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Amusements in Mathematics Part 9

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"Here is a little puzzle," said a Parson, "that I have found peculiarly fascinating. It is so simple, and yet it keeps you interested indefinitely."

The reverend gentleman took a sheet of paper and divided it off into twenty-five squares, like a square portion of a chessboard. Then he placed nine almonds on the central squares, as shown in the ill.u.s.tration, where we have represented numbered counters for convenience in giving the solution.

"Now, the puzzle is," continued the Parson, "to remove eight of the almonds and leave the ninth in the central square. You make the removals by jumping one almond over another to the vacant square beyond and taking off the one jumped over--just as in draughts, only here you can jump in any direction, and not diagonally only. The point is to do the thing in the fewest possible moves."

The following specimen attempt will make everything clear. Jump 4 over 1, 5 over 9, 3 over 6, 5 over 3, 7 over 5 and 2, 4 over 7, 8 over 4. But 8 is not left in the central square, as it should be. Remember to remove those you jump over. Any number of jumps in succession with the same almond count as one move.

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230.--THE TWELVE PENNIES.

Here is a pretty little puzzle that only requires twelve pennies or counters. Arrange them in a circle, as shown in the ill.u.s.tration. Now take up one penny at a time and, pa.s.sing it over two pennies, place it on the third penny. Then take up another single penny and do the same thing, and so on, until, in six such moves, you have the coins in six pairs in the positions 1, 2, 3, 4, 5, 6. You can move in either direction round the circle at every play, and it does not matter whether the two jumped over are separate or a pair. This is quite easy if you use just a little thought.

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231.--PLATES AND COINS.

Place twelve plates, as shown, on a round table, with a penny or orange in every plate. Start from any plate you like and, always going in one direction round the table, take up one penny, pa.s.s it over two other pennies, and place it in the next plate. Go on again; take up another penny and, having pa.s.sed it over two pennies, place it in a plate; and so continue your journey. Six coins only are to be removed, and when these have been placed there should be two coins in each of six plates and six plates empty. An important point of the puzzle is to go round the table as few times as possible. It does not matter whether the two coins pa.s.sed over are in one or two plates, nor how many empty plates you pa.s.s a coin over. But you must always go in one direction round the table and end at the point from which you set out. Your hand, that is to say, goes steadily forward in one direction, without ever moving backwards.

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232.--CATCHING THE MICE.

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"Play fair!" said the mice. "You know the rules of the game."

"Yes, I know the rules," said the cat. "I've got to go round and round the circle, in the direction that you are looking, and eat every thirteenth mouse, but I must keep the white mouse for a t.i.t-bit at the finish. Thirteen is an unlucky number, but I will do my best to oblige you."

"Hurry up, then!" shouted the mice.

"Give a fellow time to think," said the cat. "I don't know which of you to start at. I must figure it out."

While the cat was working out the puzzle he fell asleep, and, the spell being thus broken, the mice returned home in safety. At which mouse should the cat have started the count in order that the white mouse should be the last eaten?

When the reader has solved that little puzzle, here is a second one for him. What is the smallest number that the cat can count round and round the circle, if he must start at the white mouse (calling that "one" in the count) and still eat the white mouse last of all?

And as a third puzzle try to discover what is the smallest number that the cat can count round and round if she must start at the white mouse (calling that "one") and make the white mouse the third eaten.

233.--THE ECCENTRIC CHEESEMONGER.

[Ill.u.s.tration]

The cheesemonger depicted in the ill.u.s.tration is an inveterate puzzle lover. One of his favourite puzzles is the piling of cheeses in his warehouse, an amus.e.m.e.nt that he finds good exercise for the body as well as for the mind. He places sixteen cheeses on the floor in a straight row and then makes them into four piles, with four cheeses in every pile, by always pa.s.sing a cheese over four others. If you use sixteen counters and number them in order from 1 to 16, then you may place 1 on 6, 11 on 1, 7 on 4, and so on, until there are four in every pile. It will be seen that it does not matter whether the four pa.s.sed over are standing alone or piled; they count just the same, and you can always carry a cheese in either direction. There are a great many different ways of doing it in twelve moves, so it makes a good game of "patience" to try to solve it so that the four piles shall be left in different stipulated places. For example, try to leave the piles at the extreme ends of the row, on Nos. 1, 2, 15 and 16; this is quite easy. Then try to leave three piles together, on Nos. 13, 14, and 15. Then again play so that they shall be left on Nos. 3, 5, 12, and 14.

