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		<title>Sliding Block Puzzles, Part 3</title>
		<link>http://nbickford.wordpress.com/2012/01/22/sliding-block-puzzles-part-3/</link>
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		<pubDate>Mon, 23 Jan 2012 01:12:56 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
				<category><![CDATA[Computer Programming]]></category>
		<category><![CDATA[Mathematics]]></category>
		<category><![CDATA[Puzzles!]]></category>
		<category><![CDATA[Sliding Block Puzzles]]></category>
		<category><![CDATA[sbps]]></category>
		<category><![CDATA[sliding puzzles]]></category>
		<category><![CDATA[sliding block puzzles]]></category>
		<category><![CDATA[algorithms]]></category>
		<category><![CDATA[computers]]></category>
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		<description><![CDATA[This article may as well be part of a series: 1 2(read this first) Additional notes: &#8216;Simple simple simple&#8217; is reffered to as this post as simple^3, Warning: This article contains original research! (It&#8217;s also more papery than most of the other articles on this site) In the previous post I mentioned several methods that <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=272&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>This article may as well be part of a series: </em><a href="http://nbickford.wordpress.com/2010/01/30/sliding-block-puzzles/">1</a> <a href="http://nbickford.wordpress.com/2011/09/20/what-ive-been-working-on-lately/">2</a>(read this first)</p>
<p><em>Additional notes: &#8216;Simple simple simple&#8217; is reffered to as this post as simple^3,</em></p>
<p><em>Warning: This article contains original research! (It&#8217;s also more papery than most of the other articles on this site)</em></p>
<p>In the previous post I mentioned several methods that could be used to speed up the finding and exhaustive searching of sliding block puzzles, as well as a candidate for the &#8216;hardest&#8217; one-piece-goal diagonal-traverse 4&#215;4 sliding block puzzle. I am pleased to say that the various bugs have been worked out of the sliding block puzzle searcher, and that 132 has been confirmed to be the maximum number of moves for a simple simple simple 4&#215;4 sliding block puzzle with no internal walls!</p>
<p>(that&#8217;s not a lot of qualifiers at all)</p>
<p>As the reader may expect, this blog post will report the main results from the 4&#215;4 search. Additionally, I&#8217;ll go over precisely how the algorithms very briefly mentioned in the previous post work, and some estimated running times for various methods. Following that, various metrics for determining the difficulty of a SBP will be discussed, and a new metric will be introduced which, while it is slow and tricky to implement, is expected to give results actually corresponding to the difficulty as measured by a human.</p>
<h2 style="text-align:center;">Search Results</h2>
<p>Running SBPSearcher on all the 4x4s takes about 3 hours (processing 12295564 puzzles), which was quite useful for fixing hidden bugs in the search algorithm. Here are the best simple^3 4&#215;4 n-piece SBPs, where n goes from 1 to 15:</p>
<div id="attachment_274" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2012/01/best44.png"><img class="size-full wp-image-274" title="best4x4" src="http://nbickford.files.wordpress.com/2012/01/best44.png?w=510&#038;h=510" alt="For those of you with a text-only web browser, your lucky numbers are: 1,4,9,19,36,51,62,89,132,81,64,73,61,25,21" width="510" height="510" /></a><p class="wp-caption-text">Click to view in full size</p></div>
<p style="text-align:center;">And for comparison, the move counts vs. the previously reported move counts:</p>
<pre style="text-align:center;">   1   4   9  19  36  51  62  89 132  81  64  73  61  25  21
   1   4   9  24  36  52  68  90 132  81  64  73  61  25  21</pre>
<p style="text-align:left;" align="center">    Notice that all the entries in the top row of the table are either less than or equal to their respective entry in the bottom row of the table, some (such as in the case of p=7 or p=4) being much less This is because the previous search (run, in fact, as a subfeature in the sliding block puzzle evolver) started with all possible positions and defined the goal piece to be the first piece encountered going left to right, top to bottom, across the board. As such, the search included both all the 4&#215;4 simple^3 sliding block puzzles as well as a peculiar subclass of sliding block puzzles where the upper-left square is empty but the goal piece is often a single square away! This accounts for the 6-piece case and the 8-piece case (in which the first move is to move the goal piece to the upper-left), but what about  the other two cases?</p>
<p style="text-align:left;" align="center">    For the 4-piece case, the originally reported puzzle (see <a href="http://nbickford.files.wordpress.com/2011/09/sbpmontage1.png">here</a> for the whole list) wasn&#8217;t simple^3, and it isn&#8217;t possible to convert it into a simple^3 SBP by shifting blocks in less than 5 moves. Interestingly, the new &#8216;best&#8217; puzzle for 4 pieces is just James Stephens&#8217; Simplicity with a few blocks shifted, a different goal piece, and a different goal position! (There could be copyright issues, so unless stated, the puzzles in this article are public domain except for the one in the upper-right corner of <a href="http://nbickford.files.wordpress.com/2012/01/best44.png">this image</a>) Additionally, the 7-piece 68-move puzzle in the previous article is impossible to solve! The upper-left triomino should be flipped vertically in place. I expect this to have been a typing error, but the question still stands: Why is there a 6-move difference?</p>
<p style="text-align:left;" align="center">    As mentioned before, the actual stating of what constitutes a simple simple simple puzzle is as such: &#8220;A sliding block puzzle where the piece to be moved to the goal is in the upper-left corner, and the goal is to move the goal piece to the lower-right corner of the board&#8221;. Unfortunately, there&#8217;s some ambiguity as to when a piece is in the lower-right corner of the board &#8211; is it when the lower-right cell is taken up by a cell in the goal piece, or is it when the goal piece is as far to the lower-right as it can be? If we take the latter to be the definition, then additional ambiguities pop up when faced with certain problems, such as the following one often encountered by SBPSearcher:</p>
<div id="attachment_277" class="wp-caption aligncenter" style="width: 260px"><a href="http://nbickford.files.wordpress.com/2012/01/puz-problem.png"><img class="size-full wp-image-277" title="puz-problem" src="http://nbickford.files.wordpress.com/2012/01/puz-problem.png?w=510" alt="0000000001110102"   /></a><p class="wp-caption-text">Which piece has just moved into the lower-right?</p></div>
<p>Because of problems like these, SBPSearcher uses the former definition, which means that puzzles where the goal piece takes the shape of an R aren&#8217;t processed. (In actuality, it&#8217;s SBPFinder that does this checking, when it checks if a puzzle is in the &#8216;justsolved&#8217; state). If we say that the first definition is stricter than the second, then it could be said that SBPSearcher searched only through the &#8220;Strict simple simple simple 4&#215;4 Sliding Block Puzzles&#8221;. While I don&#8217;t think that any of the results would change other than the p=7 case, it would probably be worth it to modify a version of SBPSearcher so that it works with non-strict simple simple simple sliding block puzzles.</p>
<p>A few last interesting things: The 13-piece case appears to be almost exactly the same as the Time puzzle, listed in Hordern&#8217;s book as D50-59! (See also its <a href="http://www.robspuzzlepage.com/sliding.htm#nutzy">entry</a> in Rob Stegmann&#8217;s collection) Additionally, the same split-a-piece-and-rearrange-the-pieces-gives-you-extra-moves effect is still present, if only because of the chosen metric.</p>
<h2 style="text-align:center;">The Algorithm, In Slightly More Detail Than Last Time</h2>
<p>There are only two &#8216;neat&#8217; algorithms contained in the entire SBP collection of programs, these two in SBPFinder and SBPSearcher respectively. The first of them is used to find all possible sliding block puzzle &#8216;justsolved&#8217; positions that fit in an NxM grid, and runs in approximately O(2*3^(N+M-2)*4^((N-1)*(M-1))) time. (Empirical guess; Due to the nature of the algorithm, the calculation of the running time is probably very hairy).</p>
<p>First of all, the grid is numbered like this:</p>
<pre style="padding-left:30px;"> 0  1  3  6 10
 2  4  7 11 15
 5  8 12 16 19
 9 13 17 20 22
14 18 21 23 24</pre>
<p>where the numbers increase going from top-right to lower-left, and moving to the next column over every time the path hits the left or bottom edges. (Technical note: For square grids, the formula x+y&lt;N?TriangleNumber(x + y + 1) &#8211; x- 1:N*M &#8211; TriangleNumber(N + M- x &#8211; y &#8211; 1) + N &#8211; x &#8211; 1 should generate this array)</p>
<p>Then, the algorithm starts at cell #0, and does the following:</p>
<p>Given a partially filled board: (at cell 0 this board is all holes)</p>
<ol>
<li>Take all the values of the cells from (cell_number-1) to the number of the cell to the left of me, and put that in list A.</li>
<li>Remove all duplicates from A.</li>
<li>If the following values do not exist in A, add them:  0 (aka a hole) and the smallest value between 1 and 4 inclusive that does not exist in A (if there is no smallest value between 1 and 4, don&#8217;t add anything except the 0)</li>
<li>Run fillboard (that is, the current function), giving it cell_number+1 and the board given to <em>this</em> level of the function with the value of cell_number changed to n, for each value n in A.</li>
</ol>
<p>However, if the board is all filled (i.e, cell_number=25) , check to see that the board has holes and that it is justsolved, and if so, standardize the piece numbering and make sure that you haven&#8217;t encountered it before, and if so, sort the board into the appropriate piece number &#8220;box&#8221;.</p>
<p>Once the fillboard algorithm finishes, you should have N*M-1 boxes with all the possible justsolved positions that can be made on an N*M grid! There are a number of other possible methods that do the same thing- all it basically needs to do is generate all possible ways that pieces fitting in an NxM grid can be placed in a grid of the same size.</p>
<p>For example, you could potentially go through all possible 5-colorings of the grid (4-colors and holes), and remove duplicates, but that would take O(5^(N*M)) time, which isn&#8217;t the most feasible option for even a 4&#215;4 grid.  You could also proceed in a way that would generate the results for the next number of pieces based on the results of the current number of pieces and all possible rotations and positions of a single piece in an NxM grid by seeing which pieces can be added to the results of the current stage, but that would take O(single_piece_results*all_justsolved_results). While that number may seem small, taking into account the actual numbers for a 4&#215;4 grid (single_piece_results=11505 and all_justsolved_results=12295564) reveals the expected running time to be about the same as the slow 5-coloring method. However, it may be possible to speed up this method using various tricks of reducing which pieces need to be checked as to if they can be added. Lastly, one could go through all possibilities of <em>edges</em> separating pieces, and then figuring out which shapes are holes. The time for this would be somewhere between O(2^(3NM-N-M)) and O(2^(2NM-N-M)), the first being clearly infeasible and the second being much too plausible for a 4&#215;4 grid.</p>
<p>In practice, the fillboard algorithm needs to check about 1.5 times the estimated number of boards to make sure it hasn&#8217;t found them before, resulting in about half a billion hash table lookups for a 4&#215;4 grid.</p>
<p>The second algorithm, which SBPSearcher is almost completely composed of, is much simpler! Starting from a list of all justsolved puzzles (which can be generated by the fillboard algorithm), the following is run for each board in the list:</p>
<ol>
<li>Run a diameter search from the current puzzle to find which other positions in the current puzzle&#8217;s graph have the goal piece in the same position;</li>
<li>Remove the results from step 1 from the list;</li>
<li>Run another diameter search from all the positions from step 1 (i.e consider all positions from step 1 to be 0 moves away from the start and work from there), and return the <em>last</em> position found where the goal piece is in the upper-left.</li>
</ol>
<p>Step 2 is really where the speedup happens- Because each puzzle has a graph of positions that can be reached from it, and some of these positions are also in the big list of puzzles to be processed, you can find the puzzle furthest away from any of the goal positions by just searching away from them. Then, because the entire group has been solved, you don&#8217;t need to solve the group again for each of the other goal positions in it and those can be removed from the list. For a 4&#215;4 board, the search can be done in 3 hours, 27 minutes on one thread on a computer with a Core I7-2600 @3.4 Ghz and a reasonable amount of memory. In total, the entire thing, finding puzzles and searching through all of the results, can be done in about 4 hours.</p>
<p>Of course, where there are algorithms, there are also problems that mess up the algorithms- for example, how would it be possible to modify SBPSearcher&#8217;s algorithm to do, say, simple simple puzzles? Or, is it possible to have the fillboard algorithm work with boards with internal walls or boards in weird shapes, or does it need to choose where the walls are? An interesting thing that would seem to point that the answer to the first question might be yes is that to find the pair of points furthest apart in a graph (which would be equivalent to finding the hardest compound SBP in a graph) requires only 2 diameter searches! Basically, you start with any point in the graph, then find the point furthest away from that, and let it be your new point. Then, find the point furthest away from your new point, and the two points, the one you&#8217;ve just found and the one before that, are the two points farthest away from each other. (See &#8220;Wennmacker&#8217;s Gadget&#8221;, page 98-99 and 7 in Ivan Moscovich&#8217;s &#8220;The Monty Hall Problem and Other Puzzles&#8221;)</p>
<h2 style="text-align:center;">Metrics</h2>
<h3 style="text-align:center;">a.k.a. redefining the problem</h3>
<p>Through the last 3 posts on sliding block puzzles, I have usually used the &#8220;Moves&#8221; metric for defining how hard a puzzle is. Just to be clear, an action in the Moves metric is defined as sliding a single piece to another location by a sequence of steps to the left, right, up and down, making sure not to pass through any other pieces or invoke any other quantum phenomena along the way. (The jury is out as to if sliding at the speed of light is allowed). While the majority of solvers use the Moves metric (my <a href="http://github.com/Nbickford/SbpUtilities">SBPSolver</a>, <a href="http://xuth.net/jimslide/">Jimslide</a>,<a href="http://klotskisolver.sourceforge.net/">KlotskiSolver</a>, etc.), there are many other metrics for giving an approximation to the difficulty of a sliding block puzzle, such as the Steps metric, and the not-widely used sliding-line metric. The Steps metric is defined as just that- an action (or &#8216;step&#8217;) is sliding a single piece a single unit up, down, left, or right. The sliding-line metric is similar: an action is sliding a single piece any distance in a straight line up, down, left or right. So far as I know, only <a href="http://analogbit.com/software/puzzletools">Analogbit&#8217;s online solver</a> and the earliest version of my SBPSolver used the steps metric, and only <a href="http://www-cs-staff.stanford.edu/~uno/programs.html">Donald Knuth&#8217;s &#8220;SLIDING&#8221; program</a> has support for the sliding-line metric. (It also has support for all the kinds of metric presented in this post except for the BB metrics!)</p>
<div id="attachment_278" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2012/01/metrics.png"><img class="size-full wp-image-278" title="sbpmetrics" src="http://nbickford.files.wordpress.com/2012/01/metrics.png?w=510&#038;h=318" alt="" width="510" height="318" /></a><p class="wp-caption-text">Demonstration of various metrics</p></div>
<p>Additionally, each of the 3 metrics described above has another version which has the same constraints but can move multiple pieces at a time in the same direction(s). For example, a &#8216;supermove&#8217; version of the Steps metric would allow you to slide any set of pieces one square in any one direction. (As far as I know, only Donald Knuth&#8217;s <a href="http://www-cs-staff.stanford.edu/~uno/programs/sliding.w">SLIDING</a> program and Soft Qui Peut&#8217;s <a href="http://www.culand.ch/dev/SBPSolver.htm">SBPSolver</a> have support for any of the supermove metrics) In total, combining the supermove metrics with the normal metrics, there are 6 different metrics and thus 6 different ways to express the difficulty of a puzzle as a number. Note however, that a difficulty in one metric can&#8217;t be converted into another, which means that for completeness when presenting results you need to solve each sliding block puzzle 6 different ways! Even worse, the solving paths in different metrics need not be the same!</p>
<p><a href="http://nbickford.files.wordpress.com/2012/01/metricproblems.png"><img class="aligncenter size-full wp-image-279" title="metricproblems" src="http://nbickford.files.wordpress.com/2012/01/metricproblems.png?w=510" alt=""   /></a></p>
<p>For example, in the left part of the image above, where the goal is to get the red piece to the lower-right corner, the Moves metric would report 1, and the red piece would go around the left side of the large block in the center. However, the Steps metric would report 5, by moving the yellow block left and then the red block down 4 times. Also, in the right picture both the Moves and Steps metrics would report ∞, because the green block can&#8217;t be moved without intersecting with the blue, and the blue block can&#8217;t be moved without intersecting with the green, but any of the Supermove metrics would report a finite number by moving both blocks at once!</p>
<p>Various other metrics can be proposed, some with other restrictions (You may not move a 1&#215;1 next to a triomino, etc.), some which, like the Supermove metrics and the second puzzle above, actually change the way the pieces move, and you can eventually get to the point where it&#8217;s hard to call the puzzle a sliding block puzzle anymore. (For example, <a href="http://puzzles.net23.net/">Dries de Clerq&#8217;s</a> &#8220;Flying Block Puzzles&#8221; can be written as a metric: &#8220;An action is defined as a move or rotation of one piece to another location. Pieces may pass through each other while moving, but only one piece may be moved at a time&#8221;.</p>
<p>Suppose, however, that for now we&#8217;re purist and only allow metrics which generate numbers based on the step, sliding-line, moves, super-step, super-sliding-line, and super-moves metrics. It can be seen , quite obviously in fact, that these metrics don&#8217;t in all cases show the actual difficulty of the puzzle being considered. For example, take a very large (say 128&#215;128) grid, and add a 126&#215;126 wall in the center. Fill the moat that forms with 507 1&#215;1 cells, all different pieces, and make the problem be to bring the block in the upper-left down to the lower-right. If my calculations are correct, the resulting problem should take 254*507+254=129,032 steps, sliding-line actions, and moves to solve, which would seem to indicate that this is a very hard puzzle indeed! However, any person who knows the first thing about sliding block puzzles should be able to solve it -assuming they can stay awake the full 17 hours it would take!</p>
<p>Because of this discouraging fact- that is, 6 competing standards, none of which are quite right, I would like to introduce a 7th, this one based on a theoretical simulation of a robot that knows the first thing about sliding block puzzles, but nothing else.</p>
<h3 style="text-align:center;">The BB Metric</h3>
<h4 style="text-align:center;">a.k.a. attempting not to invoke the <a href="http://xkcd.com/927/">xkcd reference </a></h4>
<p>Nick Baxter and I have been working on a metric which should better approximate the difficulty of getting from one point to another in a position graph. The basic idea is that the difficulty of getting from node A to node B in a graph is about the same as the average difficulty of getting from node A to node B in all spanning trees of the graph. However, finding the difficulty of getting to node A to node B in a tree is nontrivial, or at least so it would seem at first glance.</p>
<p>Suppose you&#8217;re at the entrance of a maze, and the maze goes on for far enough and is tall enough such that you can only see the paths immediately leading off from where you are. If you know that the maze is a tree (i.e, it has no loops), then a reasonable method might be to choose a random pathway, and traverse that part of the maze. If you return from that part to the original node, then that part doesn&#8217;t contain the goal node and you can choose another random pathway to traverse, making sure of course not to go down the same paths you&#8217;ve gone down before. (Note that to be sure that the goal node isn&#8217;t in a part of the maze, you need to go down all the paths twice, to walk down a path and then back up the path). For now, we take the difficulty of the maze to be the average number of paths you&#8217;ll need to walk on to get to the goal node or decide that the maze has no goal(counting paths you walk down and up on as +2 to the difficulty). Because of the fact that if the node you&#8217;re in has no descendant nodes which are the goal node you&#8217;ll need to go down all of the paths leading from that node twice, the difficulty of the part of the maze tree branching off from a node A can be calculated as</p>
<p style="text-align:center;">sum(a_i+2,i=1 to n)     (eq. 1)</p>
<p>where n is the number of subnodes, and a_i is the difficulty of the ith subnode. Also, if the node A<em> is</em> on the solution path between the start and end nodes, then the difficulty of A can be calculated as</p>
<p style="text-align:center;">a_n+1+1/2 sum(a_i+2,i=1 to n-1)    (eq. 2)</p>
<p style="text-align:left;">where a_n is assumed to be the subnode which leads to the goal. This basically states that on average that you&#8217;ll have to go down half of the subpaths and the path leading to the goal to get to the goal. Because root nodes are assumed to have 0 difficulty, you can work up from the bottom of the maze, filling in difficulties of nodes as you go up the tree. After the difficulty of the root node has been calculated, the length of the path between start and end nodes should be subtracted to give labyrinths (mazes with only a single path) a BB difficulty of 0.</p>
<p style="text-align:left;">Perhaps surprisingly, it turns out that using this scheme, the difficulty of a tree with one goal node is always measured as V-1-m, where V is the number of nodes in the tree (and V-1 is the number of edges, but this is not true for graphs) and m is the number of steps needed to get from the start node to the end node in the tree! Because of this, the difficulty of getting from one point to another in a graph under the BB metric is just the number of vertices, minus one, minus the average path length between the start and end nodes in the graph.</p>
