye.
242.--THE TUBE INSPECTOR'S PUZZLE.
The inspector need only travel nineteen miles if he starts at B and takes the following route: BADGDEFIFCBEHKLIHGJK. Thus the only portions of line travelled over twice are the two sections D to G and F to I. Of course, the route may be varied, but it cannot be shortened.
243.--VISITING THE TOWNS.
Note that there are six towns, from which only two roads issue. Thus 1 must lie between 9 and 12 in the circular route. Mark these two roads as settled. Similarly mark 9, 5, 14, and 4, 8, 14, and 10, 6, 15, and 10, 2, 13, and 3, 7, 13. All these roads must be taken. Then you will find that he must go from 4 to 15, as 13 is closed, and that he is compelled to take 3, 11, 16, and also 16, 12. Thus, there is only one route, as follows: 1, 9, 5, 14, 8, 4, 15, 6, 10, 2, 13, 7, 3, 11, 16, 12, 1, or its reverse--reading the line the other way. Seven roads are not used.
244.--THE FIFTEEN TURNINGS.
[Ill.u.s.tration]
It will be seen from the ill.u.s.tration (where the roads not used are omitted) that the traveller can go as far as seventy miles in fifteen turnings. The turnings are all numbered in the order in which they are taken. It will be seen that he never visits nineteen of the towns. He might visit them all in fifteen turnings, never entering any town twice, and end at the black town from which he starts (see "The Rook's Tour," No. 320), but such a tour would only take him sixty-four miles.
245.--THE FLY ON THE OCTAHEDRON.
[Ill.u.s.tration]
Though we cannot really see all the sides of the octahedron at once, we can make a projection of it that suits our purpose just as well. In the diagram the six points represent the six angles of the octahedron, and four lines proceed from every point under exactly the same conditions as the twelve edges of the solid. Therefore if we start at the point A and go over all the lines once, we must always end our route at A. And the number of different routes is just 1,488, counting the reverse way of any route as different. It would take too much s.p.a.ce to show how I make the count. It can be done in about five minutes, but an explanation of the method is difficult. The reader is therefore asked to accept my answer as correct.
246.--THE ICOSAHEDRON PUZZLE.
[Ill.u.s.tration]
There are thirty edges, of which eighteen were visible in the original ill.u.s.tration, represented in the following diagram by the hexagon NAESGD. By this projection of the solid we get an imaginary view of the remaining twelve edges, and are able to see at once their direction and the twelve points at which all the edges meet. The difference in the length of the lines is of no importance; all we want is to present their direction in a graphic manner. But in case the novice should be puzzled at only finding nineteen triangles instead of the required twenty, I will point out that the apparently missing triangle is the outline HIK.
In this case there are twelve odd nodes; therefore six distinct and disconnected routes will be needful if we are not to go over any lines twice. Let us therefore find the greatest distance that we may so travel in one route.
It will be noticed that I have struck out with little cross strokes five lines or edges in the diagram. These five lines may be struck out anywhere so long as they do not join one another, and so long as one of them does not connect with N, the North Pole, from which we are to start. It will be seen that the result of striking out these five lines is that all the nodes are now even except N and S. Consequently if we begin at N and stop at S we may go over all the lines, except the five crossed out, without traversing any line twice. There are many ways of doing this. Here is one route: N to H, I, K, S, I, E, S, G, K, D, H, A, N, B, A, E, F, B, C, G, D, N, C, F, S. By thus making five of the routes as short as is possible--simply from one node to the next--we are able to get the greatest possible length for our sixth line. A greater distance in one route, without going over the same ground twice, it is not possible to get.
It is now readily seen that those five erased lines must be gone over twice, and they may be "picked up," so to speak, at any points of our route. Thus, whenever the traveller happens to be at I he can run up to A and back before proceeding on his route, or he may wait until he is at A and then run down to I and back to A. And so with the other lines that have to be traced twice. It is, therefore, clear that he can go over 25 of the lines once only (25 10,000 miles = 250,000 miles) and 5 of the lines twice (5 20,000 miles = 100,000 miles), the total, 350,000 miles, being the length of his travels and the shortest distance that is possible in visiting the whole body.
It will be noticed that I have made him end his travels at S, the South Pole, but this is not imperative. I might have made him finish at any of the other nodes, except the one from which he started. Suppose it had been required to bring him home again to N at the end of his travels. Then instead of suppressing the line AI we might leave that open and close IS. This would enable him to complete his 350,000 miles tour at A, and another 10,000 miles would take him to his own fireside. There are a great many different routes, but as the lengths of the edges are all alike, one course is as good as another. To make the complete 350,000 miles tour from N to S absolutely clear to everybody, I will give it entire: N to H, I, A, I, K, H, K, S, I, E, S, G, F, G, K, D, C, D, H, A, N, B, E, B, A, E, F, B, C, G, D, N, C, F, S--that is, thirty-five lines of 10,000 miles each.
247.--INSPECTING A MINE.