234.--THE EXCHANGE PUZZLE.

Here is a rather entertaining little puzzle with moving counters. You only need twelve counters--six of one colour, marked A, C, E, G, I, and K, and the other six marked B, D, F, H, J, and L. You first place them on the diagram, as shown in the ill.u.s.tration, and the puzzle is to get them into regular alphabetical order, as follows:-- A B C D E F G H I J K L The moves are made by exchanges of opposite colours standing on the same line. Thus, G and J may exchange places, or F and A, but you cannot exchange G and C, or F and D, because in one case they are both white and in the other case both black. Can you bring about the required arrangement in seventeen exchanges?

[Ill.u.s.tration]

It cannot be done in fewer moves. The puzzle is really much easier than it looks, if properly attacked.

235.--TORPEDO PRACTICE.

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If a fleet of sixteen men-of-war were lying at anchor and surrounded by the enemy, how many ships might be sunk if every torpedo, projected in a straight line, pa.s.sed under three vessels and sank the fourth? In the diagram we have arranged the fleet in square formation, where it will be seen that as many as seven ships may be sunk (those in the top row and first column) by firing the torpedoes indicated by arrows. Anchoring the fleet as we like, to what extent can we increase this number? Remember that each successive ship is sunk before another torpedo is launched, and that every torpedo proceeds in a different direction; otherwise, by placing the ships in a straight line, we might sink as many as thirteen! It is an interesting little study in naval warfare, and eminently practical--provided the enemy will allow you to arrange his fleet for your convenience and promise to lie still and do nothing!

236.--THE HAT PUZZLE.

Ten hats were hung on pegs as shown in the ill.u.s.tration--five silk hats and five felt "bowlers," alternately silk and felt. The two pegs at the end of the row were empty.

[Ill.u.s.tration]

The puzzle is to remove two contiguous hats to the vacant pegs, then two other adjoining hats to the pegs now unoccupied, and so on until five pairs have been moved and the hats again hang in an unbroken row, but with all the silk ones together and all the felt hats together.

Remember, the two hats removed must always be contiguous ones, and you must take one in each hand and place them on their new pegs without reversing their relative position. You are not allowed to cross your hands, nor to hang up one at a time.

Can you solve this old puzzle, which I give as introductory to the next? Try it with counters of two colours or with coins, and remember that the two empty pegs must be left at one end of the row.

237.--BOYS AND GIRLS.

If you mark off ten divisions on a sheet of paper to represent the chairs, and use eight numbered counters for the children, you will have a fascinating pastime. Let the odd numbers represent boys and even numbers girls, or you can use counters of two colours, or coins.

The puzzle is to remove two children who are occupying adjoining chairs and place them in two empty chairs, _making them first change sides_; then remove a second pair of children from adjoining chairs and place them in the two now vacant, making them change sides; and so on, until all the boys are together and all the girls together, with the two vacant chairs at one end as at present. To solve the puzzle you must do this in five moves. The two children must always be taken from chairs that are next to one another; and remember the important point of making the two children change sides, as this latter is the distinctive feature of the puzzle. By "change sides" I simply mean that if, for example, you first move 1 and 2 to the vacant chairs, then the first (the outside) chair will be occupied by 2 and the second one by 1.

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238.--ARRANGING THE JAMPOTS.