<p style="text-align:left;">A few things to note (and a disclaimer): First of all, the actual graph of which positions can be reached in 1 action from each of the other positions actually depends on the type of move chosen, so the BB metric doesn&#8217;t really remedy the problem of the 6 competing standards! Secondly, the problem of computing the average path length between two points in a graph is <em>really really hard</em> to do quickly, especially because an algorithm which would also give you the maximum path length between two points in polynomial time would allow you to test if a graph has a <a href="http://en.wikipedia.org/wiki/Hamiltonian_path_problem">Hamiltonian Path</a> in polynomial time, and since the Hamiltonian Path problem is <a href="http://en.wikipedia.org/wiki/NP-complete">NP-Complete</a>, you could also do the <a href="http://en.wikipedia.org/wiki/Travelling_salesman_problem">Traveling Salesman Problem</a>, <a href="http://en.wikipedia.org/wiki/Knapsack_problem">Knapsack Problem</a>, <a href="http://en.wikipedia.org/wiki/Graph_coloring_problem">Graph Coloring Problem</a>, etc. in polynomial time! Lastly, I haven&#8217;t tested this metric on any actual puzzles yet, and I&#8217;m also not certain that nobody else has come up with the same difficulty metric. If anybody knows, please tell me!</p>
<p style="text-align:left;">One last note: Humans don&#8217;t actually walk down mazes by choosing random paths- usually it&#8217;s possible to see if a path dead-ends, and often people choose the path leading closest to the finish first, as well as a whole host of other techniques that people use when trying to escape from a maze. Walter D. Pullen, author of the excellent maze-making program <a href="http://www.astrolog.org/labyrnth/daedalus.htm">Daedalus</a>, has a big long list of things that make a maze difficult <a href="http://www.astrolog.org/labyrnth/psych.htm">here</a>. (Many of these factors could be implemented by just adding weights to eqns. 1 and 2 above)</p>
<h2 style="text-align:center;">Open Problems</h2>
<h3 style="text-align:center;">a.k.a. things for an idling programmer to do</h3>
<ul>
<li>What are the hardest simple simple simple 3&#215;4 sliding block puzzles in different metrics? 2&#215;8? 4&#215;5? (Many, many popular sliding block puzzles fit in a 4&#215;5 grid)</li>
<li>How much of a difference do the hardest strict simple^3 puzzles have with the hardest simple^3 SBPs?</li>
<li>How hard is it to search through all simple simple 4&#215;4 SBPs? What about simple SBPs?</li>
<li>(Robert Smith) Is there any importance to the dual of the graph induced by an SBP?</li>
<li>Why hasn&#8217;t anybody found the hardest 15 puzzle position yet? (According to <a href="http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.55.7558">Karlemo and Östergård</a>, only 1.3 TB would be required, which many large external hard drives today can hold! Unfortunately, there would be a lot of reading and writing to the hard disk, which would slow down the computation a bit.) (<a href="http://www.johnrausch.com/slidingblockpuzzles/15-p12.htm">Or have they?</a>)</li>
<li>Why 132?</li>
<li>What&#8217;s the hardest 2-piece simple sliding block puzzle in a square grid? Ziegler &amp; Ziegler have shown a lower bound of 4n-16 for an nxn grid, n&gt;6. How to do so is fairly easy, and is left as an exercise for the reader.</li>
<li>Is there a better metric for difficulty than the BB metric?</li>
<li>Is there a better way to find different sliding block puzzle positions? (i.e, improve the fillboard algorithm?)</li>
<li>Is it possible to tell if a SBP is solvable without searching through all possible positions? (This question was proposed in Martin Gardner&#8217;s article on Sliding Block Puzzles in the February 1964 issue of Scientific American)</li>
<li>(Robert Smith) How do solutions of SBPs vary when we make an atomic change to the puzzle?</li>
<li>Are 3-dimensional sliding block puzzles interesting?</li>
<li>Would it be worthwhile to create an online database of sliding block puzzles based on the OEIS and as a sort of spiritual successor to Edward Hordern&#8217;s <a href="http://puzzlemuseum.com/library/SlidinPiecePz.htm">Sliding Piece Puzzles</a>?</li>
</ul>
<h2 style="text-align:center;">Sources</h2>
<p>Ed Pegg, &#8220;Math Games: sliding-block Puzzles&#8221;, <a href="http://www.maa.org/editorial/mathgames/mathgames_12_13_04.html">http://www.maa.org/editorial/mathgames/mathgames_12_13_04.html</a></p>
<p>James Stephens, &#8220;Sliding Block Puzzles&#8221;, <a href="http://puzzlebeast.com/slidingblock/index.html">http://puzzlebeast.com/slidingblock/index.html</a> (see also <a href="http://puzzlebeast.com/">the entire website</a>)</p>
<p>Rob Stegmann, &#8220;Rob&#8217;s Puzzle Page: Sliding Puzzles&#8221;, <a href="http://www.robspuzzlepage.com/sliding.htm">http://www.robspuzzlepage.com/sliding.htm</a></p>
<p>Dries De Clerq, &#8220;Sliding Block Puzzles&#8221; <a href="http://puzzles.net23.net/">http://puzzles.net23.net/</a></p>
<p>Neil Bickford, &#8220;SbpUtilities&#8221;, <a href="http://github.com/Nbickford/SbpUtilities">http://github.com/Nbickford/SbpUtilities</a> (meh)</p>
<p>Jim Leonard, &#8220;JimSlide&#8221;, <a href="http://xuth.net/jimslide/">http://xuth.net/jimslide/</a></p>
<p>The Mysterious Tim of Analogbit, &#8220;Sliding Block Puzzle Solver&#8221;, <a href="http://analogbit.com/software/puzzletools">http://analogbit.com/software/puzzletools</a></p>
<p>Walter D. Pullen, &#8220;Think Labyrinth!&#8221;, <a href="http://www.astrolog.org/labyrnth.htm">http://www.astrolog.org/labyrnth.htm</a></p>
<p>Donald Knuth, &#8220;SLIDING&#8221;, <a href="http://www-cs-staff.stanford.edu/~uno/programs/sliding.w">http://www-cs-staff.stanford.edu/~uno/programs/sliding.w</a></p>
<p>Martin Gardner, &#8220;The hypnotic fascination of sliding-block puzzles&#8221;, <em>Scientific American</em>, 210:122-130, 1964.</p>
<p>L.E. Hordern, &#8220;Sliding Piece Puzzles&#8221;, published 1986 Oxford University Press</p>
<p>Ivan Moscovich, &#8220;The Monty Hall Problem and Other Puzzles&#8221;</p>
<p>R.W. Karlemo, R. J. Östergård, &#8220;On Sliding Block Puzzles&#8221;, <a href="http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.55.7558">http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.55.7558</a></p>
<p>Robert Hearn, &#8220;Games, Puzzles, and Computation&#8221;, <a href="http://groups.csail.mit.edu/mac/users/bob/hearn-thesis-final.pdf">http://groups.csail.mit.edu/mac/users/bob/hearn-thesis-final.pdf</a></p>
<p>Ruben Grønning Spaans, &#8220;Improving sliding-block puzzle solvingusing meta-level reasoning&#8221;, <a href="http://daim.idi.ntnu.no/masteroppgave?id=5516">http://daim.idi.ntnu.no/masteroppgave?id=5516</a></p>
<p>John Tromp and Rudi Cilibrasi, &#8220;&#8221;Limits on Rush Hour Logic Complexity&#8221;, <a href="http://arxiv.org/pdf/cs/0502068" target="_blank">arxiv.org/pdf/cs/0502068</a></p>
<p>David Singmaster et al.,  &#8220;Sliding Block Circular&#8221;, <a href="http://www.g4g4.com/pMyCD5/PUZZLES/SLIDING/SLIDE1.DOC" target="_blank">www.g4g4.com/pMyCD5/PUZZLES/SLIDING/SLIDE1.DOC</a></p>
<p>Thinkfun &amp; Mark Engelberg, &#8220;The Inside Story of How We Created 2500 Great Rush Hour Challenges&#8221;, <a href="http://www.thinkfun.com/microsite/rushhour/creating2500challenges">http://www.thinkfun.com/microsite/rushhour/creating2500challenges</a></p>
<p>Ghaith Tarawneh, &#8220;Rush Hour [Game AI]&#8220;, <a href="http://black-extruder.net/blog/rush-hour-game-ai.htm">http://black-extruder.net/blog/rush-hour-game-ai.htm</a></p>
<p>Any answers to questions or rebukes of the data? Post a comment or email the author at (<a href="http://rot13.com/index.php">rot13</a>) grpuvr314@tznvy.pbz</p>
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		<title>What I&#8217;ve Been Working on Lately</title>
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		<pubDate>Wed, 21 Sep 2011 03:15:23 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
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		<description><![CDATA[Readers of this blog may notice that I haven&#8217;t been updating for the last 4 months. The purpose of this &#8220;filler&#8221; post is for me to say why. First of all, I could easily blame the season. Summer, as is well known, is a time to &#8220;kick back and relax&#8221; as well as forgetting about <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=256&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Readers of this blog may notice that I haven&#8217;t been updating for the last 4 months. The purpose of this &#8220;filler&#8221; post is for me to say why.</p>
<p>First of all, I could easily blame the season. Summer, as is well known, is a time to &#8220;kick back and relax&#8221; as well as forgetting about important things you should be doing and reading webcomics instead.</p>
<p>I could also blame the wonderful 3D printer I&#8217;ve bought, which has quickly filled up my desk and emptied my wallet with tens of tiny plastic models and puzzles.</p>
<p>However plausible that may seem, I would more truthfully blame the projects I&#8217;ve been working on, especially my &#8220;work&#8221; in the field of sliding block puzzles.</p>
<p>As you may know from a <a href="http://nbickford.wordpress.com/2010/01/30/sliding-block-puzzles/">post</a> I made about a year ago, I&#8217;m quite interested in really hard sliding block puzzles such as the Panex Puzzle (30,000? moves) or Sunshine (729? moves). James Stephens, of <a href="http://puzzlebeast.com">puzzlebeast.com</a>, is certainly a pioneer in making really hard sliding block puzzles by computer. Using his &#8220;Puzzlebeast&#8221; software, he&#8217;s made at least 23 progressively harder sliding block puzzles, ranging from 18 to 148 moves! What&#8217;s more, he restricts many of these puzzles to only having a few pieces, and in at least 11 of them the goals are &#8220;Simple Simple&#8221;, that is, move a single piece to a single corner! Even the puzzle which fits on a 4&#215;4 grid and uses only 4 pieces <em>and </em>is only 18 moves to a solution, &#8220;Simplicity&#8221;, is really quite hard for a human to solve! Oskar van Deventer, maker of <a href="http://www.shapeways.com/model/64058/over_the_top___17x17x17.html?gid=sg13603">many</a> <a href="http://www.shapeways.com/model/156677/fairly_fudged.html?gid=sg13603">mechanical</a> <a href="http://www.shapeways.com/model/163655/arrow_planet.html?gid=sg13603">monstrosities</a>, has designed a <a href="http://www.shapeways.com/model/196056/simplicity.html?gid=sg13603">3d-printable version of the Simplicity puzzle</a>, calling it the &#8220;Hardest sliding piece puzzle on a 4&#215;4 grid&#8221;.</p>
<p>Gauging from Stephens&#8217; description of Puzzlebeast, Puzzlebeast uses a genetic algorithm to create its puzzles. So far as I can tell, it starts with a random set of puzzles. It picks the hardest out of that set, then for the next generation it creates random &#8220;mutations&#8221; of the best puzzles of the last generation. For example, it may add a piece, move a piece, modify a piece, or remove a piece. Repeat this process over and over again, and eventually you&#8217;ll have a hard sliding block puzzle. I think because it seemed to work very well for him, I eventually tried to make a sliding block puzzle evolver for myself.</p>
<p>And so the SBP project began: The earliest version of my SBP evolver were coded in Mathematica, and was very manual.  I would start with 5 randomly generated 4&#215;5 rectangular puzzles, without any restrictions on the number of pieces, and then for each puzzle I interpreted it as a &#8220;Simple simple simple sliding block puzzle&#8221;(see footnote 1) and then fed it into <a href="http://analogbit.com/software/puzzletools">Analogbit&#8217;s online sliding block puzzle solver</a>, which counts moves in steps, meaning that each &#8220;step&#8221; is sliding one piece one grid space in the puzzle. Once that was finished, I took the best two puzzles, converted them to 1-d arrays, &#8220;interleaved&#8221; them, and then influenced random mutations in their cells (That is, each cell had about a 1/5 chance of being added 1 to or being subtracted 1 from). Since that probably isn&#8217;t too clear, here&#8217;s an example:</p>
<p>Suppose the best two puzzles from the last generation were</p>
<pre style="text-align:center;"> 0,19, 1, 2      0,19, 0, 3
 2, 1, 1, 1      2,19, 1, 1
 0, 2, 0, 2 and  1, 3, 2, 0
 1, 1, 0, 0      0, 1, 1, 0
 1, 1, 0, 1      0, 1,19, 2</pre>
<p style="text-align:left;">Then the &#8220;interleaving&#8221; of the two would be</p>
<p style="text-align:center;">0,19,1,2,2,1,1,1,0,2,0,2,1,1,0,0,1,1,0,1 +</p>
<p style="text-align:center;">0,19,0,3,2,19,1,1,1,3,2,0,0,1,1,0,0,1,19,2=</p>
<p style="text-align:center;">0, 19, 1, 3, 2, 19, 1, 1, 0, 3, 0, 0, 1, 1, 0, 0, 1, 1, 0, 2</p>
<p style="text-align:left;">and the &#8220;mutants&#8221; would be generated from there, and the process would repeat.</p>
<p style="text-align:left;">Notes: 1. &#8220;Simple simple simple sliding block puzzle&#8221; is my own term, based off of <a href="http://www.johnrausch.com/SlidingBlockPuzzles/4x5.htm">Nick Baxter&#8217;s definitions at the Sliding Block Puzzle Page</a> . For me, it means that each piece is different from another only by its shape, and that the goal is to get the top-left-most piece down to the lower-right. The original definition was somewhat ambiguous, it actually means that if there is no piece with a square occupying the upper-left corner, it is not a valid simple simple simple sliding block puzzle. Additionally, many of the puzzles in this first section are copied straight from the Mathematica notebook, and so there is a distinct lack of proper number parsing. Parsing manually is simple: If two numbered pieces have the same number and are orthogonally adjacent, they both belong to one piece. Otherwise, they belong to different pieces. (Eventually I got a parser working to make these puzzles conform to standards, so the reading should get easier). Lastly, steps and moves are different, as one involves moving one piece one space and the other involves moving one piece any number of spaces.<a href="http://puzzlemuseum.com/library/SlidinPiecePz.htm"> Edward Hordern&#8217;s book, Sliding Piece Puzzles</a>, does a good job to clear this up.</p>
<p style="text-align:left;">Anyways, the very first incarnation of the SBP Evolver produced quite fantastic results! In about 10 generations, with populations varying from 4 to 10, the puzzles had progressed from 4 impossible puzzles and 1 8-stepper to  3 impossible puzzles and 7 possible, one a 58-stepper! Now of course this is no big result, as such puzzles as Bob Henderson and Gil Dogon&#8217;s &#8220;Quzzle-Killer&#8221; take 121 steps to solve, and so this early experiment was really just a proof of concept.</p>
<p style="text-align:left;">Eventually, I got tired of feeding all these puzzles through Analogbit, so I decided to write a C# program to do it for me, except instead of using Analogbit, it would use Jim Leonard&#8217;s very speedy <a href="http://xuth.net/jimslide/">Jimslide</a> software. Furthermore, it would have much larger populations (perhaps 100 or so) and do many more generations. Some time later, after writing many, many lines of code to process the puzzles for Jimslide&#8217;s use, and then processing the output, I finally got it working! Almost immediately, I set it going on a huge number of 4&#215;5 puzzles (10 million) and let it run overnight. It actually took around 4 days, but the best it found was a 176-move puzzle!</p>
<div id="attachment_257" class="wp-caption aligncenter" style="width: 260px"><a href="http://nbickford.files.wordpress.com/2011/08/puz-archy.png"><img class="size-full wp-image-257" title="Archy" src="http://nbickford.files.wordpress.com/2011/08/puz-archy.png?w=510" alt="1203-4253-4673-8879-ABCC"   /></a><p class="wp-caption-text">The 176-mover (by no means the best simple simple)</p></div>
<p style="text-align:left;">The SBP Evolver also displayed some behavior which I conjecture is common to most poorly-written genetic evolution programs: Once the program found a really good optimization, if there weren&#8217;t any tiny optimizations which would improve the puzzle, it would tend to stay with that puzzle for a while unless, by pure chance, the next generation happened not to contain that puzzle. As such, the 4 days might actually not have been long enough to find the best puzzle.<em></em> Additionally, <a href="http://puzzles.net23.net/gauntlet1.htm">Bob Henderson&#8217;s Gauntlet #2</a>, another simple simple sliding block puzzle, trumps the 176-mover with 235 moves!</p>
<p style="text-align:left;">As far as I can tell from <a href="http://www.clickmazes.com/tjwrig/ixbhwrig.htm">his description</a> on Andrea Gilbert&#8217;s clickmazes site, Bob Henderson uses a very different method of generating sliding block puzzles. He inputs a collection of shapes, and then his packing program generates all possible ways that those blocks could be placed in a sliding puzzle. He then feeds those through his sliding block puzzle solving program, which returns the best results. I expect it produces results much faster, albeit only with the blocks the designer chooses.</p>
<p style="text-align:left;">Having been thus discouraged, I set out to go through the much easier 4&#215;4 puzzles instead. This time, after about a day, it generated a 125-move simple simple puzzle! However, it turned out that the puzzle could be backtracked to make a 132-move puzzle, presented below. Interestingly, when I ran the same computation again, it generated another descendant of the 132! Now, of course, the question was: Is this the best 4&#215;4 simple simple simple SBP?</p>
<div id="attachment_258" class="wp-caption aligncenter" style="width: 260px"><a href="http://nbickford.files.wordpress.com/2011/08/9-piece-max.png"><img class="size-full wp-image-258" title="puz132" src="http://nbickford.files.wordpress.com/2011/08/9-piece-max.png?w=510" alt="1123-4522-4678-0690"   /></a><p class="wp-caption-text">Red to lower-right.</p></div>
<p>The problem could be easily solved by just generating all possible 4&#215;4 positions, interpreting a simple simple simple SBP out of them, and then solving each and every single one. But how would you do the former? After all, there can be 16 possible block types in a 4&#215;4 (including holes) and each space could be one of the 16, so you&#8217;d have 16^16=18,446,744,073,709,551,616 possible combinations! My answer to this was to invoke the 4-color theorem, using 0 for the holes, and 1,2,and 3 for colors for the other pieces. After the 4-coloring of the board, a parser would assign each block a unique number, and then remove any duplicates (This was in fact WRONG; The holes could be separate, and so the 4-color theorem applied only to the blocks. I in fact had to eventually use 5-colors for the whole thing). After around a day or so, the puzzle-finder would process 4294967296 boards, and it returned only 52,825,604 different boards!</p>
<p>Two other methods which might have worked as well or better might be to either generate all 1-piece boards, then generate all 2-piece boards from all nonoverlapping combinations of the 1-piece boards, and so forth. There&#8217;s also a method based on dynamic programming which I currently use, which (while it is too long to write out here) is included in the SBPFinder source code, available at the bottom of the post.</p>
<p>After the 52,825,604 different boards were separated into files depending on the number of pieces, the host software would load up each file into a hash table, then solve the first puzzle. After the puzzle was solved, the software would process the output and remove the puzzles mentioned in the solution from the hash table. It would then solve the new first puzzle, and so on. While it isn&#8217;t very fast at all to use this algorithm (it took 48 days), it at least had an advantage: By separating the puzzles into files labeled with the number of pieces, it was possible to return the &#8220;hardest&#8221; puzzle for an arbitrary number of pieces in a 4&#215;4 grid! Below is a table of the hardest simple simple simple SBPs in a 4&#215;4 grid, from 2 to 15 pieces. Keep note, though, that since the computation missed out on a few million puzzles, all the below are unverified and the ones which are very dubious are removed. Also, because SBP determined which piece was the goal piece by going line by line, some of the puzzles below are simply simple simple SBPs and the ones which are just simple SBPs are removed. (Confused? Check <a href="http://www.johnrausch.com/SlidingBlockPuzzles/4x5.htm">http://www.johnrausch.com/SlidingBlockPuzzles/4&#215;5.htm</a>)</p>
<p style="text-align:center;"><a href="http://nbickford.files.wordpress.com/2011/09/sbpmontage1.png"><img class="aligncenter size-full wp-image-262" title="SBPMontage" src="http://nbickford.files.wordpress.com/2011/09/sbpmontage1.png?w=510&#038;h=680" alt="" width="510" height="680" /></a></p>
<p>Note that these results are not to be trusted; for one, bugs have been found in both the problem finder and the puzzle-to-Jimslide converter itself, and so the results certainly aren&#8217;t rigorous. Also, the SBP Evolver (which also runs the puzzle-to-Jimslide converter and searcher) was originally designed to treat any puzzle as a simple simple simple, by choosing the goal piece as the first piece encountered going line by line through the board. Lastly, there&#8217;s a curious phenomenon around 12 pieces: Breaking a 1&#215;2 into 2 1&#215;1 pieces and shuffling the remainder about creates 9 more moves!</p>
<p>Since then, I&#8217;ve been trying to do a verification of the 4&#215;4 computation, specifically by creating another program to rerun the entire search process, return the best results, and then check to see if the results are the same. The catch: I need it to be a few times faster. The optimizations I&#8217;m working on including are:</p>
<p>•Using one of the alternative methods to find potential SBPs faster,</p>
<p>•Only storing the &#8220;justsolved&#8221; puzzles, that is, puzzles in which the goal piece is already in the lower-right and can move out of it&#8217;s current position. (Based on an idea from <a href="http://arxiv.org/abs/cs/0502068">&#8220;Rush Hour Complexity&#8221;</a> , by John Tromp and Rudi Cilibrasi. It turns out that about 1/4 of 4&#215;4 SBP positions are justsolved, a rather large value, mostly because in most positions there is a piece in the lower-right corner, and the only real limitation is that it must be able to move), and</p>
<p>•Using a custom-written sliding block puzzle solver to find the hardest puzzle in the entire group of positions the justsolved puzzle is linked to. (This can be done in 2 diameter searches, one to find the other justsolved puzzles in the group, and the other to find the starting position the furthest away from all the justsolved positions. My custom solver is about 3x as slow as Jimslide, but it makes up for it by that it&#8217;s solving the entire group of puzzles and removing the other justsolved puzzles from the list. There can be a stunning amount of other justsolved positions reachable from a puzzle- some have been found with over 14,000 !)</p>
<p>However, I&#8217;ve hit upon a gypsy moth in my solver causing it not to search the puzzle completely! Preliminary tests of the program though, have revealed the expected running time to be about a day, so stay posted!</p>
