Gathering For Gardner, Day 2: Fractals, Puzzles, and Magic

Continued from a previous post… and the one before that

The next day was Thursday, marking the start of the talks, where various mathematicians, optical illusionists, computer programmers and magicians would give short 10-30 minute talks about various subjects. The talks started at 8:30, but we got there a bit early, so my mom dropped off my exchange gift (a puzzle where you have to put together 9 nonahedral shapes together to make a nonahedron), while I watched the start of the talks. The very first talk was by Erez Lieberman-Aiden, who talked about how the human genome might fold itself into spacefilling curves, rather than in a big tangle. The talk was supposed to be 30 minutes long, but he finished 3 minutes early, so (due to a rule/tradition that any speaker who finished before his time limit was given 1 dollar for each minute that he was under time) he received 3 dollars. Vladmir Bulatov did a talk on models of hyperbolic geometry, starting with Escher’s Circle Limits and moving on to computer models and animations. Jason Rosenhouse also did a talk on “The Monty Hall Problem, Revisited” in which he described various variations on the Monty Hall problem, such as a Monty who completely chooses random doors, and sometimes shows the car before he allows you to make a decision. Gary Foshee did a 1-minute talk on the Tuseday Birthday Problem, based on the original birthday problem, except that one of the children is born on a Tuesday.

Then there was a 20-minute break, in which I went up to the exhibit room to help and watch the exhibitors set up.  Hans Schepker was setting up a large staircase which appeared to defy gravity, even though wires were attached to each of the cubes that made it up. He also made a type of flexagon based on seven tetrahedra taped along their edges in which the shape folded out progressively around the circle instead of all at once. John Edmark was also there, with many sculptures based on the Fibonacci sequence, the Golden Ratio, and the Golden Angle, such as a whirligig which, when spun one way, made a smooth spiral, and when spun the other way, made a shape that looked like a pine cone.

The next session started out with John Conway doing a talk on the Lexicode Theorem Non-Theorem Puzzle, which led to the system of Nimbers, in which 8+8=0, and where 8*11=9. Uri Levi was next, with a demonstration of a new puzzle he had found called the “Magnetic Tower of Hanoi“  which normally needs 3^n moves to solve, but variations on it can have rather complicated formulas for the minimum moves required. Neil Sloane also announced that the OEIS was going into a wiki format, and Benjamin Chaffin did a talk on computing the curling number conjecture and the Recaman Sequence.

By then it was time for lunch, and I skipped lunch to have a look at the sales rooms, where various puzzle creators were selling their puzzles for various prices. The first booth that I recognized when I first came in was that of Pavel Curtis, creator of  insanely hard puzzles, who was selling nearly all of the puzzles he had on his website. I also noticed that the people who made ZomeTool had set up a booth selling the product. Inside the other room was even more puzzles, including various combinatoric puzzles, mathematical books, puzzle boxes and suitcases, and much more. Sandro Del-Prete, who I had met before before the Bar Bets session, was there and my mom bought one of his books for me, provided that he would sign the book in German, and that I would have to read what he had written.  Nearby was Clifford Pickover, one of my favorite writers of math and computer science books, who I talked with shortly and then – something that would only ever happen in Gathering For Gardner- Ivan Moscovich, another one of my favorite authors of math and puzzle books, turned out to be right beside us. Of course, I talked with him for a while, and then went back to the other room, where I noticed that Kadon Enterprises, makers of tons of polyomino-based puzzles, were there, and quickly solved one of their easier puzzles, a set of pentominoes which could be stacked to make 3D shapes. By that time I went back down for the next set of talks, as an hour had already passed.

The next set of talks started out with a set of puzzle fonts by Erik Demaine, where you have to solve a puzzle to even figure out what the letter was, and then repeat that for each letter in the text. Kenneth Brecher did a talk on ambiguous figures, in 2D and also in 3D, and proposed a problem about 4 or more perspectives of an ambiguous object that I quickly solved by placing the Rubin Vase on a type of striped disk which produces either 4 or 6 perspectives, depending on what you consider it to be. Clifford Pickover did a talk on the making of his newest book, called The Math Book, and Glen Whitney finished off the session with a talk on The Museum of Mathematics, which is to be built very soon. Another short break, and then the last session for the day began.

First, there was a 30-minute talk on “The Art of Throwing Up” which is not what you may think it is. It was actually about juggling, and by the end of the talk I could actually juggle three scarves without grabbing everywhere. Tomas Rokicki, one of the programmers of Golly and a searcher for God’s Number on the Rubik’s Cube, then did a talk on ‘Modern Life” which was about recent developments in Conway’s Game of Life patterns. David Spies introduced GamesCrafters, a service where you can play around  70 games against a perfect opponent, and Robert Bosch talked about using the Traveling Salesman Problem to generate artworks. Sandro Del-Prete also did a talk about some of his illusions, a few of which were animated. Alex Bellos, author of a new book, Here’s Looking at Euclid ( Alex’s Adventures in Numberland in Britain) talked about why they still use abacuses in Japan (those kids are scary fast), and Eve Torrence, lastly, gave an improvement to Lewis Carroll’s Condensation Method.