I happened to see a little girl sorting out some jam in a cupboard for her mother. She was putting each different kind of preserve apart on the shelves. I noticed that she took a pot of damson in one hand and a pot of gooseberry in the other and made them change places; then she changed a strawberry with a raspberry, and so on. It was interesting to observe what a lot of unnecessary trouble she gave herself by making more interchanges than there was any need for, and I thought it would work into a good puzzle.

It will be seen in the ill.u.s.tration that little Dorothy has to manipulate twenty-four large jampots in as many pigeon-holes. She wants to get them in correct numerical order--that is, 1, 2, 3, 4, 5, 6 on the top shelf, 7, 8, 9, 10, 11, 12 on the next shelf, and so on. Now, if she always takes one pot in the right hand and another in the left and makes them change places, how many of these interchanges will be necessary to get all the jampots in proper order? She would naturally first change the 1 and the 3, then the 2 and the 3, when she would have the first three pots in their places. How would you advise her to go on then? Place some numbered counters on a sheet of paper divided into squares for the pigeon-holes, and you will find it an amusing puzzle.

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UNICURSAL AND ROUTE PROBLEMS.

"I see them on their winding way." REGINALD HEBER.

It is reasonable to suppose that from the earliest ages one man has asked another such questions as these: "Which is the nearest way home?" "Which is the easiest or pleasantest way?" "How can we find a way that will enable us to dodge the mastodon and the plesiosaurus?" "How can we get there without ever crossing the track of the enemy?" All these are elementary route problems, and they can be turned into good puzzles by the introduction of some conditions that complicate matters. A variety of such complications will be found in the following examples. I have also included some enumerations of more or less difficulty. These afford excellent practice for the reasoning faculties, and enable one to generalize in the case of symmetrical forms in a manner that is most instructive.

239.--A JUVENILE PUZZLE.

For years I have been perpetually consulted by my juvenile friends about this little puzzle. Most children seem to know it, and yet, curiously enough, they are invariably unacquainted with the answer. The question they always ask is, "Do, please, tell me whether it is really possible." I believe Houdin the conjurer used to be very fond of giving it to his child friends, but I cannot say whether he invented the little puzzle or not. No doubt a large number of my readers will be glad to have the mystery of the solution cleared up, so I make no apology for introducing this old "teaser."

The puzzle is to draw with three strokes of the pencil the diagram that the little girl is exhibiting in the ill.u.s.tration. Of course, you must not remove your pencil from the paper during a stroke or go over the same line a second time. You will find that you can get in a good deal of the figure with one continuous stroke, but it will always appear as if four strokes are necessary.

[Ill.u.s.tration]

Another form of the puzzle is to draw the diagram on a slate and then rub it out in three rubs.

240.--THE UNION JACK.

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The ill.u.s.tration is a rough sketch somewhat resembling the British flag, the Union Jack. It is not possible to draw the whole of it without lifting the pencil from the paper or going over the same line twice. The puzzle is to find out just how much of the drawing it is possible to make without lifting your pencil or going twice over the same line. Take your pencil and see what is the best you can do.

241.--THE DISSECTED CIRCLE.

How many continuous strokes, without lifting your pencil from the paper, do you require to draw the design shown in our ill.u.s.tration? Directly you change the direction of your pencil it begins a new stroke. You may go over the same line more than once if you like. It requires just a little care, or you may find yourself beaten by one stroke.

[Ill.u.s.tration]

242.--THE TUBE INSPECTOR'S PUZZLE.

The man in our ill.u.s.tration is in a little dilemma. He has just been appointed inspector of a certain system of tube railways, and it is his duty to inspect regularly, within a stated period, all the company's seventeen lines connecting twelve stations, as shown on the big poster plan that he is contemplating. Now he wants to arrange his route so that it shall take him over all the lines with as little travelling as possible. He may begin where he likes and end where he likes. What is his shortest route?

Could anything be simpler? But the reader will soon find that, however he decides to proceed, the inspector must go over some of the lines more than once. In other words, if we say that the stations are a mile apart, he will have to travel more than seventeen miles to inspect every line. There is the little difficulty. How far is he compelled to travel, and which route do you recommend?