<p>Anyways, that&#8217;s my explanation as to what&#8217;s been going on, and I apologize for my relative silence.</p>
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		<title>The Minsky Circle Algorithm</title>
		<link>http://nbickford.wordpress.com/2011/04/03/the-minsky-circle-algorithm/</link>
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		<pubDate>Mon, 04 Apr 2011 03:47:24 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
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		<description><![CDATA[Our tale starts with the PDP-1, a $120,000 room-sized system which, when released in 1960, was state-of-the art computer technology: 4096 18-bit words of memory, a 200 Khz clock speed, and came with only a Macro assembler and a DDT debugger, but what it did have was a paper tape reader, and a Type 30 <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=195&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em> </em>Our tale starts with the PDP-1, a $120,000 room-sized system which, when released in 1960, was state-of-the art computer technology: 4096 18-bit words of memory, a 200 Khz clock speed, and came with only a Macro assembler and a DDT debugger, but what it did have was a paper tape reader, and a Type 30 precision CRT display. As such, many of the first programs of the PDP-1 were &#8220;Display hacks&#8221;: Programs using only a few lines of code, but when run, create intricate patterns on the screen. A prime example of this is the Munching Squares program by Jackson Wright, described in the MIT A.I. Lab&#8217;s HAKMEM:</p>
<pre style="text-align:center;">foo, lat
adm bar
rcl 9s
xor bar
dpy
jmp foo
bar, .</pre>
<p style="text-align:left;">This creates a sequence of images corresponding to where the bitwise XOR function of the x and y coordinates of every point on the screen is less than the frame number. If this happens to be a bit complicated, it&#8217;s a bit easier to understand when you see the animation:</p>
<div class="wp-caption aligncenter" style="width: 298px"><img title="Minching Squares" src="http://mathworld.wolfram.com/images/gifs/munchsq.gif" alt="" width="288" height="288" /><p class="wp-caption-text">Gif from Mathworld.</p></div>
<p style="text-align:center;">(A very good emulator of the original Munching Squares program is located at <a href="http://www.dpbsmith.com/munch.html">http://www.dpbsmith.com/munch.html</a>)</p>
<p style="text-align:left;">A goal of a member of the Research Lab for Electronics (and later the head of the MIT AI lab), Marvin Minsky, was to develop a program to make curves in a square grid, in as few lines as possible. When he was attempting to get the system to draw a spiral, he stumbled across a most curious thing: A two-statement program which would draw stable circles! Decoded from machine language, it reads:</p>
<p style="text-align:center;">loop: y = y &#8211; 1/16 * x</p>
<p style="text-align:center;">x = x + 1/16 * y</p>
<p>Note the lack of temporary variables; In fact, with a temporary y variable, the points spiral out of the circle! However, the program does not draw a perfect circle, but rather a very round ellipse, which becomes rounder as 1/16 gets closer and closer to 0.</p>
<div id="attachment_196" class="wp-caption aligncenter" style="width: 310px"><a href="http://nbickford.files.wordpress.com/2011/01/circle1h.png"><img class="size-medium wp-image-196" title="circle1h+" src="http://nbickford.files.wordpress.com/2011/01/circle1h.png?w=300&#038;h=225" alt="" width="300" height="225" /></a><p class="wp-caption-text">From the Computer History Museum</p></div>
<p style="text-align:left;">You can generalize the Minsky circle algorithm by replacing the first 1/16 by δ and the latter by ε, to get circles that take longer or shorter to generate:</p>
<p style="text-align:center;">x = x &#8211; δ * y</p>
<p style="text-align:center;">y = y + ε * x</p>
<p>It turns out that this can even be solved recursively! Using a substitution and a &#8220;guess and-by-gosh&#8221; method, the authors of the book &#8220;Minsky&#8217;s and Trinsky&#8217;s&#8221; (which most of the content for this article was lifted from, as of now privately published by the authors: Corey Ziegler Hunts, Julian Ziegler Hunts, R.W. Gosper and Jack Holloway) were able to prove that, for the Nth step:</p>
<p style="text-align:center;">Xn=X0 cos(n ω)+(X0/2-Y0/ε) sin(n ω)/d</p>
<p style="text-align:center;">Yn=Y0 cos(n ω)+(X0/δ-Y0/2) sin(n ω)/d</p>
<p>where d=sqrt(1/(δ ε)-1/4) and ω=2 arcsin(sqrt(δ ε)/2) , which happens to actually be an ellipse! Note how if δ*ε&gt;4 or δ*ε&lt;0, ω becomes imaginary and the ellipse becomes a hyperbola. However, with anything so seemingly simple, there is something that makes the subject much more complex. In this case, it was the nearly imperceptible (but strictly periodic) wobble of the ellipse.</p>
<h2 style="text-align:center;">&#8220;The Worst Circles I Ever Drew&#8221;</h2>
<p>In machine arithmetic, integers, no matter what happens to them, are always integers. While this may seem a triviality, machines with only integer arithmetic effectively use the floor function on each operation they do. For example, if you divide 1 by 2, in many programming languages the answer will be 0. The reason for this is because the bit routines for dividing integers always return integers: They work to no more than the precision given. In order for us to understand what&#8217;s going on, we can just pretend that the computer works out the number, then finds the largest integer less than or equal to the answer. No problem, right? Inserting floors into the Minsky recursion, like this:</p>
<p style="text-align:center;">x = x &#8211; floor(δ * y)</p>
<p style="text-align:center;">y = y + floor(ε * x)</p>
<p>shouldn&#8217;t hurt the overall mechanics, right? Wrong. When x or y is small enough, the floor will actually make the result of the multiplication be 0, losing precision. While this may not seem as big a problem, when we chart the plots for strange values of delta or epsilon we get something which is definitely not an ellipse. <a href="http://nbickford.files.wordpress.com/2011/01/circle1.png"><img class="aligncenter size-full wp-image-197" title="circle1" src="http://nbickford.files.wordpress.com/2011/01/circle1.png?w=510&#038;h=327" alt="" width="510" height="327" /></a>Corey Ziegler Hunts and Julian Ziegler Hunts discovered this behavior (discovered earlier by <a href="http://www.tiac.net/~sw/2005/03/Mandala/index.html">Steve Witham)</a>, and began to dig deeper. It turns out that if you calculate the Periods (how long it takes before the points reach X0 and Y0) of the Minsky recurrence starting at different X0,Y0, δ and ε, the periods can vary wildly. For example, when δ and ε both equal 1, all X and Y (other than 0,0) loop with period 6. On the other side, the X0,Y0,δ and ε corresponding to {-19/24,-1015/121,7381/5040,5040/7381} has a period of no less than 2,759,393! (Even with the floor function, the algorithm is exactly reversible, so it must return to (X0,Y0) or never repeat any point, unless the machine integers overflow.)</p>
<div id="attachment_201" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2011/01/m91l.png"><img class="size-full wp-image-201" title="M91l" src="http://nbickford.files.wordpress.com/2011/01/m91l.png?w=510&#038;h=127" alt="Period 9" width="510" height="127" /></a><p class="wp-caption-text">This was actually the Zieglers first &quot;Rugplot&quot;</p></div>
<p style="text-align:center;">Another one, x=1,y=0,δ=9/17 and ε=15/2, has been followed for no less than 104 trillion steps in both directions (the Minsky recurrence can be modified to run backward) without looping! A logical question might be to ask: What do these periods look like when plotted? Well, since there are 4 variables: x,y,δ, and ε, there are 6 different ways to plot the periods: x and y, x and δ, x and ε, y and δ, y and ε, and lastly δ and ε. The Zieglers started with the x-y plots. Now, choose a constant δ and ε, such as 1 and 0.467911, and plot the periods mapped to colors  for integer x and y, and you get what may as well be a Persian rug! Okay, but maybe that&#8217;s just a special case of the Minsky recurrence, and if we try something like δ=1 and ε=0.91939, we&#8217;ll just see a blob? Wrong.</p>
<div id="attachment_202" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2011/01/p2pid1.png"><img class="size-full wp-image-202" title="p2pid1" src="http://nbickford.files.wordpress.com/2011/01/p2pid1.png?w=510&#038;h=318" alt="Readers may notice something at this point..." width="510" height="318" /></a><p class="wp-caption-text">Blob it may be, but an intricate one nonetheless.</p></div>
<p>You can try other Minsky X-Y plots at <a href="http://openprocessing.org/visuals/?visualID=19109">http://openprocessing.org/visuals/?visualID=19109</a> , or click on the picture below:</p>
<div id="attachment_234" class="wp-caption aligncenter" style="width: 520px"><a href="http://www.openprocessing.org/visuals/?visualID=19109"><img class="size-full wp-image-234" title="interactiveminsky" src="http://nbickford.files.wordpress.com/2011/04/interactiveminsky.png?w=510&#038;h=470" alt="" width="510" height="470" /></a><p class="wp-caption-text">Click to go to the applet (openprocessing.org)</p></div>
<p>Coloring methods also have effects on Minsky plots. For example, the Minsky plot δ=100, ε=1/99, which when rendered with a simple linear coloring from <a href="http://www.openprocessing.org/visuals/?visualID=19109">Dr.Fibdork&#8217;s version</a> (programmers, see comments) looks like this: <a href="http://nbickford.files.wordpress.com/2011/03/minskyplot_d100-0_e0-01010101_1000x1000.png"><img class="aligncenter size-full wp-image-215" title="MinskyPlot_d=100.0_e=0.01010101_1000x1000" src="http://nbickford.files.wordpress.com/2011/03/minskyplot_d100-0_e0-01010101_1000x1000.png?w=510&#038;h=510" alt="Made with a slightly modified version" width="510" height="510" /></a> However, the authors of the book use a different method to bring out some of the finer details, which shows this: <a href="http://nbickford.files.wordpress.com/2011/03/d100_e1o99.png"><img class="aligncenter size-full wp-image-216" title="d=100_e=1o99" src="http://nbickford.files.wordpress.com/2011/03/d100_e1o99.png?w=510&#038;h=509" alt="" width="510" height="509" /></a> At some point, though, we have to stop messing with numbers and get down to math. If we return to the original Minsky solutions:</p>
<p style="text-align:center;">Xn=X0 cos(n ω)+(X0/2-Y0/ε) sin(n ω)/d</p>
<p style="text-align:center;">Yn=Y0 cos(n ω)+(X0/δ-Y0/2) sin(n ω)/d</p>
<p>where δ=sqrt(1/(δ ε)-1/4) and ω=2 arcsin(sqrt(δ ε)/2) ,we notice that this ellipse returns to its original point when n*ω mod 2*Pi =0, because when n=0, n*ω=0, and also because the periods of the cos and sin functions are 2*Pi . Now, let us define the theoretical period (denoted as P) of a Minsky recurrence as the first n greater than 0 for which n*ω mod 2*Pi =0, which is the same as saying &#8220;The n for which n*ω=2 Pi&#8221; . (Note that n can be a non-integer) N can be trivially solved for, and expanding ω we get that P=Pi/arcsin(sqrt(δ ε)/2) . We can write this in two ways: The already mentioned one, or by solving for  δ ε we get δ ε=4 (Sin(Pi/P))^2, which we can use to get a product of δ and ε from the period. Earlier on, readers may have looked at the figures for δ and ε and seen something suspicious about them. As it turns out, the first &#8220;Rugplot&#8221; had a period of 9, and the second had a period of 2 Pi. In general, when P&gt;4, we can generate very symmetrical plots by setting δ to 1 and ε to the value given by 4 (Sin(Pi/P))^2 . For P&lt;5, the method generates very monotonous images (both delta and epsilon are integers), but when P=5 we get what Holloway terms &#8220;Rastermen&#8221;:  Koch Snowflake-like fractals but with only five arms repeated infinitely with sizes according to the Fibonacci numbers!</p>
<div id="attachment_206" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2011/02/p5d1.png"><img class="size-full wp-image-206" title="p5d1" src="http://nbickford.files.wordpress.com/2011/02/p5d1.png?w=510&#038;h=382" alt="" width="510" height="382" /></a><p class="wp-caption-text">A larger one is avaliable at http://gosper.org/p5d1.png</p></div>
<p>It&#8217;s even possible to make animations of Minskyplots, such as along the line δ=3/2+t/200, P 40/139. It turns out that Minsky space is rather epileptic:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2011/04/03/the-minsky-circle-algorithm/"><img src="http://img.youtube.com/vi/N2AGdExOHTM/2.jpg" alt="" /></a></span>
<p>Different configurations arise with different functions of time for δ and ε, such as when δ=t and ε=1/(t-1), and δε approaches 1:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2011/04/03/the-minsky-circle-algorithm/"><img src="http://img.youtube.com/vi/QizboFRTKLc/2.jpg" alt="" /></a></span>
<p>The horizontalness of the boundaries at the end are due to the fact that the slope of major axes of the ellipses in a Minsky x-y plot is approximately ε/δ , because in the original Minsky solutions the amplitude of Xn (roughly the &#8220;run&#8221; in rise/run) is larger when ε is larger,  and the amplitude of Yn (the &#8220;rise&#8221;) reacts the same way to δ.</p>
<h2 style="text-align:center;">Minskyspace</h2>
<p>At this point you may be asking what the other 5 arrangements of Minsky plots look like. I don&#8217;t have the space in this post to talk about them all, but I can describe one of the most interesting Minsky plot methods, sort of the opposite of the x-y plot: The δ-ε plot. Recall from earlier that the simple Minsky solutions become imaginary if δε&gt;4. It actually turns out that this is generally not the case. Suppose we use a simple Minsky period plotting method to draw the periods with x=1 and y=0 , where -4&lt;δ&lt;4 and -4&lt;ε&lt;4:</p>
<div id="attachment_254" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2011/04/minskyspace.png"><img class="size-full wp-image-254" title="minskyspace" src="http://nbickford.files.wordpress.com/2011/04/minskyspace.png?w=510&#038;h=510" alt="" width="510" height="510" /></a><p class="wp-caption-text">Rather large (4001x4001), so viewing in hi-res is recommended. 1px (in reality infintesimally thin) lines are due to scan granularity.</p></div>
<p>The gray areas are where there was no Minsky loop with a period less than 5000, and the white areas are period 1.  As you can see, although the outline of the colored region resembles the function y=4/x, in many places there are regions of periodicity extending out into the &#8220;dangerous&#8221; area, such as on the upper right corner, really small. (I should note here that it has been proven that the shapes of periods are always rectangles) Furthermore, the authors of Minsky&#8217;s and Trinsky&#8217;s have discovered that some areas <em>inside </em>the two &#8220;Islands&#8221; are nonperiodic, such as x=1,y=1/2,δ=9 and ε=1/3. (<a href="http://neilbickford.com/minsky/x=1_y=1o2_d=9_e=1o3.png" target="_blank">Plot</a>) Even more, any Minsky point of the form x=1, y=1/2, δ=3^(n+1) , ε=3^(-n) , where n is an integer greater than 0, is unbounded.  Not much is known about these δ-ε plots: We can prove that the shapes are always rectangles, and we can find a few general periods, but in general it&#8217;s a bit like trying to find the value of an arbitrary point on the Mandelbrot Set. Which brings me to my next point: Unlike the Minsky x-y plots, you can take a δ and ε and zoom into it! The video below shows a sequence of period 5 x-y plots with δ ranging from 99/100 to close to 1:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2011/04/03/the-minsky-circle-algorithm/"><img src="http://img.youtube.com/vi/FbLj8WijO4Y/2.jpg" alt="" /></a></span>
<div id="attachment_217" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2011/03/x1-y1-dminemin3o2-dmaxemax8o3-dgeg1o2574-dee289a44.png"><img class="size-full wp-image-217" title="x=1, y=1, dmin=emin=3o2, dmax=emax=8o3, dg=eg=1o2574, de≤4" src="http://nbickford.files.wordpress.com/2011/03/x1-y1-dminemin3o2-dmaxemax8o3-dgeg1o2574-dee289a44.png?w=510&#038;h=510" alt="" width="510" height="510" /></a><p class="wp-caption-text">Generated by Julian Ziegler Hunts.</p></div>
<p style="text-align:left;">Some of the areas can seem fractal, and it&#8217;s certainly possible to find patterns that seem to converge to a series of infinitely thin rectangles, such as the top-right edge of the x=1,y=1 δ-ε space (δ*ε≤4): Other areas, such as this one near x=0, y=8, δ=173/80 , ε=137/96 , display more localized behavior: <a href="http://nbickford.files.wordpress.com/2011/03/18tdenbhd-x00-y08-dmin17o8-dmax11o5-dg1o44880-emin17o12-emax23o16-eg1o65520.png"><img class="aligncenter size-full wp-image-218" title="18tdenbhd--x0=0, y0=8, dmin=17o8, dmax=11o5, dg=1o44880, emin=17o12, emax=23o16, eg=1o65520" src="http://nbickford.files.wordpress.com/2011/03/18tdenbhd-x00-y08-dmin17o8-dmax11o5-dg1o44880-emin17o12-emax23o16-eg1o65520.png?w=510&#038;h=206" alt="" width="510" height="206" /></a>However, in many of the places where the differences in size between rectangles go to 0, the periods appear to approach ∞, such as when you approach x=1, y=0, δ=1 , ε=1 from the upper-left-hand side. These places, called &#8220;Accumulation points&#8221;, seem to be ubiquitous throughout any δ-ε plot . As a great example of this, take the neighborhood of x0=0, y0=8, ε=10/7, δ=37/17 (zoomed in and recolored from the image above) , which Bill Gosper has termed the &#8220;Neighborhood of a Monster&#8221; because of the &#8220;monsters&#8221; (points with gigantic periods) that occur. In this case, even though the center appears at first to be devoid of accumulation points, there are some particularly nasty periods- right in between two large blocks!</p>
<div id="attachment_222" class="wp-caption aligncenter" style="width: 520px"><a href="http://nbickford.files.wordpress.com/2011/03/neighborhood.png"><img class="size-full wp-image-222 " title="neighborhood" src="http://nbickford.files.wordpress.com/2011/03/neighborhood.png?w=510&#038;h=377" alt="Double-click to see in high resolution" width="510" height="377" /></a><p class="wp-caption-text">Double-click to see in high resolution</p></div>
<p style="text-align:left;">There&#8217;s tons more to study of course, but in reality all of the pictures we see of Minsky plots, whether x-y,δ-ε, or some combination of the two, are all slices of a 4-dimensional, jagged, infinite object, called Minskyspace. The 4 dimensions come from the four parameters, and while slices from this object have not even been rendered in a dimension higher than 2, we can tell a few things about it:</p>
<ul>
<li>It goes forever in the x,y,δ, and ε directions. However, in the δ and ε directions, it takes on a rather hyperbolic shape, due to the original, non-rounded Minsky circle algorithm.</li>
<li>Nearly half of it seems to be missing, due to δ*ε being less than 0.</li>
<li>Certain &#8220;congruence regions&#8221;, that is, areas in Minskyspace where the periods are the same which produce identical orbits modulo translation, are shaped like polyhedra instead of infinitely thin slices when sliced through with a 3-dimensional plane! (some of the faces are curved, though)<a href="http://nbickford.files.wordpress.com/2011/03/congruence.png"><img class="aligncenter size-full wp-image-223" title="congruence" src="http://nbickford.files.wordpress.com/2011/03/congruence.png?w=510&#038;h=244" alt="" width="510" height="244" /></a></li>
<li>At irrational δ*ε , there can be infinitely fine structure around that area, but a conjecture is that there is no irrational δ*ε which has infinite period.</li>
<li>All accumulation points, infinitely near their centers, have unlimited period.</li>
<li>Conjecture: All congruence regions are Cartesian products of two polygons with at most 6 hyperbolically curved sides.</li>
<li>That&#8217;s a bit of what we know for sure. There are tons of conjectures, and I&#8217;ve hosted a version of the Minsky &#8220;To do&#8221; list, &#8220;Problems posed and solved&#8221;, at <a title="http://neilbickford.com/Minsky/problems.txt" href="http://neilbickford.com/Minsky/problems.txt">neilbickford.com/Minsky/problems.txt</a>.</li>
</ul>
<p>In summary: Although some algorithms may seem simple, there can be great areas of mathematics behind them. We still don&#8217;t know all about the shapes that the Minsky circle algorithm creates, and there are still many problems waiting to be uncovered and solved. Even if you don&#8217;t want to tackle recursive formulae, just discovering areas in Minskyspace is a fun and entertaining pastime.</p>
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		<title>Fractals</title>
		<link>http://nbickford.wordpress.com/2010/12/28/fractals/</link>
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		<pubDate>Tue, 28 Dec 2010 21:40:36 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
				<category><![CDATA[Cellular Automata]]></category>
		<category><![CDATA[Mathematics]]></category>
		<category><![CDATA[Sculptures and Models]]></category>

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		<description><![CDATA[Fractals are a relatively new mathematical concept which are shapes that have detail at all levels. (i.e., you can keep zooming into the shape and always find new patterns) Fractals originated a few million years ago, but they have only been named and studied for less than 200 years, and less than 50 years if <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=177&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Fractals are a relatively new mathematical concept which are shapes that have detail at all levels. (i.e., you can keep zooming into the shape and always find new patterns) Fractals originated a few million years ago, but they have only been named and studied for less than 200 years, and less than 50 years if you don&#8217;t count the times when mathematicians were calling them &#8220;Monsters&#8221;.</p>
<p>The most simple type of fractal is one where you take a shape, and then turn the shape into a number of smaller copies of itself. Probably the most famous example of this technique is the Sierpinski Gasket, created by taking one triangle, and turning it into 3 smaller copies of itself:</p>
<div class="wp-caption aligncenter" style="width: 355px"><img title="Gasket" src="http://www.mathaware.org/mam/00/master/essays/B3D/2/JPG/figure22.jpg" alt="" width="345" height="501" /><p class="wp-caption-text">Iterations of the Sierpinski Gasket</p></div>
<p>As you can see, at each succeeding iteration the new triangles are replaced, and so on. The same fractal can be made by progressively taking triangles out of triangles, and both ways can be easily done using some triangular graph paper.</p>
<p>A nearly as well-known fractal as the Sierpinski Gasket is the Sierpinski Carpet. To make this fractal, you take a square, divide it into 9, remove its center square, and repeat. Naturally, the same can be done by adding: Divide a square into 9 and replace each part by itself:</p>
<div class="wp-caption aligncenter" style="width: 548px"><img title="Sierpinski Carpet" src="http://mathworld.wolfram.com/images/eps-gif/SierpinskiCarpet_730.gif" alt="" width="538" height="99" /><p class="wp-caption-text">Iterations of the Sierpinski carpet</p></div>
<p>It&#8217;s possible to, as well as creating 2D self-similar fractals, to create 1-D self-similar fractals, which will be a line bending into two dimensions. An example of this would be the Koch Curve, discovered in 1904 by Niels  Fabian Helge von Koch. To make it, start with a line, divide it into 3, and replace the middle section by 2 line segments. This can be shown better by the &#8220;generator&#8221; for the Koch curve, which shows the before and after:</p>