Afterwards, we went to the 50th floor of a nearby tower for a large dinner with other attendees of G4G9. After the dinner, we were led into one of a few rooms where we were shown a number of short magic shows. I was in the room with Gareth Conway and John Conway, who I talked with about the Game of Life (it was originally simulated on Go boards), the talk about Nimbers he gave, and the Century Sliding Block Puzzle, which he apparently found by modifying the L’Ane Rouge puzzle. The magic shows were great, and I noticed that for some reason, Gareth, my mom, and I were chosen very frequently. Some of my favorite acts were a trick by Victoria Skye, who had 3 cards which would correspond to any answer to one of the questions she asked you; A trick by Mark Mitton in which he would place a card on the table, stand on top of a chair in a corner, and the card would turn out to be whatever the person named; and nearly all of Lennart Green’s card tricks. I was especially amazed by a trick by John Railing in which he turned a pack of cards into a sheet of plexiglass. This was especially amazing to me because I was holding the pack of cards at the time, and my hand was small enough that I could see in from the outside, and I still couldn’t tell when the switch happened.

Afterwards, we went back to our hotel and went to sleep, amazed by what had happened today.

G4G9, Day 1: Pencils, Optical Illusions, and Bar Bets

Continued from the previous post

The next day, Wednesday, was the first official day of Gathering For Gardner. The only session that day was the Bar Bets section, which was where the magicians and some mathematicians would show various tricks and trick bets which were mathematically related or interesting. However, the session was in the afternoon, so in the morning we had some time to do whatever we wanted to.

Julian Ziegler Hunts and his family had arrived overnight, so we got to have breakfast with them, in which he showed me some interesting Minsky Circle maps based on varying ξpsilon and zeta in the Minsky circle algorithm and plotting the period. After this, my mom and I, as well as the Zieglers and Gosper slept in until 11:00,at which point we decided to head back over to Tom Rodger’s house to play with puzzles while we waited for the session to begin.

As I have mentioned before, Tom has a huge collection of puzzles and sculptures. Since Julian had never been here before, and Tom was on a quick errand, I quickly gave him a tour of the house. Inside the puzzle rooms, Bill noticed that there were many impossible objects made by Gary Foshee, who makes sculptures where the puzzle is to determine how the object got into the current state, not to get it out. A classic example is of the “arrow through the coke bottle”:

Of course, Tom had many others, such as multiple coke bottles, strung together in impossible ways:

Later, Tom Rodgers came back from his errand and showed us some secret closets filled with puzzles. He placed out a few of his favorites on the table for us, and we attempted to solve all of them:

Many of the puzzles I knew the solution to, such as the nails puzzle and the ring puzzle, others I was able to solve, but the majority of them completely stumped me and everyone else. Akio Hizume showed us two interesting programs he wrote, called Real Number Music and Real Kekak System. They were both based on using the coefficients of the continued fraction of the number to generate music, and often made music which I think I’ve heard in some songs. At around 2:00 P.M., we went to the Ritz-Carlton for the before-conference meet.

There at the meet were lots of people who were going to G4G9, such as Lucas Garron, a speedcuber who has some very interesting modded cubes, such as one which transforms the edges to the corners and the corners to the edges, and is equivalent to a Shepard’s cube. There were many puzzles there, including Oskar’s Gears and a set of 9 3×3 paper-folding puzzles which varied from easy to AAUUGGHH! I also got to meet Sandro Del-Prete, one of my favorite optical illusion artists and talk to him about his optical illusions and what he was inspired by to make some of his drawings. He didn’t have perfect English, and my German is terrible, so my mom had to act as a translator at some parts. I was still able to understand what he was saying, even in German, though.

by Sandro Del-Prete

At around 6:30, we were led into an adjoining room for the Bar Bets session, in which various people demonstrated interesting and amazing magic tricks and bar bets. One person attempted unsucessfuly to drop a cork so that it would balance on its edge, another was successful at the same thing with matchboxes. The Great Jordini showed how to solve a certain puzzle by blowing on it, and I even got to solve a simple matchstick puzzle, shown below:

Get the dime out of the glass by moving only two matchsticks

Many of the tricks originated from Martin Gardner, such as a trick where a person moves a ring from a lower upperhand knot to a higher one. This went on until around 11:30, at which point we went back to our hotel and slept.

Naturally, I was excited for tomorrow.

Gathering For Gardner 9: Prelude

I’ll have to break up a single long post about Gathering For Gardner 9 into several medium-sized posts, as WordPress could crash before the post was completed.

Gathering For Gardner is a large puzzle, mathematics, optical illusion, magic, and generally everything Martin Gardner-related conference held biannually in Atlanta, Georgia from  March 24-29. There are usually 300 people there, each specializing in a unique topic. Many famous people are there, such as Stephen Wolfram, who made Mathematica, John Conway, Scott Kim, Bill Gosper, Jerry Slocum, and many others. When I heard about this conference a few months ago from Bill Gosper, I was definitely very excited, and even more excited when Bill managed to get me an invitation.