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243.--VISITING THE TOWNS.

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A traveller, starting from town No. 1, wishes to visit every one of the towns once, and once only, going only by roads indicated by straight lines. How many different routes are there from which he can select? Of course, he must end his journey at No. 1, from which he started, and must take no notice of cross roads, but go straight from town to town. This is an absurdly easy puzzle, if you go the right way to work.

244.--THE FIFTEEN TURNINGS.

Here is another queer travelling puzzle, the solution of which calls for ingenuity. In this case the traveller starts from the black town and wishes to go as far as possible while making only fifteen turnings and never going along the same road twice. The towns are supposed to be a mile apart. Supposing, for example, that he went straight to A, then straight to B, then to C, D, E, and F, you will then find that he has travelled thirty-seven miles in five turnings. Now, how far can he go in fifteen turnings?

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245.--THE FLY ON THE OCTAHEDRON.

"Look here," said the professor to his colleague, "I have been watching that fly on the octahedron, and it confines its walks entirely to the edges. What can be its reason for avoiding the sides?"

"Perhaps it is trying to solve some route problem," suggested the other. "Supposing it to start from the top point, how many different routes are there by which it may walk over all the edges, without ever going twice along the same edge in any route?"

[Ill.u.s.tration]

The problem was a harder one than they expected, and after working at it during leisure moments for several days their results did not agree--in fact, they were both wrong. If the reader is surprised at their failure, let him attempt the little puzzle himself. I will just explain that the octahedron is one of the five regular, or Platonic, bodies, and is contained under eight equal and equilateral triangles. If you cut out the two pieces of cardboard of the shape shown in the margin of the ill.u.s.tration, cut half through along the dotted lines and then bend them and put them together, you will have a perfect octahedron. In any route over all the edges it will be found that the fly must end at the point of departure at the top.

246.--THE ICOSAHEDRON PUZZLE.

The icosahedron is another of the five regular, or Platonic, bodies having all their sides, angles, and planes similar and equal. It is bounded by twenty similar equilateral triangles. If you cut out a piece of cardboard of the form shown in the smaller diagram, and cut half through along the dotted lines, it will fold up and form a perfect icosahedron.

Now, a Platonic body does not mean a heavenly body; but it will suit the purpose of our puzzle if we suppose there to be a habitable planet of this shape. We will also suppose that, owing to a superfluity of water, the only dry land is along the edges, and that the inhabitants have no knowledge of navigation. If every one of those edges is 10,000 miles long and a solitary traveller is placed at the North Pole (the highest point shown), how far will he have to travel before he will have visited every habitable part of the planet--that is, have traversed every one of the edges?

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247.--INSPECTING A MINE.

The diagram is supposed to represent the pa.s.sages or galleries in a mine. We will a.s.sume that every pa.s.sage, A to B, B to C, C to H, H to I, and so on, is one furlong in length. It will be seen that there are thirty-one of these pa.s.sages. Now, an official has to inspect all of them, and he descends by the shaft to the point A. How far must he travel, and what route do you recommend? The reader may at first say, "As there are thirty-one pa.s.sages, each a furlong in length, he will have to travel just thirty-one furlongs." But this is a.s.suming that he need never go along a pa.s.sage more than once, which is not the case. Take your pencil and try to find the shortest route. You will soon discover that there is room for considerable judgment. In fact, it is a perplexing puzzle.

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248.--THE CYCLISTS' TOUR.

Two cyclists were consulting a road map in preparation for a little tour together. The circles represent towns, and all the good roads are represented by lines. They are starting from the town with a star, and must complete their tour at E. But before arriving there they want to visit every other town once, and only once. That is the difficulty. Mr. Spicer said, "I am certain we can find a way of doing it;" but Mr. Maggs replied, "No way, I'm sure." Now, which of them was correct? Take your pencil and see if you can find any way of doing it. Of course you must keep to the roads indicated.

[Ill.u.s.tration]

249.--THE SAILOR'S PUZZLE.