<p><img class="aligncenter" title="KochGen" src="http://www.bfoit.org/Intro_to_Programming/images/vonKochCurve_1.jpg" alt="" width="339" height="203" /></p>
<p>If you repeat these steps, you&#8217;ll generate the following picture:</p>
<p style="text-align:center;"><img class="aligncenter" title="KochCurve" src="http://cdn.physorg.com/newman/gfx/news/2007/kochcurve.gif" alt="" width="320" height="103" /></p>
<p style="text-align:left;">This fractal was originally called a &#8220;monster&#8221; due to the fact that it is continuous everywhere (there are no holes), but it is impossible to take a slope at a single point. In this way it is a shape that has no corners, which mathematicians regarded at the time as ridiculous. A similar fractal discovered earlier by the Italian mathematician Guiseppe Peano in 1890, the Peano curve, is similar but manages to fill space:</p>
<p style="text-align:left;"><img class="aligncenter" title="peanopiano" src="http://www.scielo.br/img/fbpe/bjp/v28n2/28n2a7f6.gif" alt="" width="350" height="249" />This was regarded as crazier by the mathematicians than the future Koch curve- Is it a line, or is it a square? It&#8217;s actually a schematic for converting one dimension into two! Even crazier than that was the Hilbert curve, discovered by David Hilbert in 1891: <img class="aligncenter" title="Hilbert's Infinite Purse! Get yours today!" src="http://upload.wikimedia.org/wikipedia/commons/4/46/Hilbert_curve.gif" alt="" width="261" height="261" /></p>
<p style="text-align:left;">It consists mainly of taking the previous curve, adding 3 copies, and connecting those copies together.</p>
<p style="text-align:left;">Some of these 1-dimensional curves can be made 2-dimensional by taking multiple copies of them and putting them together. For example, there&#8217;s the Koch Snowflake, which comes from 3 copies of the Koch Curve:</p>
<p style="text-align:left;"><img class="aligncenter" title="Koch curve, not Coke curve!" src="http://upload.wikimedia.org/wikipedia/commons/f/fd/Von_Koch_curve.gif" alt="" width="300" height="312" /></p>
<p style="text-align:left;">Surprisingly enough, the total area of the Koch Snowflake  is not some infinite series, but rather 8/5 the area of the original triangle! Some 1-dimensional curves, such as the Peano curve, don&#8217;t need to be joined to seem to be 2-dimensional. However, the Peano curve creates what seems to be a square, and a square is certainly not a fractal. The Flowsnake, discovered by Bill Gosper and later renamed to &#8220;Peano-Gosper curve&#8221; achieves the object of having a bounding area that is both fractal and tileable!</p>
<p style="text-align:left;"><img class="aligncenter" title="Now, we have to sneak up on this rare snake- real carefully-like..." src="http://www.remcobloemen.nl/wp-content/uploads/2009/12/Peano-Gosper.png" alt="" width="360" height="339" /><img class="aligncenter" title="Oh my! There's a whole gang of them!" src="http://www.meden.demon.co.uk/Fractals/gifs/Cyclomer016.gif" alt="" width="256" height="174" /></p>
<h1 style="text-align:center;">3-Dimensional &#8220;Simple&#8221; Fractals</h1>
<p style="text-align:left;">Up to this point we have been taking about 1 and 2-dimensional fractals, but in an effort not to make fractals too easy for computers, we now turn to 3-dimensional self-similar fractals.  To start off, the Sierpinski Carpet can be turned into a 3-dimensional version simply by replacing the squares with cubes. This causes us to use 20 times as many cubes for each step, but if you happen to have that much wood and glue around the house, you can easily make it by replacing each cube with 20 cubes, in the fashion shown below. This creates an object called the Menger Sponge, but you aren&#8217;t likely to see it on the sponge market anytime soon:</p>
<p style="text-align:center;"><img title="3D rendered is saying something about the next picture!" src="http://www.joachim-reichel.de/software/menger/menger_large.png" alt="" width="720" height="720" /></p>
<p style="text-align:left;">The sponge pictured above is a level 4 sponge, which would take 160,000 cubes to create. 8,000 is a much more manageable number, and so <a href="http://world.std.com/~j9/">Dr. Jeannine Mosely</a> decided to create a Level 3 Menger Sponge- out of business cards. There would be 6 cards per cube, which would then be linked, and finally paneled for a grand total of 66,048 business cards, which Dr. Mosely managed to create quite a while later:</p>
<p style="text-align:left;"><img class="aligncenter" title="Over 9000! ...Business cards" src="http://www.worldsstrangest.com/wp-content/plugins/wp-o-matic/wscache23/ca1f3_mosley-menger-sponge.jpg" alt="" width="466" height="467" /></p>
<p style="text-align:left;">As you can see, it&#8217;s large enough to crawl into, but as fun as it may seem, Dr. Mosely says that a Level 4 sponge made out of business cards would simply not be possible to make without structural support.</p>
<p style="text-align:left;">The Sierpinski Gasket also has a 3-dimensional analog: The Sierpinski Tetrahedron. To make it, you take the previous level, make 3 more copies of it, and join them by the corners.</p>
<p style="text-align:left;"><img class="aligncenter" title="Not reccomended for juggling." src="http://blog.makezine.com/upload/2010/02/math_monday_sierpinski_tetrahedron/Sierpinski-tetrahedron.jpg" alt="" width="414" height="398" /></p>
<p style="text-align:left;"><a href="http://www.georgehart.com/">George Hart</a> has made a 3D model of it, and even has a good description of how to make it in <a href="http://blog.makezine.com/archive/2010/02/math_monday_sierpinski_tetrahedron.html">his Math Monday post</a>. With all this, you might think that there would be an interesting 3D version of the Koch Snowflake. However, when doing it like you normally would (tetrahedra on triangle) you get something quite unexpected&#8230;</p>
<p style="text-align:left;"><img class="aligncenter" title="Again, it's the Koch curve. Not Diet Coke!" src="http://upload.wikimedia.org/wikipedia/commons/a/a7/Koch_surface_0_through_3.png" alt="" width="600" height="219" /></p>
<p style="text-align:left;">Now join 4 of those together, and you get a cube. From a fractal.</p>
<p style="text-align:left;">All this time we have been referring to fractals as &#8220;1-dimensional&#8221;, &#8220;2D&#8221;, and &#8220;in 3 Dimensions&#8221; when in fact, as we have seen, they clearly aren&#8217;t. The Peano 1D fractal may as well be a square, and the Sierpinski 2D fractal may as well be a series of lines, and the Hilbert curve is somewhere in between. To make deciding easier, Felix Hausdorff and Abram Samoilovitch Besicovitch invented the concept of <a href="http://en.wikipedia.org/wiki/Fractal_dimension">fractal dimension</a>, which can not only be an integer, but also any number in between. To compute the fractal dimension, we use the formula D=Log(N)/Log(l), where N is the number of pieces that replace the original shape, and l is one over the scale factor. (The base of the logarithm does not matter) For example, in the Sierpinski gasket, N=3, and l=2, which means that D=Log(3)/Log(2), or about 1.584962501. This means that the Sierpinski gasket is slightly less than a square, and quite a bit more than a line. Similarly, for the &#8220;3D&#8221; Menger Sponge, its fractal dimension is Log(20)/Log(3)=2.726833028. Finally, the fractal dimension of the Peano curve is Log(9)/Log(3)= exactly 2, which means that the Peano curve, at the ∞th iteration, may as well be a square. A large list of fractals and their fractal dimensions can be found at <a href="http://en.wikipedia.org/wiki/List_of_fractals_by_Hausdorff_dimension">Wikipedia</a>.</p>
<h2 style="text-align:center;">Fractals Imitating Reality, or Vice Versa?</h2>
<p style="text-align:left;">Self-similar fractals are not just an abstraction, though. Many plants, such as cauliflower and broccoli show self-similar behavior. On cauliflower, it can be seen by the lobes of the surface, and broccoli is a bit more chaotic, but still shows the same behavior:</p>
<p style="text-align:center;"><img class="aligncenter" title="A reason to eat your veggies!" src="http://www.bestpicturegallery.com/best-picture-gallery-macro-vegetable-cauliflower-viel-gesundes-grun-tin-G.jpg" alt="" width="432" height="324" /></p>
<p style="text-align:left;"><img class="aligncenter" title="hard to see" src="http://www.healingdaily.com/detoxification-diet/broccoli.jpg" alt="" width="240" height="233" /></p>
<p style="text-align:left;">Trees can also be simulated reasonably well using fractals:</p>
<p style="text-align:left;">&nbsp;</p>
<div id="attachment_183" class="wp-caption aligncenter" style="width: 310px"><a href="http://nbickford.files.wordpress.com/2010/11/treefractal.png"><img class="size-medium wp-image-183" title="TreeFractal" src="http://nbickford.files.wordpress.com/2010/11/treefractal.png?w=300&#038;h=233" alt="A tree fractal" width="300" height="233" /></a><p class="wp-caption-text">You can see the first branches by the dots</p></div>
<h1 style="text-align:center;">Escape-Time Fractals</h1>
<p style="text-align:left;">Self-similar fractals get a bit boring after a while, so let&#8217;s explore another kind of fractal: Escape-time fractals. Escape-time fractals take place on the complex plane, which is an extension of the real line. Basically, it&#8217;s a plane of numbers of the form x+i*y, where i is the &#8220;imaginary number&#8221; sqrt(-1). Imaginary numbers (a+i*y) can have all the operations of real numbers done to them, such as addition (a+i*b+c+i*d=(a+c)+i(b+d)), multiplication ((a+i*b)*(c+i*d)=(ac-bd)+i(bc+ad)), as well as division, square roots, exponentiation, and every other function that can be applied to the real numbers. Now, consider a function repeatedly applied to an initial complex number until the point escapes a circle of radius r, and color it according to the number of iterations it takes to escape from the circle. If the point never escapes, or doesn&#8217;t escape after however many iterations, then color the point black.</p>
<p style="text-align:left;">Pierre Fatou and Gaston Julia first investigated, in the 1910s, iterations of this type, specifically iterations of the type z-&gt;z^2+c, where c is the initial point, and z is the point that changes. However, they simply noted the chaos of the system: Julia studied variations where c was a single number and z was anything, and Fatou studied the function for where c was a single number and where the initial value of z was 0. It wasn&#8217;t until 1979 that Benoit Mandelbrot would expand on Julia&#8217;s work using computer analysis.</p>
<p style="text-align:left;">Mandelbrot decided to use a computer to plot Julia sets using the color-by-point method, and was stunned by the results. Julia sets create self-similar fractals, but are much more interesting as they use color and are much more varied, as the following video of a set of Julia sets shows:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/--_r3gQGRLM/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">The next logical step after studying these would be to let c be equal to the initial value of z, and so he created what is now known as the Mandelbrot Set.</p>
<p style="text-align:center;"><img class="aligncenter" title="Ah! A beetle!" src="http://upload.wikimedia.org/wikipedia/commons/2/21/Mandel_zoom_00_mandelbrot_set.jpg" alt="" width="469" height="351" />(right click and press view image for full size)</p>
<p style="text-align:left;">The Mandelbrot Set is unlike any of the fractals that we&#8217;ve come across so far in that it has no self-symmetry. Although there may be shapes farther in that look like the Mandelbrot Set, they aren&#8217;t quite the whole. There are many areas of the Mandelbrot set, such as the antennae-like left regions explored in the video &#8220;Trip to E214&#8243; e.g. 10^214 zoom, so large that the smallest particles postulated by physics would be nearly a googol times larger than the universe:</p>
<p style="text-align:left;"><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/1908224' width='400' height='300' frameborder='0'></iframe></div></p>
<p style="text-align:left;">Or into the &#8220;Seahorse Valley&#8221; (I am not making these names up) ,where there are intricate spiral structures:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/WAJE35wX1nQ/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">Or into a whole host of other places by using a fractal software such as the ones at the end of this post.</p>
<p style="text-align:left;">An interesting thing about the Mandelbrot Set is that, the farther you zoom into an area, the more it seems to look like the corresponding Julia set for that point, such as in this video, also into the Seahorse Valley area of the Mandelbrot Set:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/UuOTuFVnWv0/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">What&#8217;s also interesting about the Mandelbrot Set is that no matter how far you zoom in, there always appears to be more intricate structures, which has led to the rise of groups specializing in computer zooms <em>really </em>far into the set. An example of this is the Trip to E214, and I believe the record for high definition is 10^275:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/0jGaio87u3A/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">and for low definition there&#8217;s 10^999:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/1sSm53Q9Jws/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">New structures can even pop up deep into the set, such as a long string of Xs:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/fmZcwfGuTqk/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">(For those who don&#8217;t have the patience to watch the above video, the point can be seen at <a href="http://stardust4ever.deviantart.com/art/XX-Reactor-Core-Deep-Zoom-131573460">http://stardust4ever.deviantart.com/art/XX-Reactor-Core-Deep-Zoom-131573460</a>)</p>
<p style="text-align:left;">By now you should have noticed a really interesting optical illusion: When you look away from a video, the space seems to be shrinking in!  It&#8217;s also the sign not to watch all of the videos all at once.</p>
<p style="text-align:left;">The fractal dimension for the Mandelbrot Set can also be computed, but it&#8217;s quite complicated. In fact, it was not until 1991 that Mitsuhiro Shishikura proved that the Hausdorff dimension of the Mandelbrot set equals&#8230; 2. The area of the Mandelbrot Set, however, is not so simple. Although nobody has figured out a way to calculate it precisely (The best formula I know of (i.e. only) is given in equations 7-10 on <a href="http://mathworld.wolfram.com/MandelbrotSet.html">the Mathworld page</a>), it is possible to get an estimate of it by counting pixels from -2+-2i to 2+2i, and finding what percent of them are in the set. The current best known value for the area is 1.50659177 +- 0.00000008 , given by Robert Munafo in 2003 on his page &#8220;<a href="http://www.mrob.com/pub/muency/areaofthemandelbrotset.html">Area of the Mandelbrot Set</a>&#8220;. Cyril Soler, a researcher at the National de Recherche en Informatique et Automatique, conjectures that the value is exactly sqrt(6*pi-1)-e, but whether he is right or wrong is not known. It is also possible to calculate exact mathematical formulae for some of the subregions of the Mandelbrot Set, such as the large cardioid-shaped blob, which can be expressed in parametric form as</p>
<p style="text-align:left;"><a href="http://nbickford.files.wordpress.com/2010/11/cardiod.png"><img class="aligncenter size-full wp-image-184" title="cardioid" src="http://nbickford.files.wordpress.com/2010/11/cardiod.png?w=510" alt=""   /></a>The Mandelbrot Set is also connected, which means that if you take any point inside the set, you can get to any other point inside the set by following some series of pathways.</p>
<p style="text-align:left;">Lastly, for programmers, you can easily make your own Mandelbrot set generator even if your programming language does not support complex numbers by iterating z_realtemp-&gt;z_real*z_real &#8211; z_imag*z_imag + c_real, z_imag-&gt;2*z_real*z_imag + c_imag, and z_real-&gt;z_realtemp.A good pseudocode example is at <a href="http://en.wikipedia.org/wiki/Mandelbrot_set#Computer_drawings">http://en.wikipedia.org/wiki/Mandelbrot_set#Computer_drawings</a>.</p>
<p style="text-align:left;">Naturally, the Mandelbrot Set is not the only escape-time fractal there is. First of all, there are the Mandelbrot Generalizations, z-&gt;z^p+c: (0&lt;p&lt;20 for the video)</p>
<p style="text-align:left;">[http://www.youtube.com/watch?v=n-zmLPuQg6w]</p>
<p style="text-align:left;">There&#8217;s also the Phoenix Julia set, which not only relies on the previous point but the point before that, z<sub>n + 1</sub> =     z<sub>n</sub><sup>2</sup> + Re(c) + Im(c) * z<sub>n &#8211; 1, </sub>, where c is constant:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/fHwAITISiKo/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">A good online program for exploring it on your own is at <a href="http://www.jamesh.id.au/fractals/mandel/Phoenix.html">http://www.jamesh.id.au/fractals/mandel/Phoenix.html</a></p>
<p style="text-align:left;">There are an infinitude of others, so I won&#8217;t go through them all here, but a good gallery of escape-time fractal art is at <a href="http://fractalarts.com/ASF/galleries.html">http://fractalarts.com/ASF/galleries.html</a>.</p>
<p style="text-align:left;">Escape-time fractals don&#8217;t have to have the escape condition be when the point goes outside a circle; In fractals such as the Newton fractal, based on the function x^3-1=0, the condition is when the point gets close enough to a root of the equation. Basically, what happens is that Newton&#8217;s method to find roots of an equation,</p>
<p style="text-align:left;"><img class="aligncenter" title="Newton" src="http://upload.wikimedia.org/math/e/3/e/e3ed0ed85e155f78e3b1ccee03d190fe.png" alt="" width="170" height="48" />is iterated for f=(x^3-1=0), which creates the escape-time formula z-&gt;z-(x^3-1)/(3x^2). Once the point gets close enough to one of the roots of x^3-1: x=1,x=-(-1)^(1/3), x=(-1)^(2/3), it is colored according to the root it arrived at and the amount of time it took. This creates a Julia-like result:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/v-du-KjqniE/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">Once again, this can be generalized to different functions and powers, such as in f(x)=x^5-1 :</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/gh6e95OmoAk/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">It also turns out that most-if not all- self-similar fractals can be implemented as escape-time fractals. For example, the <a href="http://www.futuremind.ch/millenniumfractal/documentation/SierpinskiGasket.html">MilleniumFractal fractals page</a> lists the formula for a Escape-Time version of  the Sierpinski Gasket as being:</p>
<p style="text-align:left;">For each point <em>c</em>:<br />
<em>z</em><sub>0</sub> = <em>c</em></p>
<table>
<tbody>
<tr>
<td><em>z</em><sub>n+1</sub> = 2 <em>z</em><sub>n</sub> &#8211; <strong>i</strong>,</td>
<td>Im(<em>z</em><sub>n</sub>) &gt; 0.5</td>
</tr>
<tr>
<td><em>z</em><sub>n+1</sub> = 2 <em>z</em><sub>n</sub> &#8211; 1,</td>
<td>Re(<em>z</em><sub>n</sub>) &gt; 0.5, Im(<em>z</em><sub>n</sub>) ≤ 0.5</td>
</tr>
<tr>
<td><em>z</em><sub>n+1</sub> = 2 <em>z</em><sub>n</sub>,</td>
<td>Re(<em>z</em><sub>n</sub>) ≤ 0.5, Im(<em>z</em><sub>n</sub>) ≤ 0.5</td>
</tr>
</tbody>
</table>
<p style="text-align:left;"><img class="aligncenter" title="SierpinskiEscape!" src="http://www.futuremind.ch/millenniumfractal/documentation/SierpinskiGasket.gif" alt="" width="160" height="120" />What happens is that for every point that is recursed upon, its imprecision is increased by a factor of 2 each iteration, eventually getting &#8220;thrown out&#8221; of the set.</p>
<h1 style="text-align:center;">Coloring Methods</h1>
<p style="text-align:left;">As interesting as the fractals are the methods that can be used for visualization styles. For example, instead of coloring the Mandelbrot set by the number of iterations it takes for a point to escape, we could color the points that escape according to iterations+c_real, and the inside according to the magnitude of c=sqrt(real^2+imag^2), which would produce the following effect:</p>
<p style="text-align:left;">&nbsp;</p>
<div id="attachment_185" class="wp-caption aligncenter" style="width: 310px"><a href="http://nbickford.files.wordpress.com/2010/11/iter.jpg"><img class="size-medium wp-image-185" title="mandelblob" src="http://nbickford.files.wordpress.com/2010/11/iter.jpg?w=300&#038;h=221" alt="" width="300" height="221" /></a><p class="wp-caption-text">The bands are because of the palette</p></div>
<p style="text-align:left;">Many types of visualization for fractals have been discovered, such as &#8220;incoloring&#8221; and &#8220;outcoloring&#8221; methods. As well as the above example, one  such visualization method is Biomorphs, invented by Clifford Pickover, which makes the fractals into bacteria-like shapes. The method was based originally on an accidental bug made while programming a fractal program, which is perhaps why <a href="http://www.madteddy.com/biomorph.htm">Mad Teddy&#8217;s code</a> might be easier to use than my explanation!</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/brrgOmuVL5c/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">Also, quite interesting results come from coloring the outside of the Mandelbrot Set a different color depending on whether the imaginary values of the points become negative after they escape:</p>
<p style="text-align:left;"><a href="http://nbickford.files.wordpress.com/2010/12/decomposition.png"><img class="aligncenter size-medium wp-image-187" title="decomposition" src="http://nbickford.files.wordpress.com/2010/12/decomposition.png?w=300&#038;h=172" alt="" width="300" height="172" /></a>Past that, there are more complicated colorings we can do, such as noticing that there is action inside the set as well as outside the set. Basically, if you iterate the Mandelbrot Set iteration on a single point over and over, the numbers will appear to converge to one number or another, showing the &#8220;orbit&#8221;. A good applet for seeing this is at <a href="http://math.hws.edu/xJava/MB/">http://math.hws.edu/xJava/MB/</a> (under Tools):</p>
<p style="text-align:left;"><a href="http://nbickford.files.wordpress.com/2010/12/orbit.png"><img class="aligncenter size-medium wp-image-188" title="orbit" src="http://nbickford.files.wordpress.com/2010/12/orbit.png?w=300&#038;h=232" alt="" width="300" height="232" /></a>Now, suppose that at each point the point reaches, we check to see if it is within a certain area, and if so, immediately stop the iteration and color the initial point according to the place inside the trap it landed. For example, suppose we have a cross-shaped trap centered at 0+0i, colored with a gradient. Then we&#8217;d get pictures like this:</p>
<p style="text-align:left;">&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 425px"><img title="cross" src="http://www.fractaldomains.com/tutorial/orbit/images/page2_3.jpg" alt="" width="415" height="327" /><p class="wp-caption-text">From fractaldomains.com</p></div>
<p style="text-align:left;">It turns out that if you take a stalk pattern like this and plot it over the entire Mandelbrot Set, stalks will appear inside the set as well as outside. These stalks are called Pickover stalks after <a href="http://pickover.com/">Clifford Pickover</a>, and often create nice spiraling patterns.</p>
