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THE PROFESSOR'S PUZZLES

67.—The Coinage Puzzle

The point of this puzzle turns on the fact that if the magic square were to be composed of whole numbers adding up 15 in all ways, the two must be placed in one of the corners. Otherwise fractions must be used, and these are supplied in the puzzle by the employment of sixpences and half-crowns. I give the arrangement requiring the fewest possible current English coins—fifteen. It will be seen that the amount in each corner is a fractional one, the sum required in the total being a whole number of shillings.

68.—The Postage Stamps Puzzles

The first of these puzzles is based on a similar principle, though it is really much easier, because the condition that nine of the stamps must be of different values makes their selection a simple matter, though how they are to be placed requires a little thought or trial until one knows the rule respecting putting the fractions in the corners. I give the solution.




I also show the solution to the second stamp puzzle. All the columns, rows, and diagonals add up 1s. 6d. There is no stamp on one square, and the conditions did not forbid this omission. The stamps at present in circulation are these:—½d., 1d., 1-½d., 2d., 2-½d., 3d., 4d., 5d., 6d., 9d., 10d., 1s., 2s. 6d., 5s., 10s., £1, and £5. In the first solution the numbers are in arithmetical progression—1, 1-½, 2, 2-½, 3, 3-½, 4, 4-½, 5. But any nine numbers will form a magic square if we can write them thus:—



where the horizontal differences are all alike and the vertical differences all alike, but not necessarily the same as the horizontal. This happens in the case of the second solution, the numbers of which may be written:—



Also in the case of the solution to No. 67, the Coinage Puzzle, the numbers are, in shillings:—



If there are to be nine different numbers, 0 may occur once (as in the solution to No. 22). Yet one might construct squares with negative numbers, as follows:—


69.—The Frogs and Tumblers

It is perfectly true, as the Professor said, that there is only one solution (not counting a reversal) to this puzzle. The frogs that jump are George in the third horizontal row; Chang, the artful-looking batrachian at the end of the fourth row; and Wilhelmina, the fair creature in the seventh row. George jumps downwards to the second tumbler in the seventh row; Chang, who can only leap short distances in consequence of chronic rheumatism, removes somewhat unwillingly to the glass just above him—the eighth in the third row; while Wilhelmina, with all the sprightliness of her youth and sex, performs the very creditable saltatory feat of leaping to the fourth tumbler in the fourth row. In their new positions, as shown in the accompanying diagram, it will be found that of the eight frogs no two are in line vertically, horizontally, or diagonally.


70.—Romeo and Juliet

This is rather a difficult puzzle, though, as the Professor remarked when Hawkhurst hit on the solution, it is "just one of those puzzles that a person might solve at a glance" by pure luck. Yet when the solution, with its pretty, symmetrical arrangement, is seen, it looks ridiculously simple.

It will be found that Romeo reaches Juliet's balcony after visiting every house once and only once, and making fourteen turnings, not counting the turn he makes at starting. These are the fewest turnings possible, and the problem can only be solved by the route shown or its reversal.


71.—Romeo's Second Journey


In order to take his trip through all the white squares only with the fewest possible turnings, Romeo would do well to adopt the route I have shown, by means of which only sixteen turnings are required to perform the feat. The Professor informs me that the Helix Aspersa, or common or garden snail, has a peculiar aversion to making turnings—so much so that one specimen with which he made experiments went off in a straight line one night and has never come back since.

72.—The Frogs who would a-wooing go

This is one of those puzzles in which a plurality of solutions is practically unavoidable. There are two or three positions into which four frogs may jump so as to form five rows with four in each row, but the case I have given is the most satisfactory arrangement.



The frogs that have jumped have left their astral bodies behind, in order to show the reader the positions which they originally occupied. Chang, the frog in the middle of the upper row, suffering from rheumatism, as explained above in the Frogs and Tumblers solution, makes the shortest jump of all—a little distance between the two rows; George and Wilhelmina leap from the ends of the lower row to some distance N. by N.W. and N. by N.E. respectively; while the frog in the middle of the lower row, whose name the Professor forgot to state, goes direct S.