The sailor depicted in the ill.u.s.tration stated that he had since his boyhood been engaged in trading with a small vessel among some twenty little islands in the Pacific. He supplied the rough chart of which I have given a copy, and explained that the lines from island to island represented the only routes that he ever adopted. He always started from island A at the beginning of the season, and then visited every island once, and once only, finishing up his tour at the starting-point A. But he always put off his visit to C as long as possible, for trade reasons that I need not enter into. The puzzle is to discover his exact route, and this can be done with certainty. Take your pencil and, starting at A, try to trace it out. If you write down the islands in the order in which you visit them--thus, for example, A, I, O, L, G, etc.--you can at once see if you have visited an island twice or omitted any. Of course, the crossings of the lines must be ignored--that is, you must continue your route direct, and you are not allowed to switch off at a crossing and proceed in another direction. There is no trick of this kind in the puzzle. The sailor knew the best route. Can you find it?

[Ill.u.s.tration]

250.--THE GRAND TOUR.

One of the everyday puzzles of life is the working out of routes. If you are taking a holiday on your bicycle, or a motor tour, there always arises the question of how you are to make the best of your time and other resources. You have determined to get as far as some particular place, to include visits to such-and-such a town, to try to see something of special interest elsewhere, and perhaps to try to look up an old friend at a spot that will not take you much out of your way. Then you have to plan your route so as to avoid bad roads, uninteresting country, and, if possible, the necessity of a return by the same way that you went. With a map before you, the interesting puzzle is attacked and solved. I will present a little poser based on these lines.

I give a rough map of a country--it is not necessary to say what particular country--the circles representing towns and the dotted lines the railways connecting them. Now there lived in the town marked A a man who was born there, and during the whole of his life had never once left his native place. From his youth upwards he had been very industrious, sticking incessantly to his trade, and had no desire whatever to roam abroad. However, on attaining his fiftieth birthday he decided to see something of his country, and especially to pay a visit to a very old friend living at the town marked Z. What he proposed was this: that he would start from his home, enter every town once and only once, and finish his journey at Z. As he made up his mind to perform this grand tour by rail only, he found it rather a puzzle to work out his route, but he at length succeeded in doing so. How did he manage it? Do not forget that every town has to be visited once, and not more than once.

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251.--WATER, GAS, AND ELECTRICITY.

There are some half-dozen puzzles, as old as the hills, that are perpetually cropping up, and there is hardly a month in the year that does not bring inquiries as to their solution. Occasionally one of these, that one had thought was an extinct volcano, bursts into eruption in a surprising manner. I have received an extraordinary number of letters respecting the ancient puzzle that I have called "Water, Gas, and Electricity." It is much older than electric lighting, or even gas, but the new dress brings it up to date. The puzzle is to lay on water, gas, and electricity, from W, G, and E, to each of the three houses, A, B, and C, without any pipe crossing another. Take your pencil and draw lines showing how this should be done. You will soon find yourself landed in difficulties.

[Ill.u.s.tration]

252.--A PUZZLE FOR MOTORISTS.

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Eight motorists drove to church one morning. Their respective houses and churches, together with the only roads available (the dotted lines), are shown. One went from his house A to his church A, another from his house B to his church B, another from C to C, and so on, but it was afterwards found that no driver ever crossed the track of another car. Take your pencil and try to trace out their various routes.

253.--A BANK HOLIDAY PUZZLE.

Two friends were spending their bank holiday on a cycling trip. Stopping for a rest at a village inn, they consulted a route map, which is represented in our ill.u.s.tration in an exceedingly simplified form, for the puzzle is interesting enough without all the original complexities. They started from the town in the top left-hand corner marked A. It will be seen that there are one hundred and twenty such towns, all connected by straight roads. Now they discovered that there are exactly 1,365 different routes by which they may reach their destination, always travelling either due south or due east. The puzzle is to discover which town is their destination.

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Of course, if you find that there are more than 1,365 different routes to a town it cannot be the right one.

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Amusements in Mathematics Part 9 summary

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