<p style="text-align:left;">Other shapes for orbit traps can be made, with different results.  Circular orbit traps tend to show interesting detail in the Seahorse Valley regions:</p>
<p style="text-align:left;">&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 384px"><img title="numbah2" src="http://www.fractaldomains.com/tutorial/orbit/images/page2_4.jpg" alt="" width="374" height="293" /><p class="wp-caption-text">Also from http://www.fractaldomains.com</p></div>
<p style="text-align:left;">Animations with orbit traps are especially interesting, because with animation you can not only zoom in, but you can also change the orbit trap as you&#8217;re zooming in!</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/gxfNQzj50rw/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">A further explanation (and where a few of the images come from) is at <a href="http://www.fractaldomains.com/tutorial/orbit/index.html">http://www.fractaldomains.com/tutorial/orbit/index.html</a> , and a large gallery of orbit traps is at <a href="http://softology.com.au/gallery/gallerymandelbrotorbittraps.htm">http://softology.com.au/gallery/gallerymandelbrotorbittraps.htm</a> !</p>
<p style="text-align:left;">Expanding on the idea of orbit traps, Melinda Green in 1993 proposed the following idea: Take a 2-dimensional array of integers, and then perform the standard Mandelbrot set iteration for each point, recording the places the point visits. If the point is inside the Mandelbrot Set, take the list of points the point visits and add 1 to the cells of the array corresponding to the points it visited. After you&#8217;ve computed all the points, you wind up with an array of pixels, which, when scaled and displayed, create what Lori Gardi calls the &#8220;Bhuddabrot&#8221;:</p>
<p style="text-align:left;"><img class="aligncenter" src="http://upload.wikimedia.org/wikipedia/commons/8/8b/Buddhabrot-deep.jpg" alt="" width="270" height="270" /></p>
<p style="text-align:left;">Bhuddabrots are much more computationally intensive than the standard  Mandelbrot set, because you need to sample more than 1 point per pixel and iterate thousands of times for each point to get good results, otherwise &#8220;noise&#8221; will appear around the main area. The current record for largest rendering of a Bhuddabrot is held by Johann Korndoerfer at 20,000*25,000 pixels, resulting in a Jpg file of 88 MB! He has an interesting write-up of his record at <a href="http://erleuchtet.org/2010/07/ridiculously-large-buddhabrot.html">his blog</a>, including the large image and <a href="http://erleuchtet.org/buddhabrot_medium.jpg">a Firefox-friendly 5000&#215;6000 pixel image</a>. The image took 1,000,000 to 5,000,000 iterations per point, and took 16 hours using a custom Lisp program on an 8-core Xeon machine.</p>
<h1 style="text-align:center;">Back to Three Dimensions</h1>
<p>At some point or another, people decided that fractals, as computationally intensive as they may be, were getting too easy for computers.On October 13, 2006,  <a href="http://cyberartist.deviantart.com/">Marco Vernaglione </a> set out the challenge of finding a 3D analog of the Mandelbrot Set, and on 8/11/2009, Daniel White of <a href="http://skytopia.com">skytopia.com</a> succeeded, discovering a 3-dimensional version of the Mandelbrot Set: <a href="http://www.skytopia.com/project/fractal/mandelbulb.html">The Mandelbulb</a>.</p>
<p><img class="aligncenter" title="Not a Kickball" src="http://www.skytopia.com/project/fractal/new/q85/Power8side-small.jpg" alt="" width="384" height="386" /></p>
<p style="text-align:left;">&nbsp;</p>
<p style="text-align:left;">By rephrasing the Mandelbrot set as an iteration in polar coordinates, White managed to generalize the iteration to 3D polar coordinates, getting the iteration:</p>
<p style="text-align:left;"><code>r     = sqrt(x*x + y*y + z*z )<br />
theta = atan2(sqrt(x*x + y*y) , z)<br />
phi   = atan2(y,x)</code></p>
<p>newx = r^n * sin(theta*n) * cos(phi*n)<br />
newy = r^n * sin(theta*n) * sin(phi*n)<br />
newz = r^n * cos(theta*n)</p>
<p style="text-align:left;">where n is the power. White originally tried n=2, but with discouraging results. <a href="http://www.bugman123.com/">Paul Nylander</a>, however, suggested setting n=8, which created the Mandelbulb as we know it.</p>
<p style="text-align:left;">Using 3D graphics technology, we can zoom into the Mandelbulb and render scenes inside it, some of which can seem amazingly realistic, such as this which White calls the &#8220;Mandelbulb Spine&#8221;:</p>
<p style="text-align:left;"><img class="aligncenter" title="And the 11th vertebrae is connected to the 12th vertebrae..." src="http://www.skytopia.com/project/fractal/new/full/q85/Mandelbrot-Crustacean-med.jpg" alt="" width="454" height="454" />More renders are at <a href="http://www.skytopia.com/project/fractal/mandelbulb.html">Daniel White&#8217;s website</a>, which I strongly encourage you to visit!</p>
<p style="text-align:left;">If it is a fractal, there is an animation of it. The same rule holds for the Mandelbulb, and a number of amazing zooms have been made. For example, there&#8217;s Daniel White&#8217;s zoom into the top part:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/cDd8R0xlkNA/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">As you can see, it&#8217;s fairly hard to navigate in 3D using a 2D mouse.</p>
<p style="text-align:left;">Other sections of the Mandelbulb resemble the broccoli mentioned earlier, as in the end of this video:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/xO5fXGqeM5c/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">As strange as the Mandelbulb may seem, it has some areas strikingly similar to the Mandelbrot Set. For example, here is a part of the Mandelbulb:</p>
<p style="text-align:left;"><img class="aligncenter" title="wheeeeeeee..." src="http://www.skytopia.com/project/fractal/new/q50/spiral-small.jpg" alt="" width="440" height="440" />Here&#8217;s a Mandelbrot spiral:</p>
<p style="text-align:left;"><img class="aligncenter" title="wheeeeee... again" src="http://www.skytopia.com/project/fractal/new/q50/spiral2d-small.jpg" alt="" width="440" height="440" />After the Mandelbulb was discovered, other 3-dimensional fractals suddenly started to appear, many from <a href="http://fractalforums.com">FractalForums.com</a> . A stunning example is the Mandelbox, which is like a much more complex version of the Mandelbulb:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/bO9ugnn8DbE/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">On the interior, it can seem cavernous, and with the right coloring it can even seem like an ancient palace:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/3h7Rtv9kflo/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">At last count, there are 354 versions of the Mandelbulb, such as polyhedral IFS, TGlad&#8217;s variations&#8230; This blog post, long as it may be, is simply too short to talk about all of them.</p>
<h1 style="text-align:center;">To 4D, and Beyond!</h1>
<p style="text-align:left;">I&#8217;ve skipped ahead a bit by talking about the Mandelbulb and the Mandelbox, because in reality a 4-dimensional fractal, the Quaternion Julia Fractal, was discovered first. In 1843, while walking on a bridge in Dublin, Sir William Rowan Hamilton discovered a way to represent a &#8220;4-dimensional&#8221; complex number, made up of three complex parts: i, j, and k, and a real part, with the formula:</p>
<h3 style="text-align:center;">i² = j² = k² = i j k = −1</h3>
<p>It turns out that quaternions are really quite complex (no pun intended), in that they are not commutative under addition. That is,</p>
<p><img class="aligncenter" title="waa!" src="http://upload.wikimedia.org/math/7/d/d/7dd07e2371b873e8729f3f03d8ec06f6.png" alt="" width="174" height="76" />This makes some very complex formulae for squaring, multiplication, and other functions (see <a href="http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/quaternions/">Paul Bourke&#8217;s article</a> on pretty much everything about quaternions) . However, the formula for the Quaternion Julia fractal is the same as the normal Julia: z=z^2+c, where z is a quaternion, and c is another constant quaternion. However, in this case, if we choose the right slice of the 4D object to display on the screen, we get very strange self-similar fractals:</p>
<p><img class="aligncenter" title="aroundandaround..." src="http://local.wasp.uwa.edu.au/~pbourke/fractals/quatjulia/q3medium.gif" alt="" width="400" height="553" />Videos of the quaternion Julia fractals changing are even more hard to comprehend, a bit of truth to A.Square&#8217;s story:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/12/28/fractals/"><img src="http://img.youtube.com/vi/lwB7KzG9awk/2.jpg" alt="" /></a></span>
<p style="text-align:left;">A 4-dimensional Mandelbrot set can also be made, but so far as I know nobody&#8217;s done a good rendering of it yet.</p>
<p style="text-align:left;">First, suppose we go back to the original Mandelbrot Set. For every point in the Mandelbrot Set, we can generate a Julia set by setting the variable c value of that point in the Mandelbrot Set to the c value of the Julia set. Now, suppose we take all of the Julia sets in one column of the Mandelbrot set, and layer them on top of each other like pages in a stack, thus creating a 3-dimensional object. Now, suppose we do that with all of the columns in the Mandelbrot Set, creating a bunch of 3-dimensional fractals. Lastly, we take all of the 3-fractals, and layer them on top of each other in 4-dimensional space, and you have the 4-dimensional version of the Mandelbrot Set (from <a href="http://www.superliminal.com/fractals/surfaces/index.html">http://www.superliminal.com/fractals/surfaces/index.html</a>):</p>
<p style="text-align:left;">&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 484px"><img title="Mandelbrot's revenge" src="http://www.superliminal.com/fractals/surfaces/Zr0surf-right.gif" alt="" width="474" height="423" /><p class="wp-caption-text">Best detail I could find. If you have a better one, feel free to post it in the comments!</p></div>
<p style="text-align:left;">Of course, you could also use quaternions and the formula z=z^2+c to compute another 4D Mandelbrot, but it turns out that all it does is spin the set around:</p>
<p style="text-align:left;">&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 290px"><img title="Wheeeeeeee!" src="http://bugman123.com/Hypercomplex/Mandelbrot-Quaternion.jpg" alt="" width="280" height="280" /><p class="wp-caption-text">From Paul Nylander</p></div>
<p style="text-align:left;">Now, if it turns out that 4 dimensions isn&#8217;t enough, we can always generalize fractals to higher and higher dimensions. We can simulate 5-dimensional cauliflower, 7-dimensional Koch snowflakes, or we can even generalize the Quaternion Julia, Mandelbrot, and Mandelbulb  formulas to 8 dimensions or more.</p>
<p style="text-align:left;">But in the end, it all comes down to how fast we can draw. But whether by hand or by computer, fractals are still amazing.</p>
<p style="text-align:left;">&nbsp;</p>
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			<media:title type="html">Koch curve, not Coke curve!</media:title>
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			<media:title type="html">Again, it&#039;s the Koch curve. Not Diet Coke!</media:title>
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			<media:title type="html">TreeFractal</media:title>
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			<media:title type="html">Ah! A beetle!</media:title>
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			<media:title type="html">cardioid</media:title>
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			<media:title type="html">Newton</media:title>
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			<media:title type="html">SierpinskiEscape!</media:title>
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			<media:title type="html">mandelblob</media:title>
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			<media:title type="html">Not a Kickball</media:title>
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			<media:title type="html">And the 11th vertebrae is connected to the 12th vertebrae...</media:title>
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			<media:title type="html">wheeeeee... again</media:title>
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			<media:title type="html">Wheeeeeeee!</media:title>
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		<title>PiCF version 1.0.0 is now out!</title>
		<link>http://nbickford.wordpress.com/2010/11/23/picf-version-1-0-0-is-now-out/</link>
		<comments>http://nbickford.wordpress.com/2010/11/23/picf-version-1-0-0-is-now-out/#comments</comments>
		<pubDate>Tue, 23 Nov 2010 17:06:07 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
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		<description><![CDATA[All major bugs have been fixed, the integrated help system is now functional, and it even comes with a tutorial! Described in more detail in my pi post&#8230; Currently only for x64 Windows: download here (0.416 MB)<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=174&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>All major bugs have been fixed, the integrated help system is now functional, and it even comes with a tutorial! Described in more detail in my <a href="http://nbickford.wordpress.com/2010/10/22/pi/">pi post</a>&#8230;</p>
<p>Currently only for x64 Windows: download <a href="http://neilbickford.com/assets/PiCF.zip">here</a> (0.416 MB)</p>
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		<title>Pi</title>
		<link>http://nbickford.wordpress.com/2010/10/22/pi/</link>
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		<pubDate>Sat, 23 Oct 2010 00:12:39 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
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		<description><![CDATA[Pi is one of the greatest numbers of all time, having been known for thousands of years and over that time gaining quite a bit of popularity in the form of celebrations such as Pi Day and others, all from a number that came from the simplest smooth object: A circle. Suppose you have a <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=161&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Pi is one of the greatest numbers of all time, having been known for thousands of years and over that time gaining quite a bit of popularity in the form of celebrations such as Pi Day and others, all from a number that came from the simplest smooth object: A circle. Suppose you have a circle with a width of 1 inch, and then take a measuring tape and measure around the edge. You&#8217;ll find that it comes out to 3 inches and a bit, and if you increase the inch to a foot, you might get 3.14 if you look carefully enough. On the more extreme scale, you could go out to a crop circle, measure it, and perhaps get 3.1415926 . Now, suppose you have a perfect circle, and an infinitely precise ruler (for lengths shorter than an atom) , and do the same thing once again. You would get the number 3.141592653589793238462643383&#8230; which is expressed as the Greek symbol</p>
<p><img class="aligncenter" title="Pi" src="http://dustyloft.files.wordpress.com/2007/07/pi.jpg?w=247&#038;h=261" alt="" width="247" height="261" /></p>
<p>One of the first mentions of  pi is in the Bible, where in Kings 7:23-26 it states:</p>
<p>&#8220;<span style="color:#000000;font-family:Times New Roman;font-size:small;">And he [Hiram] made a molten sea,          ten cubits from the one rim to the other it was round all about, and&#8230;a line of thirty cubits          did compass it round about&#8230;.And it was an hand breadth thick&#8230;.&#8221;<br />
</span>This states that pi=3, a definite approximation, but a terrible one nonetheless. A slightly better approximation was made by Archimedes, when he developed a formula for computing pi by using polygons with large numbers of sides, and getting two approximations for the area of a circle ( pi*r^2) , like this:</p>
<div class="wp-caption aligncenter" style="width: 535px"><img class=" " title="Archimedes Pi" src="http://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/Archimedes_pi.svg/750px-Archimedes_pi.svg.png" alt="" width="525" height="175" /><p class="wp-caption-text">5,6, and 8 edges</p></div>
<p>Using this method, he drew 2 96-sided polygons and got 3 10/71&lt;pi&lt;3 1/7 , an approximation accurate to 2 decimal places: 3.14&#8230; Ptolemy later updated this with 3.141&#8230; and this was updated by Tsu Ch&#8217;ung Chi to 355/113 , correct to 6 places. Later on, in the 1600s, Gottfried Leibniz/James Gregory found an infinite sum for pi: pi=4*(1-1/3+1/5-1/7&#8230;) The <a href="http://fermatslasttheorem.blogspot.com/2007/11/leibniz-1-13-15-17.html">proof of this</a> requires calculus, but takes up less than a page. Leibniz&#8217;s/Gregory&#8217;s formula is rarely used because it takes exponentially many terms to create more digits, which would slow down even the fastest computers. A slightly better formula, but much more amazing, was found by Francois Viete in 1593, using only the number 2!</p>
<p><img class="aligncenter" title="2sandmore2s" src="http://upload.wikimedia.org/math/4/9/1/491711fd5e40901a02e1cbe8d1d862df.png" alt="" width="347" height="61" /></p>
<p>A quite beautiful formula for pi was found by John Wallis, in the form of</p>
<p><img class="aligncenter" title="Wallis" src="http://upload.wikimedia.org/math/6/c/4/6c4039a9932cc06a86695e2880930426.png" alt="" width="599" height="51" />Notice how the numerators and the denominators appear to &#8220;carry over&#8221; to the next fraction!</p>
<p>Shortly thereafter, a much better formula was found by  John Machin in 1706:</p>
<p style="text-align:center;">Pi/4=4*Arccot(5)-Arccot(239)=4*Arctan(1/5)-Arctan(1/239)</p>
<p style="text-align:left;">This formula, when expressed in radians, can be computed rapidly using  Arccot(x)=1/x-1/(3x^3)+1/(5x^5)-1/(7x^7)&#8230; Formulas of this type, arctans of fractions, are now called &#8220;Machin-like formulae&#8221;.  The simplest of these is Pi/4=Arctan(1), followed by</p>
<p style="text-align:left;"><img class="aligncenter" title="Machin1" src="http://upload.wikimedia.org/math/7/a/7/7a74ef6f42add58f8fe50dbfc0220c92.png" alt="" width="205" height="42" /><img class="aligncenter" title="Machin2" src="http://upload.wikimedia.org/math/7/d/b/7db5ae01af357f8b37d7926a02eb747f.png" alt="" width="218" height="42" /></p>
<p style="text-align:center;">and</p>
<p style="text-align:center;"><img class="aligncenter" title="Machin3" src="http://upload.wikimedia.org/math/e/3/5/e359f3b5fd33a33bccd5198fa0e27fb7.png" alt="" width="218" height="42" /></p>
<p style="text-align:left;">The arctans with bigger denominators produce more digits per series term, so the efficiency of a Machin-like formula is limited by the arctan with the smallest denominator. For example, the 2002 Pi decimal places record was set by Yasumasa Kanada on a supercomputer using Kikuko Takano&#8217;s</p>
<p style="text-align:left;"><img class="aligncenter" title="Machin4" src="http://upload.wikimedia.org/math/5/2/4/524a01f928a2eddfb2d141f7d0089dd6.png" alt="" width="565" height="42" /></p>
<p style="text-align:left;">and <a title="Carl Størmer" href="http://en.wikipedia.org/wiki/Carl_St%C3%B8rmer">F. C. W. Störmer</a>&#8216;s<img class="aligncenter" title="Machin5" src="http://upload.wikimedia.org/math/2/0/e/20eeb32761f5204b35a62f50d7d1b2f5.png" alt="" width="565" height="42" /></p>
<p style="text-align:left;">Even more complicated Machin-like formulae exist, such as Hwang Chien-Lih&#8217;s 2002</p>
<p style="text-align:left;"><img class="aligncenter" title="Machin6" src="http://upload.wikimedia.org/math/9/0/5/905664fe31a9fafda5f5a45051a61be9.png" alt="" width="740" height="89" /></p>
<p style="text-align:left;">However, in the computer age, the length or the elegance of the formula don&#8217;t count: it&#8217;s the rate at which the formula converges. Snirvasa Ramanujan, Indian matematician and nemesis of Bill Gosper (&#8220;Every time I find an identity, he&#8217;s found it before me!&#8221;), created a number of formulae for pi,  including the following:</p>
<p style="text-align:left;"><img class="aligncenter" title="Ramanujan1" src="http://upload.wikimedia.org/math/3/5/5/3554907526d7a18c2c48124688827272.png" alt="" width="302" height="51" />where</p>
<p style="text-align:left;"><a href="http://nbickford.files.wordpress.com/2010/10/sum.png"><img class="aligncenter size-medium wp-image-163" title="sum" src="http://nbickford.files.wordpress.com/2010/10/sum.png?w=191&#038;h=180" alt="" width="191" height="180" /></a></p>
<p style="text-align:left;">denotes f(a)+f(a+1)+f(a+2)&#8230;+f(b). Note not only the factorials (n!=1*2*3*4*5&#8230;*n) but also the large terms both on the outside and on the inside, especially the factorial to the 4th power and the 396^(4k), which can be shown to mean that the sum converges exponentially rapidly (digits/term), as opposed to exponentially slowly as in the Gregory-Leibniz formula, which makes it one of the fastest algorithms known for computing pi. An even faster algorithm, which has been used to break the pi record many times, is the formula found by the Chudnovsky brothers in 1987:</p>
<p style="text-align:left;"><img class="aligncenter" title="Chudnovsky" src="http://upload.wikimedia.org/math/0/8/e/08ea94b2c5878f0d27f1b867293fb6b0.png" alt="" width="441" height="51" />This rather monstrous formula gives about  14 digits per term, and was used most recently by Shigeru Kondo and Alexander Yee to calculate 5 trillion digits of pi, billions of times more than enough to estimate the area of your wading pool to the atom. There are even formulae that give an exponential number of digits per iteration, with the drawback that each calculation is exponentially hard. One of these, the Brent-Salamin algorithm, only uses simple arithmetic and would take about 35 iterations to break the record:</p>
<p style="text-align:left;">First, start with a_0=1,b_0=1/sqrt(2),t_0=1/4,and p_0=1. Then iterate: a_(n+1)=(a_n+b_n)/2, b_(n+1)= sqrt(a_n*b_n), t_(n+1)=t_n-p_n(a_n+a_(n+1))^2, and p_(n+1)=2 p_n. Then when you&#8217;ve iterated enough, the estimate for pi is given by (a_n+b_n)^2/(4 t_n).The best of these iterative formulas that I know of is Borwein and Borwein&#8217;s, which converges like 9^n (Effectively, it requires about 11 iterations to beat the current record):</p>
<p style="text-align:left;">Start with</p>
<p style="text-align:left;"><img class="aligncenter" title="Borwein1" src="http://upload.wikimedia.org/math/8/c/d/8cde82356c42c74c054ff8b5b769398f.png" alt="" width="132" height="123" /></p>
<p style="text-align:left;">and then iterate</p>
<p style="text-align:left;"><img class="aligncenter" title="Borwein2" src="http://upload.wikimedia.org/math/6/f/2/6f24f3853205dbfba4a816d516846b4e.png" alt="" width="286" height="252" />Then the estimate for pi is given by 1/a_n .</p>
<p style="text-align:left;">A fairly significant formula, found in 1995 by Simon Plouffe, is the Bailey-Borwein-Plouffe formula, which can be used to compute any bit in the hexadecimal representation of pi-without needing to know the previous digits, which can then be used to compute binary bits. In decimal-finding form, it is:</p>
<p style="text-align:left;"><img class="aligncenter" title="bbp" src="http://upload.wikimedia.org/math/0/3/7/037bcc5ddc36d7cb44f83b6c5365027f.png" alt="" width="440" height="48" /></p>