73.—The Game of Kayles

To win at this game you must, sooner or later, leave your opponent an even number of similar groups. Then whatever he does in one group you repeat in a similar group. Suppose, for example, that you leave him these groups: o.o.ooo.ooo. Now, if he knocks down a single, you knock down a single; if he knocks down two in one triplet, you knock down two in the other triplet; if he knocks down the central kayle in a triplet, you knock down the central one in the other triplet. In this way you must eventually win. As the game is started with the arrangement o.ooooooooooo, the first player can always win, but only by knocking down the sixth or tenth kayle (counting the one already fallen as the second), and this leaves in either case o.ooo.ooooooo, as the order of the groups is of no importance. Whatever the second player now does, this can always be resolved into an even number of equal groups. Let us suppose that he knocks down the single one; then we play to leave him oo.ooooooo. Now, whatever he does we can afterwards leave him either ooo.ooo or o.oo.ooo. We know why the former wins, and the latter wins also; because, however he may play, we can always leave him either o.o, or o.o.o.o, or oo.oo, as the case may be. The complete analysis I can now leave for the amusement of the reader.

74.—The Broken Chessboard

The illustration will show how the thirteen pieces can be put together so as to construct the perfect board, and the reverse problem of cutting these particular pieces out will be found equally entertaining.



Compare with Nos. 293 and 294 in A. in M.

75.—The Spider and the Fly

Though this problem was much discussed in the Daily Mail from 18th January to 7th February 1905, when it appeared to create great public interest, it was actually first propounded by me in the Weekly Dispatch of 14th June 1903.

Imagine the room to be a cardboard box. Then the box may be cut in various different ways, so that the cardboard may be laid flat on the table. I show four of these ways, and indicate in every case the relative positions of the spider and the fly, and the straightened course which the spider must take without going off the cardboard. These are the four most favourable cases, and it will be found that the shortest route is in No. 4, for it is only 40 feet in length (add the square of 32 to the square of 24 and extract the square root). It will be seen that the spider actually passes along five of the six sides of the room! Having marked the route, fold the box up (removing the side the spider does not use), and the appearance of the shortest course is rather surprising. If the spider had taken what most persons will consider obviously the shortest route (that shown in No. 1), he would have gone 42 feet! Route No. 2 is 43.174 feet in length, and Route No. 3 is 40.718 feet.



I will leave the reader to discover which are the shortest routes when the spider and the fly are 2, 3, 4, 5, and 6 feet from the ceiling and the floor respectively.

76.—The Perplexed Cellarman

Brother John gave the first man three large bottles and one small bottleful of wine, and one large and three small empty bottles. To each of the other two men he gave two large and three small bottles of wine, and two large and one small empty bottle. Each of the three then receives the same quantity of wine, and the same number of each size of bottle.

77.—Making a Flag

The diagram shows how the piece of bunting is to be cut into two pieces. Lower the piece on the right one "tooth," and they will form a perfect square, with the roses symmetrically placed.



It will be found interesting to compare this with No. 154 in A. in M.

78.—Catching the Hogs

A very short examination of this puzzle game should convince the reader that Hendrick can never catch the black hog, and that the white hog can never be caught by Katrün.

Each hog merely runs in and out of one of the nearest corners and can never be captured. The fact is, curious as it must at first sight appear, a Dutchman cannot catch a black hog, and a Dutchwoman can never capture a white one! But each can, without difficulty, catch one of the other colour.

So if the first player just determines that he will send Hendrick after the white porker and Katrün after the black one, he will have no difficulty whatever in securing both in a very few moves.

It is, in fact, so easy that there is no necessity whatever to give the line of play. We thus, by means of the game, solve the puzzle in real life, why the Dutchman and his wife could not catch their pigs: in their simplicity and ignorance of the peculiarities of Dutch hogs, each went after the wrong animal.

The little principle involved in this puzzle is that known to chess-players as "getting the opposition." The rule, in the case of my puzzle (where the moves resemble rook moves in chess, with the added condition that the rook may only move to an adjoining square), is simply this. Where the number of squares on the same row, between the man or woman and the hog, is odd, the hog can never be captured; where the number of squares is even, a capture is possible. The number of squares between Hendrick and the black hog, and between Katrün and the white hog, is 1 (an odd number), therefore these individuals cannot catch the animals they are facing. But the number between Hendrick and the white hog, and between Katrün and the black one, is 6 (an even number), therefore they may easily capture those behind them.

79.—The Thirty-one Game

By leading with a 5 the first player can always win. If your opponent plays another 5, you play a 2 and score 12. Then as often as he plays a 5 you play a 2, and if at any stage he drops out of the series, 3, 10, 17, 24, 31, you step in and win. If after your lead of 5 he plays anything but another 5, you make 10 or 17 and win. The first player may also win by leading a 1 or a 2, but the play is complicated. It is, however, well worth the reader's study.