<p style="text-align:left;">This formula was used by PiHex, an ended distributed computing program, to determine that the 1 quadrillionth bit of pi was 0. Yahoo later used the same to find that the 2 quadrillionth bit of pi was also 0.</p>
<p style="text-align:left;">Of course, the reasons of finding decimal digits of pi are not only to show how great your new supercomputer is, but also to attempt to find a pattern. In base 10, this is probably unlikely, as there are an infinite number of other bases to test, including the non-integer bases(i.e. 7/5ths, sqrt(2),6*e/19&#8230;) This makes it practically impossible, and even if base 10 or base 11 or base 16 had a pattern, we might have to look any number of places to find it, as in Carl Sagan&#8217;s novel Contact, where (spoiler) after a few trillion digits in base 11, one of the main characters finds a field of 0s and 1s the size of two prime numbers multiplied together. Plotting the 0s and 1s as black and white dots, she plots it on her computer screen to find- a picture of a circle! This is actually possible (though very unlikely) as one of Hardy and Wright&#8217;s theorems state that any sequence of digits you can think of can be found in pi. In fact, there&#8217;s a website (<a href="http://www.dr-mikes-maths.com/pisearch.html">http://www.dr-mikes-maths.com/pisearch.html</a>) which will search for names in pi expressed in base 26! (end spoiler)</p>
<p style="text-align:left;">However, there&#8217;s a way to express pi in such a way that it doesn&#8217;t depend on the base: Continued fractions! Continued fractions are &#8220;infinite fractions&#8221; which are in the form of</p>
<p style="text-align:left;"><img class="aligncenter" title="confrac" src="http://upload.wikimedia.org/math/7/f/3/7f325e5e68ad7722284192831628cc7b.png" alt="" width="246" height="144" />and are usually expressed as [a0,a1,a2,a3,a4,a5,...] or as [a0;a1,a2,a3,a4,a5,...] with all an positive integers. Many numbers, such as integers and fractions, have rational continued fractions: For example, 1=[1], and 355/113=[3,7,15,1]. Of course, if 355/113 were expressed in decimal, you&#8217;d have to use an infinite number of digits to get the actual fraction. A significant advantage that continued fractions have over decimal notation is that often irrational numbers can be expressed as repeating continued fractions. For example,</p>
<p style="text-align:left;">sqrt(2)=1.4142135623730950488016887242097&#8230; but in continued fraction notation</p>
<p style="text-align:left;">sqrt(2)=[1;2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,...]</p>
<p style="text-align:left;">Much simpler. In fact, you can go to your friends, claim you know more digits of the square root of 2 than them, and you can simply expand the continued fraction out to beat them no matter how many decimal digits they know! Possibly the most elegant of these repeating continued fractions is the one for the Golden Ratio, (1+sqrt(5))/2:</p>
<p style="text-align:left;"><img class="aligncenter" title="GRcf" src="http://www.jimloy.com/geometry/golden3.gif" alt="" width="179" height="98" /></p>
<p style="text-align:left;">Also, sometimes transcendental numbers can be expressed as simple continued fractions. For example, Euler&#8217;s Number, e, is equal to lim(n-&gt;infinity) (1+1/n)^n and is often used in exponentiation and calculus. In continued fraction form, it is equal to [2,1,2,1,1,4,1,1,6,1,1,8,1,1,10,1,1...]! Decimal is not as elegant, e being about 2.71828182845904523536&#8230;</p>
<p style="text-align:left;">However, despite any hope, Pi is not as pretty in continued fraction form, though it is invariant of base: [3,7,15,1,292 (ack!),1,1,12,1,3,1,14,2,1,1,2...] There have been only a few attempts for the continued fraction of pi; Tsu Ch&#8217;ung Chi&#8217;s 355/113=[3,7,15,1] was the first nontrivial one, and Euclid&#8217;s algorithm can be used for computing the continued fraction of pi, though his GCD algorithm just throws the terms away. The first major record that I know of was made by <a href="http://gosper.org">Bill Gosper </a>on August 19,1977 when he computed 204103 terms using his own algorithm in Macsyma, an early computer algebra system. Later, he beat his own record  in 1985 with a whopping 17001303 terms, again using his algorithm. Later, in 1999 <a href="http://chesswanks.com">Hans Havermann</a> beat Gosper&#8217;s record by using Mathematica to compute 20,000,000 terms. He later beat this in March 2002 to make 180,000,000 terms, the previous record.</p>
<p style="text-align:left;">Now might be a good time to tell why I haven&#8217;t been blogging recently.</p>
<p style="text-align:left;">Over the past few months, I have been working on a C# program, <a href="http://neilbickford.com/picf.htm">PiCF</a> (not released yet, current alpha source code <a href="http://neilbickford.com/source.txt">here</a>) which can calculate the continued fraction of any number, not just pi, using Gosper&#8217;s algorithm. On October 17th, I calculated approximately 458,000,000 terms of pi in about 3 hours on a 64-bit machine running Windows on a Core 2 Duo @ 3.00 Ghz. This was later verified using Mathematica (taking up much more memory than the calculation did!). The program was coded in C#, has a command-line interface (with menus!), and uses Emil Stefanov&#8217;s wrapper of GNU MP for the BigInteger multiplications. The maximum term is still 878783625, originally found by Bill Gosper during the 17M calculation.  Other stats: The minimum term is one (naturally),  the terms take a 1.4 GB file (download <a href="http://neilbickford.com/PiCF500M.txt">here</a> if you dare) and I was very nervous.</p>
<p style="text-align:left;">Pi has, over the years, gained a huge following: March 14th is Pi Day (in decimal) on which MIT ships their student acceptments/declines and on which people make pie, 1:59:26 of that day is Pi Second; May 22nd is Pi Approximation Day, and Kate Bush even wrote a song about pi. Many jokes about pi have surfaced on the Internet, including that:</p>
<p style="text-align:left;"><img class="aligncenter" title="pipie" src="http://www.chicagonow.com/blogs/redeye-puzzler/assets_c/2010/04/Pi-thumb-580x243-110735-thumb-580x243-110736.jpg" alt="" width="580" height="243" /></p>
<p style="text-align:left;">This may be because over the thousands of years, pi has become so far removed from its original purpose: measuring circles. To start out, almost every round object has a volume and surface area that involves pi. The volume of a cone is one-third r^2 *h*pi, where r is the radius of the base and h is the height. The volume of a torus is (pi^2)/4*(b+a)(b-a)^2 where a is the inner radius and b is the total radius.</p>
<p style="text-align:left;">What about the volume of a crescent? Well, that&#8217;s quite a different story&#8230;</p>
<p style="text-align:left;">&nbsp;</p>
<div id="attachment_167" class="wp-caption aligncenter" style="width: 422px"><a href="http://nbickford.files.wordpress.com/2010/10/ackarc.png"><img class="size-full wp-image-167" title="ackarc" src="http://nbickford.files.wordpress.com/2010/10/ackarc.png?w=510" alt="Arc formula"   /></a><p class="wp-caption-text">From Murderous Maths: The Perfect Sausage by Kjartan Poskitt</p></div>
<p style="text-align:left;">&nbsp;</p>
<p style="text-align:left;">&nbsp;</p>
<p style="text-align:left;">&nbsp;</p>
<p style="text-align:left;">&nbsp;</p>
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		<title>G4G9, Day 5: Balancing Laptops, Mobius Music, and Egg Cartons</title>
		<link>http://nbickford.wordpress.com/2010/05/24/g4g9-day-5-balancing-laptops-mobius-music-and-egg-cartons/</link>
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		<pubDate>Mon, 24 May 2010 18:26:14 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
				<category><![CDATA[G4G9]]></category>
		<category><![CDATA[Magic Tricks]]></category>
		<category><![CDATA[Mathematics]]></category>
		<category><![CDATA[Optical Illusions]]></category>
		<category><![CDATA[Puzzles!]]></category>
		<category><![CDATA[Sculptures and Models]]></category>

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		<description><![CDATA[This is the 6th and final post in a series of posts about Gathering For Gardner: 1 2 3 4 5 I started the last day of Gathering For Gardner 9 by waking up late. As a result, I completely missed the first talk and entered the conference room in the middle of the second <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=145&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This is the 6th and final post in a series of posts about Gathering For Gardner: <em> </em><em> <a href="../2010/03/30/gathering-for-gardner-9-prelude/">1</a> <a href="../2010/04/01/g4g9-day-1-pencils-optical-illusions-and-bar-bets/">2</a> <a href="../2010/04/02/gathering-for-gardner-day-2-fractals-puzzles-and-magic/">3</a> <a href="../2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/">4</a> <a href="../2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/"></a><a href="http://nbickford.wordpress.com/2010/04/26/g4g9-day-4-lasers-sculptures-and-balloon-polyhedra/">5</a><br />
</em></p>
<p>I started the last day of Gathering For Gardner 9 by waking up late.</p>
<p>As a result, I completely missed the first talk and entered the conference room in the middle of the second talk, by <a href="http://www.mathdance.org/">Karl Schaffer</a>, about &#8220;Dancing Tessellations&#8221;. It consisted mainly of a few videos in which a normal dance would be reflected along certain axes so that it effectively makes a video tessellation. The next one was a short talk on extending the Side-Angle-Side (SAS) similarity theorem to three-dimensional shapes using the least possible number of measurements. One of the especially interesting talks in the first session was by Linda Zayas-Palmer, on why the infinite number, 0.999999&#8230; , is actually not just equivalent to, but greater than, 1. The talk directly after that was about some of Salvador Dali&#8217;s puzzles in some of his paintings, in which you have to find a certain phrase. Turns out his puzzles are rather easy.  My favorite talk in the session, though, was by Burkard Polster on how to balance your laptop on a bedside table such that it occupies the minimum amount of space on the table and doesn&#8217;t fall off. It starts out by a simple dissection of a square by Martin Gardner, and then exteds it to show how to balance the laptop <em>just right</em> so that it&#8217;ll balance, thus leaving room for puzzles or whatever you would put on a bedside table.</p>
<p>During the break, Mom and I went up to the exhibit room, where the exhibitors were packing up their exhibits. Most of the exhibits were already gone, but a few were there that weren&#8217;t the first time. For one of these, involving curious polyhedral sculptures made with egg cartons, Mom actually got to talk with Jeannie Mosely, the person who made them. In fact, she actually got a model of the octahedron which had fairly novel methods of holding together as an example to make more.</p>
<p>After the break, the talks continued with a talk on 3-dimensional packing puzzles made out of various spheres glued together to make polyomino-like shapes. Due to the spherical nature of the pieces, some of the puzzles need the polyspheres to &#8220;snap&#8221; together, something which doesn&#8217;t normally happen. A rather good talk in this session was by <a href="http://mathpuzzle.com">Ed Pegg</a>, about the <a href="http://demonstrations.wolfram.com/">Wolfram Demonstrations Project</a>, and some of the best demonstrations that had been posted, such as a program to find <a href="http://demonstrations.wolfram.com/PackingSquaresWithSide1N/">the smallest box that squares of size 1/n can fit in</a>:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/05/24/g4g9-day-5-balancing-laptops-mobius-music-and-egg-cartons/"><img src="http://img.youtube.com/vi/o1Y8hENUQvo/2.jpg" alt="" /></a></span>
<p>Or even<a href="http://demonstrations.wolfram.com/OrchardPlantingProblem/"> how to solve the Orchard-Planting Problem</a>, involving finding a certain number of lines that pass through a certain number of points, given the required points:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/05/24/g4g9-day-5-balancing-laptops-mobius-music-and-egg-cartons/"><img src="http://img.youtube.com/vi/yw1zm53sals/2.jpg" alt="" /></a></span>
<p>The talk after Ed Pegg&#8217;s talk was one of the most anticipated talks of the entire conference: Finding a single shape that covers the entire plane aperiodically, which was an unsolved problem. Joshua Socolar managed to find a <a href="http://arxiv.org/PS_cache/arxiv/pdf/1003/1003.4279v1.pdf">single hexagonal tile</a> (with matching rules, though) which creates a Sierpinski Gasket-like shape when made. He also made a 3-dimensional tile which acts the same.</p>
<div class="wp-caption aligncenter" style="width: 673px"><img src="http://mathpuzzle.com/aperiodictile.jpg" alt="" width="663" height="132" /><p class="wp-caption-text">The 2-d tile</p></div>
<p>Afterwards, Vi Hart did a great talk on making music with music boxes with the music scores in Mobius strips, or the music boxes arranged in such a way so that the music played by one music box is played by another music box seconds later.</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/05/24/g4g9-day-5-balancing-laptops-mobius-music-and-egg-cartons/"><img src="http://img.youtube.com/vi/3a9wWRxYSko/2.jpg" alt="" /></a></span>
<p>After Vi Hart&#8217;s talk the lunch break started, but instead of going to lunch  I went immediately up to the Gift Exchange area, where I would wait in line to get a bag full of exchange gifts from nearly everybody, repeated for everyone, who would get one also.</p>
<p>Apparently everybody else had the same idea of waiting in line early. I ended up behind <a href="http://bramcohen.com/">Bram Cohen</a>, inventor of <a href="http://www.bittorrent.com/">BitTorrent</a> as well as a whole bunch of super-duper-hard twisty puzzles which have some rather ingenious ideas behind them. He happened to have a few non-twisty, but still hard, puzzles while waiting in line, and I managed to <em>almost</em> solve one of them (the Cast Rattle), which involved getting the right pieces in the right place (That isn&#8217;t a spoiler, is it?). The other one, Cast Marble, I couldn&#8217;t get immediately, but I might have been getting close. Soon, I got to the front of the line to get my bag of exchange gifts and got the huge bag (I could barely carry it) as well as a few other miscellaneous items from people at a few nearby tables, such as a perplexing wooden object which looked like a gear, or a few pictures from Caspar Schwabe (I presume) of large inflatable solids, including the huge 59th stellation of the icosahedron seen on <a href="http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/">day 3</a>.</p>
<p>I brought the huge bag of gifts up to the hotel room to open, and even though the bag&#8217;s heaviness was an indicator of the number of things inside, it still felt like Christmas when I opened it. There were mathematical dice with the sides only using the number nine and a set of plastic rings with interchangeable art based on the Traveling Salesman problem; there was a CD containing rather high-quality pictures as well as a digital copy of the exchange book from G4G8; A set of pieces for an unsolved puzzle and a key to open doors with using a hammer; A book about formulae that changed the world and a second copy of  A New Kind of Science(Ah, so <em>that&#8217;s</em> where the heaviness came from);Even a mysterious back-scratcher and tapper. These are just a few of the things in the bag, and to list them all out would certainly lengthen this blog post by quite a lot.</p>
<p>By the time I had gotten to the bottom of the bag, the third session was  about to start so I had to rush down to see the talk by Gordon Hamilton  (of the Magical Mathematics Museum) about having problems in K-12  classrooms involving unsolved problems such as the <a href="http://en.wikipedia.org/wiki/Circle_packing">circle-packing problem</a> (In how small a square can you pack n circles?), the <a href="http://en.wikipedia.org/wiki/Collatz_conjecture">3n+1 conjecture</a> (Do all Collatz sequences end in 4,2,1?), and others. Also in the same session was Solomon Golomb&#8217;s talk about  the Pentomino Game on nxn boards. The &#8220;Pentomino Game&#8221;, is a rather  interesting two-player game in which players alternate turns placing  pentominoes onto an 8&#215;8 board. The first player who can not place  another piece loses. One of the most interesting talks of the session  was &#8220;Fun with Egg Cartons&#8221; by Jeannie Mosely. In the talk,  she  described how she made most of the Platonic Solids &#8211; out of egg cartons!  The process of making these is pretty easy- just interleave strips of  egg cartons at the vertices to make the edges- but the results are still interesting.</p>
<p><img src="http://daftmusings.stattenfield.org/wp-content/uploads/2010/04/Sunday-eggsoskeleton-300x276.jpg" alt="" width="300" height="276" /></p>
<p>Immediately following was a talk not relating to mathematics at all (but  still cool), about restoring various ancient text adventures. The talk  was by Adam Atkinson, and it was about cross-compiling old text  adventures (running on mainframes) so that you could play them on newer  computers. Many of them are stored at <a href="http://www.ifarchive.org/">ifarchive.org</a> (the Archive for Interactive Fiction), including Acheton, probably the third text adventure ever made. Just don&#8217;t get eaten by a grue.</p>
<p>After the last short break, the last session of G4G9 began. <a href="http://gamepuzzles.com/">Kate Jones</a> started of with a philosophical talk involving pentomino puzzles,followed by Bill Mullins, who talked about Martin Gardner&#8217;s search for the person who wrote &#8220;The Expert at the Card Table&#8221;, probably the most important book ever on sleight of hand with cards, who wrote his name as &#8220;S.W.Erdnase&#8221;. It can be reversed to make E.S.Andrews , but from there it&#8217;s much harder. So far, they&#8217;ve found 5 suspects as to who S.W.Erdnase might be, 2 by Gardner and 3 by others, but the writer remains hidden. <a href="http://home.r01.itscom.net/iwahiro/main/eng_top.html">Hirokazu Iwasawa</a> (also known as Iwahiro) then followed that with a talk about the subclass of &#8220;<a href="http://en.wikipedia.org/wiki/Hat_puzzle">Hat-Team Puzzles</a>&#8221; , how to solve them, as well as other variations on the problem. A bit later, <a href="http://solipsys.co.uk/new/index.html">Colin Wright</a> did a double talk about &#8220;How far is the Moon?&#8221; and about <a href="http://en.wikipedia.org/wiki/Juggling_notation">notations for juggling</a>. The former was left out (the pdf is available <a href="http://www.solipsys.co.uk/HowHighTheMoon.pdf">here</a>) , but the talk about juggling was amazing. Not only did he juggle normally with up to 5 balls, but he also showed how to use a notation for juggling to make up your own tricks, some insanely complex and others trivial. Following that, George Hart talked about his new sculpture, &#8220;<a href="http://www.georgehart.com/sculpture/comet.html">Comet!</a>&#8221; which involves multiple smaller versions of the main model (a puzzle-like polyhedral-ish form) with different colors. It&#8217;s so big that it has to be hung on the ceiling of an atrium. After that, <a href="http://www.cadaeic.net/">Mike Keith</a> did the second-to-last talk about his book, Not A Wake, in which every word of the text- including the subtitle and the title- has the same number of  letters as the nth digit of pi does. The book goes on for 10,000 digits, with 10 stories followed by the digits of pi in that story, each story being a different style than the others.</p>
<p>After the last talk and closing notes, G4G9 was over. However, the fun(at least for me) continued. I was invited to dinner (along with Bill Gosper, Mom, Julian and Corey Hunts) by Dick Esterle to the Varsity Jr., an old-style fast food diner that had been operating for 45 years. Bill and Julian declined, but the rest of us went.</p>
<p>The diner had good food (especially the burgers) , and talking with Esterle was quite interesting. I brought a box puzzle (the same from <a href="http://nbickford.wordpress.com/2010/03/30/gathering-for-gardner-9-prelude/">the prelude</a>) , and he managed to solve it in record time just by shaking it hard. He also, using the materials that were available, gave me 2 versions of the same puzzle. First, arrange 3 cups in an equilateral triangle such that a knife can reach from any cup to any other cup. Then, use the knives to balance a salt shaker in the middle of the triangle above the table. (This can be done using 2 knives) Then, set the cups so that they are just a bit too far for the knives to reach, and once again balance the salt shaker using 3 knives. Corey and I eventually solved it and put a few straw decorations on (from my solution to the problem using straws to extend the knives and only using 2 knives). To prevent spoilers, it&#8217;s at <a href="http://daftmusings.stattenfield.org/wp-content/uploads/2010/04/Neil-and-Corey-at-the-Varsity-copy.jpg">http://daftmusings.stattenfield.org/wp-content/uploads/2010/04/Neil-and-Corey-at-the-Varsity-copy.jpg</a> .</p>
<p>After dinner, Dick Esterle drove us back to the Ritz-Carlton, where we went back up to our hotel rooms and played with puzzles until bedtime.</p>
<p>The day after that, I was waken up very early to get packed up for the airplane trip back to San Jose. We met Bill Gosper in the hotel lobby, and took a cab to the airport, at which point we waited until dawn-ish. On the airplane trip back (with an exchange in Chicago), I looked at all of the exchange gifts in the bag and Bill Gosper programmed on his laptop. Eventually, after having 2 breakfasts due to time zones, we landed in San Jose, drove over to my house, whereupon Bill drove back to his house. And because of time zones, I still had the rest of the day to play with puzzles.</p>
<p>Thus the epic of Gathering for Gardner 9 ended.</p>
<p>It was an absolutely great experience from before it even started to it&#8217;s end, and I met a lot of new people and saw a lot of puzzles and magic tricks and optical illusions. I would certainly go the next time it happens, and the time after that. Certainly, it was one of the best events that I attended ever, if not the best.</p>
<p>As an afterword, on May 22, Martin Gardner died. Hearing the news of this was incredibly saddening to me, as well as sudden. He was one of the most important people that ever lived, for mathematics and as well as for many other subjects. He helped popularize M.C. Escher and <em>Godel,Escher,Bach</em> , and introduced mathematics in a fun way to at least everybody at any of the G4Gs. He was truly amazing.</p>
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		<title>Cellular Automata</title>
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		<pubDate>Wed, 19 May 2010 16:03:09 +0000</pubDate>
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				<category><![CDATA[Cellular Automata]]></category>
		<category><![CDATA[Mathematics]]></category>

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		<description><![CDATA[Cellular automata are simulations on a linear, square, or cubic grid on which each cell can be in a single state, often just ON and OFF, and where each cell operates on its own, taking the states of its neighbors as input and showing a state as output. One of the simplest examples of these <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=136&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Cellular automata are simulations on a linear, square, or cubic grid on which each cell can be in a single state, often just ON and OFF, and where each cell operates on its own, taking the states of its neighbors as input and showing a state as output.</p>
<p>One of the simplest examples of these would be a 1-dimensional cellular automaton in which each cell has two states, ON and OFF, which are represented by black and white, and where each cell turns on if at least one of its neighbors are in the ON state. When started from 1 cell, this simply creates a widening black line. When the layers are shown all at once, though, you can see that it makes a pyramidal shape.</p>
<div class="wp-caption aligncenter" style="width: 160px"><img title="Rule 254" src="http://atlas.wolfram.com/01/01/254/01_01_184_254.gif" alt="" width="150" height="79" /><p class="wp-caption-text">All layers at once</p></div>
<p>For example, in the figure above, the second line is generated from doing the rule for all cells in the first line, the third line from the second line, and so on. More complicated figures can be generated from different rules, such as a cellular automaton in which a cell changes to ON if either the cell to it&#8217;s top left or top-right is ON, but not if both are on. This creates a Sierpinski Triangle when starting from a single cell:</p>
<p><img class="aligncenter" title="Rule 18" src="http://atlas.wolfram.com/01/01/18/01_01_162_18.gif" alt="" width="600" height="306" />Stephen Wolfram developed a numbering system for all cellular automata which base only on themselves, their left-hand neighbor, and their right-hand neighbor, often called the elementary cellular automata, which looks something like this for the Sierpinski Triangle automata (Rule 18):</p>
<p><img class="aligncenter" title="num18" src="http://atlas.wolfram.com/01/01/18/01_01_108_18.gif" alt="" width="400" height="50" />This code has all possible ON and OFF states for three cells on the top, and the effect that it creates on the cell below them on the bottom. Using this system, we can find that there are 256 different elementary cellular automata. We can also easily create a number for each automaton by simply converting the ON and OFF states at the bottom to 1s and 0s, and then combining them to make a binary number (00010010 in the Sierpinski Triangle example). Then, we convert the binary to decimal and so get the rule number. (128*0+64*0+32*0+16*1+8*0+4*0+2*1+1*0= 18 for the example).  We can also do the reverse to get a cellular automata from a number. Using this method, we can create pictures of all 255 elementary cellular automata:</p>
<p><img class="aligncenter" src="http://mathworld.wolfram.com/images/eps-gif/ElementaryCA1_900.gif" alt="" width="568" height="592" /><img class="aligncenter" src="http://mathworld.wolfram.com/images/eps-gif/ElementaryCA2_900.gif" alt="" width="570" height="592" /><img class="aligncenter" src="http://mathworld.wolfram.com/images/eps-gif/ElementaryCA3_900.gif" alt="" width="568" height="591" /><img class="aligncenter" src="http://mathworld.wolfram.com/images/eps-gif/ElementaryCA4_900.gif" alt="" width="568" height="591" /><img class="aligncenter" src="http://mathworld.wolfram.com/images/eps-gif/ElementaryCA5_900.gif" alt="" width="568" height="710" />Some of these are rather interesting, such as Rule 30 and Rule 110:</p>
<div class="wp-caption aligncenter" style="width: 612px"><img title="Rule 30" src="http://atlas.wolfram.com/01/01/30/01_01_103_30.gif" alt="" width="602" height="302" /><p class="wp-caption-text">Rule 30</p></div>
<div class="wp-caption aligncenter" style="width: 612px"><img title="Rule 110" src="http://atlas.wolfram.com/01/01/110/01_01_103_110.gif" alt="" width="602" height="302" /><p class="wp-caption-text">Rule 110</p></div>
<p>Whilst some are rather boring, such as Rule 0, which is just white, or Rule 14, which is a single diagonal line.</p>
<p>There are many variations on this basic cellular automata type, such as an extension of the code where next-nearest neighbors are also included. This results in 4294967296 different cellular automata, a few of which appear to create almost 3-dimensional patterns such as the 3D Tetrahedrons cellular automata (rule 3283936144 ) which appears to show certain tetrahedral-ish shapes popping out of a plane.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/05/3d-tetrahedrons.jpg"><img class="aligncenter size-medium wp-image-138" title="3d tetrahedrons" src="http://nbickford.files.wordpress.com/2010/05/3d-tetrahedrons.jpg?w=300&#038;h=219" alt="" width="300" height="219" /></a>There are also totalistic cellular automata, which are created by basing the next cell somehow on the average of the top-left, center, and top-right cells above it. These can have more than two states, and sometimes produce very strange-looking patterns, such as Rule 1599, a 3-state cellular automata:</p>
<p><img class="aligncenter" title="Rule 1599" src="http://atlas.wolfram.com/01/02/1599/01_02_103_1599.gif" alt="" width="602" height="302" />As well as all these, there are continuous-valued cellular automata, which, instead of having cells that can only be in certain states, have the cells have real-number values. Then, at every step a function is applied to the cell that is to be changed as well as it&#8217;s neighbors. A good example of this is the Heat cellular automaton, in which the function is ((left_neighbor+old_cell+right_neighbor)/3+ a number between 0 and 1) mod 1). It produces a &#8220;boiling&#8221; effect, in which it resembles a pot of water slowly boiling on an oven.</p>
<p>There are tons more 1-dimensional cellular automata; Stephen Wolfram filled most of an entire (1200 page) book with these. However, there are essentially only 4 classes of cellular automata. The first type is the most boring; it is where the cellular automata evolves into a single, uniform state. An example of this would be the Rule 254 elementary cellular automata (the first example), which eventually evolves into all black. The second type, repetition, is a little more interesting, as it does not evolve into a single state but is instead repetitive. This can include a single line, simple oscillation, or fractal-like behavior, an example of which would be Rule 18. The third type is simply completely chaotic behavior- not very interesting, but definitely more than the previous two- such as in Rule 30.   The last type, type 4, is where there are many individual structures that interact, sometimes passing right through, other times blowing up. An example of this would be Rule 110. This type is probably the most interesting to watch, as the eventual outcome is unknown.</p>
<p>These 4 types cover nearly any cellular automata, except for the ones which appear to be midway in between the types.</p>
<p>We can easily go past 1-dimension and study two-dimensional cellular automata. Probably the most famous of these is Conway&#8217;s Game of Life, invented by John Conway in 1970. In it, clusters of cells appear to grow, and then collapse as &#8220;gliders&#8221; move across the screen. It only uses 4 rules, and easily falls into the category of Class 4 cellular automata.</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/05/19/cellular-automata/"><img src="http://img.youtube.com/vi/23MBR2pZoDQ/2.jpg" alt="" /></a></span>
<p>The rules are:</p>
<p style="text-align:center;">1. Any live cell with less than 2 neighbors dies. (starvation)</p>
<p style="text-align:center;">2. Any live cell with more than 3 neighbors dies. (overcrowding)</p>
<p style="text-align:center;">3. Any live cell with 2 or 3 neighbors stays alive.</p>
<p style="text-align:center;">4. Any dead cell with three live neighbors becomes alive (birth)</p>
<p style="text-align:left;">Here, the neighborhood of a cell is defined as the 8 cells that surround it.</p>
<p style="text-align:left;">When the Game of Life was first shown, tons of people went crazy writing programs for simulating it  on computers, and supposedly thousands of hours of computer time were &#8220;wasted&#8221; simulating these patterns. One worker at a company even installed a &#8220;Boss&#8221; button for switching the display from Life to whatever he was supposed to be working on when his boss walked by!  Conway had offered a $50 dollar prize to whoever could find a pattern that expands infinitely. This could be a sort of glider gun, which shoots out gliders, a puffer, that leaves a trail of debris, or a spacefiller which expands out in all directions. The prize was claimed by Bill Gosper when he discovered the Gosper Glider Gun.</p>
<p style="text-align:left;"><img class="aligncenter" title="Gosper Glider Gun" src="http://upload.wikimedia.org/wikipedia/commons/e/e5/Gospers_glider_gun.gif" alt="" width="250" height="180" />Since then, lots of new patterns have been discovered in the Game of Life, such as a puffer train, a hexadecimal counter, a fractal-generator, and even a &#8220;computer&#8221; which will do practically anything it is programmed to do.</p>
<p style="text-align:left;">
<div class="wp-caption aligncenter" style="width: 545px"><img src="http://pentadecathlon.com/lifeNews/2009/08/2009-08-01-UCC-diagram.PNG" alt="" width="535" height="1024" /><p class="wp-caption-text">Parts of the Life Computer</p></div>
<p>There are many other 2-dimensional cellular automata, which can be written in a certain notation which tells with which neighbor-numbers the dead cell turns alive, and for what neighbor-numbers the live cell stays alive. For example, Conway&#8217;s Game of Life could be written as B3/S23 . Many other cellular automata can be written using this notation. Some of the more interesting ones are Fredkin&#8217;s automaton (B1357/S02468) , which replicates any starting pattern. That&#8217;s all it does, no exceptions, so there&#8217;s no possibility of making anything like an adder in it.  Another interesting one is the &#8220;Maze&#8221; rule (B3/S12345) , which produces maze-like patterns. Changing the rule to B37/S12345 creates dots that move through the shape. One of the most interesting of these, though, is 2&#215;2 Life (B36/S125) , a rule that is similar in character to Life but has much different patterns. Gliders are also a bit more rare, although there are a lot of interesting oscillators.  In rules like these, such as Day &amp; Night (B3678/S3478) it makes almost no difference whether the colors are reversed. Day &amp; Night also, at the end of patterns, has lots of oscillators.</p>
<p>Naturally, you can extend this form to allow multiple states. Brian&#8217;s Brain (/2/3) is an example of this, in which there are three states,  and in which gliders and glider guns are very much common. In fact, Still Lifes are almost nonexistent! The notation above means that a cell in state 1 (and only in state 1) stays alive if  it has (null) neighbors, that a dead cell becomes a state 1 cell if it has 2 neighbors, and that there are 3 states (0,1,2) .</p>
<div class="wp-caption aligncenter" style="width: 310px"><img title="Brian's Brain" src="http://upload.wikimedia.org/wikipedia/en/a/a7/Brian%27s_brain.gif" alt="" width="300" height="300" /><p class="wp-caption-text">A typical simulation</p></div>
<p>There are many modifications of this rule, one which causes scaffold-like structures to form, and even one which combines with Conway&#8217;s Game of Life!</p>
<p>You can easily make your own rules by simply choosing numbers to put in. Many of them appear to just be chaotic, but you can find rules which create rather interesting patterns. A good one is the Star Wars cellular automaton, 345/2/4 , which starts out like the Brian&#8217;s Brain rule but soon creates structures which shoot out gliders. A fun thing to do in this rule is to make &#8220;Train tracks&#8221; which let 1&#215;3 rectangles move around them in both directions. Of course, you can also simulate all of the Life-ish rules by changing the number of states to be 2, so that there are only ON and OFF states.</p>
<p>As if all this weren&#8217;t enough, there&#8217;s even a generalization of the previous into arbitrarily many rules for arbitrarily many states, as a rule table. Basically, the rules are based on a large table that tells the cell in a certain state to change to a different (or the same) state if it has &lt;this&gt; many live neighbors. The different rules for each state makes it easy to get the cellular automaton to do exactly what you want it to do.  A good example of this type of rule is the <a href="http://www.heise.ws/wireworld.html">Wireworld</a> cellular automaton, invented by Brian Silverman, in which electrons travel down wires simulating the connections in a computer. It&#8217;s easy to make a 1-way gate, an AND gate, a clock, a NOT gate&#8230; and nearly everything you&#8217;d need to create a computer.  In fact, Mark Owen even made a <a href="http://www.quinapalus.com/wires11.html">wireworld computer</a> that calculates and displays the prime numbers!</p>
<div class="wp-caption aligncenter" style="width: 641px"><img src="http://www.zen6741.zen.co.uk/wi-gifs/block.gif" alt="" width="631" height="958" /><p class="wp-caption-text">Amazing when actually run.</p></div>
<p>Rudy Rucker has also made a lot of Rule Table cellular automata, one of the most interesting being his Cars cellular automaton, which produces racing cars in several types, not usually something you&#8217;d expect to see from a cellular automaton.  The cars also crash into each other, and, in the process, make rather strange cars.</p>
<p>I have also made an interesting cellular automaton, which only uses 2 states, but still shows interesting behavior on wrapped grids, called SkyscraperMakers. In it, large structures are easily made, and there is a very simple puffer which requires only 6 cells. Signals also appear to transfer through the structures, but mostly just lower the towers.</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/05/19/cellular-automata/"><img src="http://img.youtube.com/vi/JSBk5V8b-Xo/2.jpg" alt="" /></a></span>
<p>There are also cellular automaton rules where only 1 cell is actually active at any one time. An example of this is the Langton&#8217;s Ant cellular automaton, in which the moving cell has two rules:</p>
<p style="text-align:center;">1. If you are on a white square, turn right, flip the color of the square from white to black, and move forward one square.</p>
<p style="text-align:center;">2. If you are on a black square, turn left, flip the color of the  square from black to white, and move forward one square.</p>
<p style="text-align:left;">Although this seems very simple, when the cellular automaton runs on a blank grid the pattern produced is rather chaotic. In fact, you have to wait around 11,000 steps until the &#8220;ant&#8221; produces a &#8220;highway&#8221; in which the ant repeats the same pattern over and over.</p>
<p style="text-align:left;">
<div class="wp-caption aligncenter" style="width: 363px"><img title="Langton's Ant" src="http://upload.wikimedia.org/wikipedia/commons/0/09/LangtonsAntAnimated.gif" alt="" width="353" height="353" /><p class="wp-caption-text">The first 200 steps of Langton&#039;s Ant</p></div>
<p style="text-align:left;">Naturally, there&#8217;s a generalization to multiple states and different rules, in which you simply tell the ant what to do when it touches a certain state. It is usually expressed using a string of Rs and Ls to show what direction the ant takes when it touches a certain-colored cell. For example, the classic Langton&#8217;s Ant rule could be expressed as RL, meaning that it turns right when it touches a cell of state 0 (white), and turns left when it touches a cell of state 1. Using this generalization, there are some rather interesting cellular automata. For example, LLRR makes a cardiod shape:</p>
<p style="text-align:left;"><img class="aligncenter" title="LLRR" src="http://upload.wikimedia.org/wikipedia/commons/2/28/LangtonsAnt-nColor_LLRR_123157.png" alt="" width="496" height="472" />Whilst one of the longer rules, LRRRRRLLR fills space around itself in a square.</p>
<p style="text-align:left;"><img class="aligncenter" src="http://upload.wikimedia.org/wikipedia/commons/c/c6/LangtonsAnt-nColor_LRRRRRLLR_70273.png" alt="" width="496" height="472" />Naturally, the infinity of 1-dimensional and 2-dimensional cellular automata wasn&#8217;t enough for some people, who proceeded on to 3-dimensional cellular automata. The notation for these is similar to the normal Life notation (i.e., B (something)/S (something)), except that the numbers go from 0 to 26 instead of from 0 to 8. There are some interesting analogs of 2d cellular automata, such as Brian&#8217;s Brain, which have been discovered (B4/S) :</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/05/19/cellular-automata/"><img src="http://img.youtube.com/vi/sHiD81IwQNE/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">As well as some new rules, such as the &#8220;Clouds&#8221; rule (B13,14,17,18,19  /S13,14,15,16,17,18,19,20,21,22,23,24) in which random patterns quickly form cloud-like blobs and bridges between the blobs. The &#8220;clouds&#8221; eventually shrink down, sometimes to nothing but sometimes forming rather simple oscillators:</p>
<p style="text-align:left;"><span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/05/19/cellular-automata/"><img src="http://img.youtube.com/vi/Mw3iWlBzWjk/2.jpg" alt="" /></a></span></p>
<p style="text-align:left;">There has even been a version of Life in 3D, however, it turns to simple oscillators very quickly. Supposedly, gliders can be formed, but I haven&#8217;t seen any.</p>
<p style="text-align:left;">The problem with 3D cellular automata, though, is that computer screens are 2-dimensional. When a computer screen displays a picture of a 3D cellular automata, the front (that we see) may be rather dull, while the other side may be very chaotic, but we wouldn&#8217;t know the difference. Also, there may be lots of action inside a blob, but we can&#8217;t see what is happening inside.</p>
<p style="text-align:left;">An interesting way to make a 3-dimensional shape out of  a cellular automata is to simply stack all the stages of  a 2-dimensional cellular automata on top of each other. This makes the cellular automaton seem quite a bit different. Patterns like the Gosper Glider Gun in Conway&#8217;s Game of Life turn into a tower with suspension cables on one side, Langton&#8217;s Ant into a Sears Tower-like skyscraper, and Brian&#8217;s Brain I don&#8217;t even want to think about. It&#8217;s rather fun to construct these out of blocks (specifically ones that can be joined together) , as the results are often surprising.</p>
<p style="text-align:left;">Part of Wolfram&#8217;s book was devoted to designing and finding certain cellular automata that can do <em>anything</em>- calculate what 2+2 is, emulate other cellular automata- even display letters- called Universal cellular automata. The simplest of these to show universal would be Conway&#8217;s Game of Life, by making AND gates, OR gates, a memory cell, a 90 degree reflector ,and a NOT gate. Many of these base on bashing gliders together to form certain outcomes, and the NOT gate is the hard one- it needs to use a glider gun, or something to send out gliders, in order to actually be a NOT gate. Once that&#8217;s made, the rest is simple.</p>
<p style="text-align:left;">A similar method can be used to show that WireWorld is universal- by making the necessary logic components, various computers can easily be made, such as Mark Owen&#8217;s massive prime calculator. There are even constructions made by putting logic gates together such that 1-dimensional cellular automata can be made!</p>
<p style="text-align:left;">Von Neumann also designed a 2-dimensional cellular automata, the sole purpose of which was to show that computers were possible in cellular automata. The rules are quite complex, mostly operate on signals passing through wires and writing cells, and the cellular automaton has a whopping 29 states. Replicators are possible, but they use humongous &#8220;tapes&#8221; to store how the structure should be built.</p>
<p style="text-align:left;">Now here&#8217;s the amazing part: Even 1-dimensional cellular automata can be universal. In particular, Wolfram showed a certain 19-state next-nearest neighbor cellular automaton which, given the right setup, will emulate any other 1-dimensional cellular automata on a huge basis (20 cells per cell). Some examples of it emulating cellular automata are below:</p>
<p style="text-align:left;">
<div class="wp-caption aligncenter" style="width: 490px"><img src="http://mathworld.wolfram.com/images/eps-gif/UniversalCASimulated_901.gif" alt="" width="480" height="248" /><p class="wp-caption-text">Rule 90 and Rule 30, emulated</p></div>
<p style="text-align:left;">In particular, although it is hard to see, the 19-state cellular automaton is emulating rule 90 and rule 30, respectively.</p>
<p style="text-align:left;">Most amazing, though is that, though it is anything but straightforward to prove, Rule 110 is a universal cellular automaton. This was done by showing how it could emulate another 1-dimensional cellular automata class, the cyclic tag system, and working from there. Eventually, Wolfram shows it emulating other elementary cellular automata, computing, and even emulating Turing machines.</p>
<p style="text-align:left;">
<p style="text-align:left;">Quite a lot of cellular automata programs exist (many of them are listed at <a href="http://cafaq.com/soft/index.php">http://cafaq.com/soft/index.php</a>), so I&#8217;ll simply list some of the best ones that I have found.</p>
<p style="text-align:left;">One of my favorite programs is <a href="http://www.mirekw.com/ca/">Mirek&#8217;s Cellebration</a> (MCell), made by Mirek Wojtowicz, which has quite a lot of cellular automata rules (200+), and even more cellular automata patterns. It has a large Life pattern database, as well as allows you to make your own rules and save them easily. Probably the only problems with this are that the speed of the automaton may vary depending on the number of life cells on the board, and that the software is no longer developed. However, you can add on small extensions and even change the source code of the online Java version. You can either download it <a href="http://www.mirekw.com/ca/download.html">here</a>, or <a href="http://www.mirekw.com/ca/mjcell/mjcell.html">see the Java implementation</a>.</p>
<p style="text-align:left;">Another program for simulating cellular automata is Five Cellular Automata, which simulates exactly 5 types of cellular automata: A small generalization of Life, using 4 parameters and q states; The Belousov-Zhabotinsky reaction, as a cellular automaton;  a cellular automata in which blobs of colors try to meet with each other, and eventually take over the board; a probabilistic cellular automaton in which &#8220;viruses&#8221; break out among the population, kill everybody, and eventually die as the population regrows; and lastly, a DLA model.  The program simulates all 5 rather well, but it only does those 5, and there are no manual editing features. This makes it so that the program is good for watching, but not useful for any experimentation. You can download it at the <a href="http://www.hermetic.ch/pca/pca.htm">Hermetic Systems website</a>.</p>
<p style="text-align:left;">The best of these which is being developed on would easily be Golly, a cellular automata program that has infinite universes, uses Bill Gosper&#8217;s speedy Hashlife algorithm, has hundreds of patterns, including a few Life lexicons, and even is scriptable (with examples!) in both Python and Perl. And it reads practically every CA file ever made. The only problem is that completely new rules, such as making a rule table cellular automaton, isn&#8217;t very easy unless it&#8217;s a Life-like cellular automaton (B something/S something). You can download it at <a href="http://golly.sourceforge.net/">the project&#8217;s Sourceforge page</a>.</p>