80.—The Chinese Railways

This puzzle was artfully devised by the yellow man. It is not a matter for wonder that the representatives of the five countries interested were bewildered. It would have puzzled the engineers a good deal to construct those circuitous routes so that the various trains might run with safety. Diagram 1 shows directions for the five systems of lines, so that no line shall ever cross another, and this appears to be the method that would require the shortest possible mileage.



The reader may wish to know how many different solutions there are to the puzzle. To this I should answer that the number is indeterminate, and I will explain why. If we simply consider the case of line A alone, then one route would be Diagram 2, another 3, another 4, and another 5. If 3 is different from 2, as it undoubtedly is, then we must regard 5 as different from 4. But a glance at the four diagrams, 2, 3, 4, 5, in succession will show that we may continue this "winding up" process for ever; and as there will always be an unobstructed way (however long and circuitous) from stations B and E to their respective main lines, it is evident that the number of routes for line A alone is infinite. Therefore the number of complete solutions must also be infinite, if railway lines, like other lines, have no breadth; and indeterminate, unless we are told the greatest number of parallel lines that it is possible to construct in certain places. If some clear condition, restricting these "windings up," were given, there would be no great difficulty in giving the number of solutions. With any reasonable limitation of the kind, the number would, I calculate, be little short of two thousand, surprising though it may appear.

81.—The Eight Clowns

This is a little novelty in magic squares. These squares may be formed with numbers that are in arithmetical progression, or that are not in such progression. If a square be formed of the former class, one place may be left vacant, but only under particular conditions. In the case of our puzzle there would be no difficulty in making the magic square with 9 missing; but with 1 missing (that is, using 2, 3, 4, 5, 6, 7, 8, and 9) it is not possible. But a glance at the original illustration will show that the numbers we have to deal with are not actually those just mentioned. The clown that has a 9 on his body is portrayed just at the moment when two balls which he is juggling are in mid-air. The positions of these balls clearly convert his figure into the recurring decimal .̍9. Now, since the recurring decimal .̍9 is equal to 9/9, and therefore to 1, it is evident that, although the clown who bears the figure 1 is absent, the man who bears the figure 9 by this simple artifice has for the occasion given his figure the value of the number 1. The troupe can consequently be grouped in the following manner:—



Every column, every row, and each of the two diagonals now add up to 12. This is the correct solution to the puzzle.

82.—The Wizard's Arithmetic

This puzzle is both easy and difficult, for it is a very simple matter to find one of the multipliers, which is 86. If we multiply 8 by 86, all we need do is to place the 6 in front and the 8 behind in order to get the correct answer, 688. But the second number is not to be found by mere trial. It is 71, and the number to be multiplied is no less than 1639344262295081967213114754098360655737704918032787. If you want to multiply this by 71, all you have to do is to place another 1 at the beginning and another 7 at the end—a considerable saving of labour! These two, and the example shown by the wizard, are the only two-figure multipliers, but the number to be multiplied may always be increased. Thus, if you prefix to 41096 the number 41095890, repeated any number of times, the result may always be multiplied by 83 in the wizard's peculiar manner.

If we add the figures of any number together and then, if necessary, again add, we at last get a single-figure number. This I call the "digital root." Thus, the digital root of 521 is 8, and of 697 it is 4. This digital analysis is extensively dealt with in A. in M. Now, it is evident that the digital roots of the two numbers required by the puzzle must produce the same root in sum and product. This can only happen when the roots of the two numbers are 2 and 2, or 9 and 9, or 3 and 6, or 5 and 8. Therefore the two-figure multiplier must have a digital root of 2, 3, 5, 6, 8, or 9. There are ten such numbers in each case. I write out all the sixty, then I strike out all those numbers where the second figure is higher than the first, and where the two figures are alike (thirty-six numbers in all); also all remaining numbers where the first figure is odd and the second figure even (seven numbers); also all multiples of 5 (three more numbers). The numbers 21 and 62 I reject on inspection, for reasons that I will not enter into. I then have left, out of the original sixty, only the following twelve numbers: 83, 63, 81, 84, 93, 42, 51, 87, 41, 86, 53, and 71. These are the only possible multipliers that I have really to examine.

My process is now as curious as it is simple in working. First trying 83, I deduct 10 and call it 73. Adding 0's to the second figure, I say if 30000, etc., ever has a remainder 43 when divided by 73, the dividend will be the required multiplier for 83. I get the 43 in this way. The only multiplier of 3 that produces an 8 in the digits place is 6. I therefore multiply 73 by 6 and get 438, or 43 after rejecting the 8. Now, 300,000 divided by 73 leaves the remainder 43, and the dividend is 4,109. To this 1 add the 6 mentioned above and get 41,096 x 83, the example given on page 129.

In trying the even numbers there are two cases to be considered. Thus, taking 86, we may say that if 60000, etc., when divided by 76 leaves either 22 or 60 (because 3×6 and 8×6 both produce 8), we get a solution. But I reject the former on inspection, and see that 60 divided by 76 is 0, leaving a remainder 60. Therefore 8 x 86 = 688, the other example. It will be found in the case of 71 that 100000, etc., divided by 61 gives a remainder 42, (7 × 61 = 427) after producing the long dividend at the beginning of this article, with the 7 added.

The other multipliers fail to produce a solution, so 83, 86, and 71 are the only three possible multipliers. Those who are familiar with the principle of recurring decimals (as somewhat explained in my next note on No. 83, "The Ribbon Problem") will understand the conditions under which the remainders repeat themselves after certain periods, and will only find it necessary in two or three cases to make any lengthy divisions. It clearly follows that there is an unlimited number of multiplicands for each multiplier.

83.—The Ribbon Problem

The solution is as follows: Place this rather lengthy number on the ribbon, 0212765957446808510638297872340425531914393617. It may be multiplied by any number up to 46 inclusive to give the same order of figures in the ring. The number previously given can be multiplied by any number up to 16. I made the limit 9 in order to put readers off the scent. The fact is these two numbers are simply the recurring decimals that equal 1/17 and 1/47 respectively. Multiply the one by seventeen and the other by forty-seven, and you will get all nines in each case.

In transforming a vulgar fraction, say 1/17, to a decimal fraction, we proceed as below, adding as many noughts to the dividend as we like until there is no remainder, or until we get a recurring series of figures, or until we have carried it as far as we require, since every additional figure in a never-ending decimal carries us nearer and nearer to exactitude.



Now, since all powers of 10 can only contain factors of the powers of 2 and 5, it clearly follows that your decimal never will come to an end if any other factor than these occurs in the denominator of your vulgar fraction. Thus, ½, 1/4, and 1/8 give us the exact decimals, .5, .25, and .125; 1/5 and 1/25 give us .2 and .04; 1/10 and 1/20 give us .1 and .05: because the denominators are all composed of 2 and 5 factors. But if you wish to convert 1/3, 1/6, or 1/7, your division sum will never end, but you will get these decimals, .33333, etc., .166666, etc., and .142857142857142857, etc., where, in the first case, the 3 keeps on repeating for ever and ever; in the second case the 6 is the repeater, and in the last case we get the recurring period of 142857. In the case of 1/17 (in "The Ribbon Problem") we find the circulating period to be .0588235294117647.

Now, in the division sum above, the successive remainders are 1, 10, 15, 14, 4, 6, 9, etc., and these numbers I have inserted around the inner ring of the diagram. It will be seen that every number from 1 to 16 occurs once, and that if we multiply our ribbon number by any one of the numbers in the inner ring its position indicates exactly the point at which the product will begin. Thus, if we multiply by 4, the product will be 235, etc.; if we multiply by 6, 352, etc. We can therefore multiply by any number from 1 to 16 and get the desired result.



The kernel of the puzzle is this: Any prime number, with the exception of 2 and 5, which are the factors of 10, will exactly divide without remainder a number consisting of as many nines as the number itself, less one. Thus 999999 (six 9's) is divisible by 7, sixteen 9's are divisible by 17, eighteen 9's by 19, and so on. This is always the case, though frequently fewer 9's will suffice; for one 9 is divisible by 3, two by 11, six by 13, when our ribbon rule for consecutive multipliers breaks down and another law comes in. Therefore, since the 0 and 7 at the ends of the ribbon may not be removed, we must seek a fraction with a prime denominator ending in 7 that gives a full period circulator. We try 37, and find that it gives a short period decimal, .027, because 37 exactly divides 999; it, therefore, will not do. We next examine 47, and find that it gives us the full period circulator, in 46 figures, at the beginning of this article.

If you cut any of these full period circulators in half and place one half under the other, you will find that they will add up all 9's; so you need only work out one half and then write down the complements. Thus, in the ribbon above, if you add 05882352 to 94117647 the result is 99999999, and so with our long solution number. Note also in the diagram above that not only are the opposite numbers on the outer ring complementary, always making 9 when added, but that opposite numbers in the inner ring, our remainders, are also complementary, adding to 17 in every case. I ought perhaps to point out that in limiting our multipliers to the first nine numbers it seems just possible that a short period circulator might give a solution in fewer figures, but there are reasons for thinking it improbable.

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