<p style="text-align:left;">Lastly, there&#8217;s CAPOW by Rudy Rucker, which is a program for generating continuous-valued cellular automata. It supports 1D and 2D rules, as well as a number of discrete-valued cellular automata. It also has a mode in which the 2D cellular automata is extruded, based on what state the cell is at, into a 3D grid. It has quite a lot of cellular automata, can make up new ones, and includes a screensaver which shows various cellular automata animating. The only bad part is that it&#8217;s a bit confusing to make different rules or make new CA classes. You can download it <a href="http://www.cs.sjsu.edu/faculty/rucker/capow/index.html">at Rudy Rucker&#8217;s website</a>.</p>
<p style="text-align:left;">There are tons more cellular automata that have not been studied, so the field of Cellular Automata  is still an interesting field to explore in and find new and interesting  rules.</p>
<p style="text-align:left;">
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		<title>G4G9, Day 4: Lasers, Sculptures, and Balloon Polyhedra</title>
		<link>http://nbickford.wordpress.com/2010/04/26/g4g9-day-4-lasers-sculptures-and-balloon-polyhedra/</link>
		<comments>http://nbickford.wordpress.com/2010/04/26/g4g9-day-4-lasers-sculptures-and-balloon-polyhedra/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 00:04:48 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
				<category><![CDATA[Cellular Automata]]></category>
		<category><![CDATA[G4G9]]></category>
		<category><![CDATA[Magic Tricks]]></category>
		<category><![CDATA[Mathematics]]></category>
		<category><![CDATA[Optical Illusions]]></category>
		<category><![CDATA[Puzzles!]]></category>
		<category><![CDATA[Sculptures and Models]]></category>

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		<description><![CDATA[This is the 5th post in a series of posts about Gathering For Gardner: 1 2 3 4 We woke up the next day, and soon realized that the first talk had already started, but only by around a minute. Luckily, the conference was in the hotel I was staying in, so I only arrived <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=126&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This is the 5th post in a series of posts about Gathering For Gardner: <em> </em><em> <a href="../2010/03/30/gathering-for-gardner-9-prelude/">1</a> <a href="../2010/04/01/g4g9-day-1-pencils-optical-illusions-and-bar-bets/">2</a> <a href="http://nbickford.wordpress.com/2010/04/02/gathering-for-gardner-day-2-fractals-puzzles-and-magic/">3</a> <a href="http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/">4</a></em><a href="../2010/04/02/gathering-for-gardner-day-2-fractals-puzzles-and-magic/"></a></p>
<p>We woke up the next day, and soon realized that the first talk had already started, but only by around a minute. Luckily, the conference was in the hotel I was staying in, so I only arrived a few minutes late. The first talk was by <a href="http://math.scu.edu/~jpederse/">Jean Pedersen</a>, about the extended face planes of various polyhedra. The next few talks were rather interesting:  Zdravko Zivkovic introduced a puzzle called &#8220;MemorIQ&#8221; where you have to make various shapes out of octagonal pieces which are colored on the sides. The sides of the pieces touching must also be the same, so it is a bit of a challenge to make a square with the pieces. <a href="http://www.illusionworks.com/">Al Seckel</a> then did a talk on &#8220;The Nature of Belief&#8221;, talking about various ambiguous optical illusions which change completely when you add a simple line to them, as well as a music track reversed which originally sounds like gibberish, but when words are added, comes out very clear. Greg Federickson did a talk on &#8220;Symmetry vs. Economy in Dissections of Squares and Cubes&#8221;.  In it, he showed many demonstrations of  dissecting squares and cubes into many smaller squares and cubes, in very symmetrical ways and also in the minimum number of pieces. He also showed examples for <em>hinged</em> dissections, some of which were very ingenious, especially for the cubes.  Lastly, Robert Crease talked about his new book about some of the most important equations in mathematics and science.</p>
<p>After a short break, the 2nd session began. Pablos Holman stated out with a great talk about &#8220;Hackers and Invention&#8221; in which he demonstrated how to kill mosquitoes by shooting lasers, changed the voicemail sound on Al Seckel&#8217;s phone by spoofing his caller ID, displayed a robot that wheels up to people and shows them their passwords, and showed how to pick a lock very quickly using a filed-down key and a hammer. After this talk, I went out with Bill Gosper, who was going to show John Conway the <a href="http://pentadecathlon.com/lifeNews/2009/08/post.html#more">Universal Game Of Life Computer</a> which <a href="http://calcyman.awardspace.co.uk/life/">Calcyman</a> had made computing Pi. Bill also showed Conway some other Game of Life patterns, such as the same universal computer computing the digits of the Golden Ratio, and a Python script for going to a particular step in a Life simulation faster than the normal algorithm, which he demonstrated by simulating a pattern to a googol-1 steps. Because of this, I was a bit late for the last talk of the day, the overview of the math sculptures that were to be made later that day at Tom Rodger&#8217;s house, which ranged from a button knot to a huge zonohedral pavilion.</p>
<p>I had a quick lunch (i.e, none) and boarded the bus that would be going to Tom&#8217;s house. On the way there, I tried to figure out some particularly hard puzzles which had little or no instructions, and also talked with some of the other attendees. When we arrived, they had a lot of Japanese-style lunches set out on a table for us to eat before building the various sculptures and seeing some of the things that were already set up. Some of the most interesting things there were a metal polyhedral-ish sculpture that George Hart was making, an impossible box that you could stand in, and a huge black hyperbola that towered over everything else.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/impossibox.jpg"><img class="aligncenter size-medium wp-image-130" title="impossibox" src="http://nbickford.files.wordpress.com/2010/04/impossibox.jpg?w=300&#038;h=204" alt="" width="300" height="204" /></a></p>
<p>After eating my lunch, I helped build the base for the zonohedral pavilion by soaping the pieces and then placing them into place on the supports. When that was done, they started on the roof of the pavillion, and I showed a few puzzles to other attendees, inlcuding a version of the Enigma puzzle as well as a &#8220;chopstick&#8221; puzzle using some of the left-over chopsticks from lunch.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/enigma.jpg"><img class="aligncenter size-medium wp-image-131" title="enigma" src="http://nbickford.files.wordpress.com/2010/04/enigma.jpg?w=224&#038;h=300" alt="" width="224" height="300" /></a></p>
<p>Afterwards , I helped out on another sculpture, this time a metal sculpture of a three-dimensional Peano curve, which had to be put together using  near-identical pieces and screws. The pieces were very rusty, so my hands got very dirty. Eventually it was almost done and I wandered off somewhere else. Back near the house, Vi Hart had been showing people how to make various polyhedra out of  balloons, such as simple octahedra and cubes.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/peano.jpg"><img class="aligncenter size-medium wp-image-132" title="peano" src="http://nbickford.files.wordpress.com/2010/04/peano.jpg?w=300&#038;h=224" alt="" width="300" height="224" /></a></p>
<p>I went with Gareth Conway and Max to explore a section of the landscape which Max said was an entrance to a gold or a silver mine, and which was almost completely covered with leaves from the surrounding trees. At some point, Max said that we&#8217;ll get famous for discovering this gold mine, to which Gareth responded that he was already famous for that he knew 130 digits of pi. I promptly responded with all of the digits of Pi I knew (only 30), and Gareth corrected me when I added on a few extra digits. It&#8217;s good that <a href="http://www.cadaeic.net/">Michael Keith</a>, the author of <a href="http://www.cadaeic.net/notawake.htm">a book entirely written in Pilish</a> wasn&#8217;t there at that point, because then I&#8217;d have to listen to quite a lot of digits of Pi. Eventually, however, it turned out that the &#8220;gold mine&#8221; was actually just a well.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/goldwell.jpg"><img class="aligncenter size-medium wp-image-133" title="goldwell" src="http://nbickford.files.wordpress.com/2010/04/goldwell.jpg?w=300&#038;h=224" alt="" width="300" height="224" /></a></p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/goldwell.jpg"></a>Meanwhile, the polyhedral balloon-making had gotten completely out of control:</p>
<p><img class="alignnone" title="ballooning" src="http://daftmusings.stattenfield.org/wp-content/uploads/2010/03/Ballon-Making-Out-of-Control-192x300.jpg" alt="" width="192" height="300" /></p>
<p>I went back to the main area, where I saw that a lot of the sculptures had been finished, such as the Chinese Button Knot and George Hart&#8217;s sculpture. I got to talk with Clifford Pickover about various things, such as the non-paradox that 100% of all integers have a 9 in them, and about some of the artwork in <em>The Math Book</em>, Pickover&#8217;s new book. Nearby was Ivan Moscovich, whom I talked with as well about various puzzles, such as his Mirrorkal series of sliding block puzzles in which you have to make a certain image with the pieces, which have mirrors on them so that the first puzzle is figuring out what configuration the blocks should be in afterwards. Soon, nearly all of the sculptures had been finished except for the pavilion which was almost finished and it was getting dark.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/peanoloop.jpg"><img class="aligncenter size-medium wp-image-134" title="peanoloop" src="http://nbickford.files.wordpress.com/2010/04/peanoloop.jpg?w=300&#038;h=224" alt="" width="300" height="224" /></a></p>
<p>We had quite a nice dinner, although the tables were full so I had to sit nearby, where Gosper was.  We talked for some time, and I mentioned a formula that can calculate Pi to 42 billion digits but then soon diverges. After the dinner, I went into Tom&#8217;s house which, as I have said before, is absolutely filled with puzzles. I played with a few puzzles, including  a 3-piece burr and a few Japanese puzzle boxes but then encountered a puzzle that fell apart and then was impossible to put back together. By that time, it was time to go back to the hotel. I boarded the bus in the back- right next to George Hart and a few other people who had made the sculptures at Tom&#8217;s house that day, who I talked with for the ride back.</p>
<p>It had been a great day, and there was only 1 day of the conference left.</p>
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		<title>G4G9, Day 3: Random(Blog), Crazy Detectives, and the Rubik&#8217;s Cube</title>
		<link>http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/</link>
		<comments>http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 00:32:29 +0000</pubDate>
		<dc:creator>nbickford</dc:creator>
				<category><![CDATA[G4G9]]></category>
		<category><![CDATA[Magic Tricks]]></category>
		<category><![CDATA[Mathematics]]></category>
		<category><![CDATA[Optical Illusions]]></category>
		<category><![CDATA[Puzzles!]]></category>
		<category><![CDATA[9]]></category>
		<category><![CDATA[Chaos]]></category>
		<category><![CDATA[Ed Pegg]]></category>
		<category><![CDATA[Magicians]]></category>
		<category><![CDATA[Mazes]]></category>
		<category><![CDATA[Minsky]]></category>
		<category><![CDATA[Polyhedra]]></category>
		<category><![CDATA[Recursiveness]]></category>
		<category><![CDATA[Rubik's Cube]]></category>
		<category><![CDATA[Thinkfun]]></category>
		<category><![CDATA[Whodunit]]></category>
		<category><![CDATA[Wolfram]]></category>

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		<description><![CDATA[This is the fourth post in a series of blog posts about Gathering For Gardner 9: 1 2 3 We started out the 3rd day by changing the hotel where we were from the Peachtrees to the Ritz-Carlton, where I missed the first talk, which was apparently about &#8220;The Odd One Out and Unrevealing Coin <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=nbickford.wordpress.com&amp;blog=7788481&amp;post=106&amp;subd=nbickford&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>This is the fourth post in a series of blog posts about Gathering For Gardner 9: </em><em> <a href="http://nbickford.wordpress.com/2010/03/30/gathering-for-gardner-9-prelude/">1</a> <a href="http://nbickford.wordpress.com/2010/04/01/g4g9-day-1-pencils-optical-illusions-and-bar-bets/">2</a> <a href="http://nbickford.wordpress.com/2010/04/02/gathering-for-gardner-day-2-fractals-puzzles-and-magic/">3</a></em></p>
<p>We started out the 3rd day by changing the hotel where we were from the Peachtrees to the Ritz-Carlton, where I missed the first talk, which was apparently about &#8220;The Odd One Out and Unrevealing Coin Weighings&#8221;</p>
<p>The very first talk that I saw, then, was by <a href="http://www.johnedmark.com/">John Edmark</a> about &#8220;Geometric Patterns of Change&#8221;. It was mostly about the sculptures that he has made, some based on the Fibonacci sequence and the Golden Angle, while others were on various spirals which could change direction by simply changing the angle at the top. Adrian Fisher also did a talk on that he was making Custom Designed Mazes, specifically hedge mazes for any people who had a castle somewhere and liked mazes. Last in the first session was a 15-minute talk by <a href="http://mathpuzzle.com">Ed Pegg</a>, called &#8220;Meet the Attendees&#8221;, which was where he would bring up various attendees who weren&#8217;t doing talks and have them describe themselves in 20 seconds, as he would show a slide that he had made for them.  I thought that he would only bring up the attendees who wanted a slide in the presentation.</p>
<p>Turns out, I was wrong. He really had made 70 individual slides, one for each attendee who wasn&#8217;t giving a talk, including me.</p>
<p>I was around 5th, but because many of the attendees had decided not to come up, I was instead in 2nd place for a 20-second talk. Of course, I hadn&#8217;t expected this, and so I had around 30 seconds to figure out what I was going to say.  When my time came, I went up and gave a very short description of my website, this blog, and my Scratch Projects, somehow in less than the 20 second I had. Many other people came up and gave short descriptions of what they did, some seeming to go over 1 minute, but Ed&#8217;s talk still came in before the 15 minutes he had.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/myslide.png"><img class="aligncenter size-medium wp-image-110" title="myslide" src="http://nbickford.files.wordpress.com/2010/04/myslide.png?w=300&#038;h=224" alt="" width="300" height="224" /></a></p>
<p>The next session started out with two Dr. Matrix (one of Martin Gardner&#8217;s characters, a numerologist) impersonators, Scot Morris and Bruce Oberg, talk about the number 9. Scot&#8217;s talk was about &#8220;Cosmic 9&#8243; which detailed how 9 lay at the center of the universe: He pointed out the methods of counting out nines, that 9 was a square number, and so on. Bruce Oberg&#8217;s talk was about &#8220;Nein to Nine&#8221;, in which he pointed out how bad 9 was. My favorite line in his talk: &#8220;First, I will show that 9 is lazy. What happened in 9 A.D.? (pause) ABSOLUTELY NOTHING!&#8221; After a few more talks, Stephen Wolfram did a talk on all the work he has been doing, such as Mathematica, Wolfram|Alpha, and A New Kind of Science, a rather large book weighing in at 1,200 pages.</p>
<p>We had a short lunch break, in which I skipped eating in order to buy a few puzzles, which included a combinatorial puzzle in which you have to rotate 3 controls in order to get 10 disks to line up, as well as an interesting packing set of polyhedra. After this, I went back downstairs for the 3rd session.</p>
<p>Steve Macknik and Susana Martinez-Conde started out with a talk on why we are fooled by magic. They pointed out that this was because of the magician&#8217;s skillful use of misdirection, and showed us a few videos on this effect, starting out with a card trick:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/"><img src="http://img.youtube.com/vi/voAntzB7EwE/2.jpg" alt="" /></a></span>
<p>And then following up with a case of &#8220;Whodunit&#8221;, where there are 21 changes in the scene:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/"><img src="http://img.youtube.com/vi/ubNF9QNEQLA/2.jpg" alt="" /></a></span>
<p>David Kaye also did a talk on how to perform magic for groups of  children, using a video as an example where he is dressed up as a clown and proceeds to do a trick with scarves, except that many things go wrong while he is doing the trick. Adam Rubin then did a talk on &#8220;Gravity Unmatched&#8221; which was a magic trick where a knife, attached to a string which goes over a pole and is tied to a pen, is falling towards him, yet it stops just before stabbing him. Kenichi Mura then did a talk on using Reulaux triangles for buckets in a chaos experiment.</p>
<p>There was a short break, in which I went to the <a href="http://thinkfun.com">Thinkfun</a> exhibit showing nearly all of the games and puzzles that Thinkfun has made, from its first puzzles based on the Chinese Rings to the classic Pentominoes to the new Tipover. I talked with some of the creators, such as Bill Ritchie and <a href="http://www.thinkfun.com/puzzlehunter/">Tanya Tompson</a>, and said that many of their old puzzles were really neat, and that perhaps they should do sort of a &#8220;2nd edition&#8221; of some of them.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/thinkfunpuzzles.png"><img class="aligncenter size-medium wp-image-111" title="thinkfunpuzzles" src="http://nbickford.files.wordpress.com/2010/04/thinkfunpuzzles.png?w=224&#038;h=300" alt="" width="224" height="300" /></a></p>
<p>The last session of the day was themed around the Rubik&#8217;s Cube, and started out with Jerry Slocum doing a talk on the history of the Rubik&#8217;s Cube which was very interesting especially in the part where he talked about various Rubik&#8217;s Cube variants, such as the Void Cube or some of Bram Cohen and Oskar Van Deventer&#8217;s twisty puzzles. Lucas Garron followed up by talking about speedcubing and other types of Rubik&#8217;s cube. My favorite talk of the session, though, was Bram Cohen&#8217;s demonstration of the twisty puzzles that he has been making, in which the cubes can have very strange forms once twisted in certain ways (They no longer in any way resemble cubes) and also where the cube is distorted and so will not permit certain moves once twisted. Many of the cubes he and Oskar have invented can be seen at <a href="http://www.youtube.com/user/OskarPuzzle">Oskar&#8217;s Youtube page</a>:</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/"><img src="http://img.youtube.com/vi/wqdmU4AVZVA/2.jpg" alt="" /></a></span>
<p>Rik Van Grol, editor of Cubism For Fun, did a talk on &#8220;The Quest for God&#8217;s Algorithm&#8221;  which is the algorithm which solves the Rubik&#8217;s Cube in the minimum number of moves. He detailed on how the number has gone down from a high 60 to a lower bound of 20 and an upper bound of 22. (News Flash! Tomas Rokicki has found an algorithm which solves the Cube in 21 steps. Could this be God&#8217;s Algorithm?) Roice Nelson, creator of many wonderful programs, then did a talk on his program for displaying 3-d Rubik&#8217;s Cubes as 2-dimensional stereographic projections which you can rotate.  Julian and Corey then went up and gave a talk entitles &#8220;Fun with the Minsky Circle Algorithm&#8221;. It summarized nearly all of their research with the Minsky Circle Algorithm, which is <em>supposed </em>to make circles, but they managed to tweak the variables so that it makes crazy fractal-like structures. For some reason, the plots of the periods often have symmetry, often based around a central point:</p>
<div id="attachment_108" class="wp-caption aligncenter" style="width: 310px"><a href="http://nbickford.files.wordpress.com/2010/04/p9se201.png"><img class="size-medium wp-image-108" title="p9se201" src="http://nbickford.files.wordpress.com/2010/04/p9se201.png?w=300&#038;h=187" alt="" width="300" height="187" /></a><p class="wp-caption-text">Click to view full size</p></div>
<p>After the last session, we waited while the room in which the talks were held was being converted into a dinner/magic room. While we were waiting in line to get food, a person managed to find me and said &#8220;Stephen Wolfram wants to see you.&#8221; I was absolutely amazed by this, so I followed her to where, in fact, Stephen Wolfram was. I talked with him for a bit about various cellular automata and his book, and then went back in line to get food.</p>
<p><a href="http://nbickford.files.wordpress.com/2010/04/stephen.png"><img class="aligncenter size-medium wp-image-112" title="stephen" src="http://nbickford.files.wordpress.com/2010/04/stephen.png?w=224&#038;h=300" alt="" width="224" height="300" /></a></p>
<p>The magic show was amazing. It started out with Mark Mitton bringing Gareth Conway (he must be getting awfully tired of these magic shows) up to demonstrate <a href="http://www.coolopticalillusions.com/freaky_spiral.htm">an optical illusion with a rotating spiral</a>. Then a dancer came up and performed an act in which she would produce seemingly endless flowers and cards from a single flower. Mark went back up for an act in which he would get a (very confused) audience member to perform a magic trick, without him speaking any words. A few other magicians came up for acts, and Gary Foshee presented a gift to Tom Rodgers. Lennart Green did an amazing card trick where he would blindfold himself, duct-tape his entire face,  cover it with aluminum foil, and then perform a magic trick, sometimes spilling cards, but performing the trick flawlessly. I was actually called up for a trick by Derek Hughes, in which he would perform a card trick in which supposedly, whatever answers I gave to his questions, he would show that I did not have free will by showing that I chose one particular card.</p>
<p>Apparently I do have free will, because I managed to somehow mess him up by <em>not</em> cutting the cards.</p>
<span style="text-align:center; display: block;"><a href="http://nbickford.wordpress.com/2010/04/08/g4g9-day-3-randomblog-crazy-detectives-and-the-rubiks-cube/"><img src="http://img.youtube.com/vi/-tY0JiJRzGw/2.jpg" alt="" /></a></span>
<p>There were many other acts, and the show in general was great. In the above video, there&#8217;s a multicolored blob to the left, which was because the first act was of Caspar Schwabe blowing up a giant inflatable model of the 59th stellation of the icosahedron.</p>
<p><img class="alignnone" title="The 59th Stellation" src="http://www.prospero78.freeserve.co.uk/icosa/stell59.jpg" alt="" width="300" height="300" /></p>
<p>After the magic show, we went back upstairs and went to bed.</p>
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