Every participant is required to bring 300 copies of an exchange gift, which is simply defined as “something that you would want to give to Gardner”. This can be from puzzles to mathematical bookmarks to folding polyhedra.  The theme for Gathering for Gardner 9 was naturally 9, and many exchange gifts were based on this. My exchange gift for the conference was the 9-9-9 Puzzle, which is a packing puzzle where you have to combine nine nonahedral pieces to make a nonahedron.

We set out for Atlanta in an airplane on March 23, and arrived at around 5:00 P.M., so my mom and I had time to go to Tom Rodger’s, one of the organizers of the event and a puzzle collector’s, house. Lennart Green, Akio Hizume, and Caspar Schwabe were already there, so we weren’t the only people who were early for the conference.

Tom Rodger’s house shows how much of a puzzle collector he is. His front two gates have the Tangram and the Sei Shonagon, two very old pattern puzzles, embossed in the wood. In his yard, there are an amazing amount of great mathematical sculptures, such as this sculpture of five interlocking tetrahedra:

He also had a huge sculpture of a hyperbola made out of rare black bamboo which is conveniently right next to Tom’s house:

There was a smaller version of the hyperbola made with more common bamboo which can actually open and close.

Caspar Schwabe demonstrated this by asking me to step inside the hyperbola in its unfolded position and then closing it up around me. Obviously these people are not worried about damage, especially the “no touching” rule:

We soon went into Tom Rodger’s house after lots of amazing-sculpture-viewing.

Tom has a large and absolutely amazing Japanese-style house complete with an interior courtyard and a koi pond:

His house is also absolutely filled with puzzles, with a room and 3 closets, as well as a basement (supposedly) stuffed with amazing puzzles from around the world. Here he is demonstrating one of Oskar Van Deventer and Bram Cohen’s puzzles, the Caution Cube:

He has lots of drawers full of various puzzles, from puzzle boxes to locks to dexterity puzzles, and I was especially amazed when he showed us his large collection of sliding block puzzles, many from Minoru Abe, an excellent puzzlemaker from Japan. He even has 2 versions of the Panex puzzle, and all 4 of Minoru Abe’s Climb-24 series. He also allowed us to play with the puzzles, which of course made me very happy. Here are some pictures of the puzzles:

I also, after playing with the puzzles for some time, got to meet Lennart Green, probably the best card magician in the world. He showed me a few card tricks, involving taking any card I named out of the deck perfectly, even though I shuffled the deck terribly. He also separated 16 cards into 4 piles, each of which I saw the cards in, each pile containing a single ace. I took one of the piles which definitely had 1 ace, and then he picked another pile. It turned out that he somehow had all 4 aces, even though I had one of them. He then whacked his 4 cards against the 4 that I was holding in my hand, and then it turned out that I had all 4 aces and he had 4 normal cards. Of course how he did this is completely mysterious to me.

We then had a very tasty dinner at Tom’s house, and Akio Hizume showed me a certain structure he had made out of 6 interlocking stars, where the normal one could fold to a ring but the mirror image couldn’t. Many of the people there (Scott Hudson and Bruce Oberg had joined) couldn’t figure out why this was, and I pointed out to them that it was because of the places where 3 rods pass by each other. Aiko also gave me the set of 30 rods with which it can be constructed, but I have yet to assemble them in the correct way.Caspar Schwabe also gave me a kaleidoscope-like structure made out of mirrors that, when you looked inside, made a stellated dodecahedron and an unfolded circular net around the outside. It is a very convincing illusion, and the center stellated dodecahedron changes color depending on what you point the kaleidoscope at:

I also gave them one of the puzzles that I brought, specifically the one where you have to simply get the marble out. It only requires one move, but they almost didn’t solve it until my mom and I were getting ready to go.

All in all, it was a wonderful day, and a great sampler for what Gathering For Gardner would be.

Perpetual Motion Machines

Perpetual motion machines are machines that produce an unlimited supply of energy, or just never stop. Inventors have tried for centuries to find a working perpetual motion machine, but all have failed, sometimes producing novel ideas, though. It can be shown using the First (conservation of energy) and Second (entropy can never decrease) )Laws of Thermodynamics that any perpetual motion machine is impossible, even though people still try in vain to find them.

Most perpetual motion machines are based on a simple machine, the overbalanced wheel, which was invented during or before the Middle Ages. The idea is that the weighted rods are on hinges so that they stay close to the wheel while going up, and stick out when going down on the wheel, so that the right side will always have more weight, and the left side will always have less, and so the wheel, once started, should never stop.

Villard's Wheel

The problem with this idea is that there are more rods on the left side, and so the weights balance out, and friction eventually brings the wheel to a stop. Many other types of overbalanced wheel have been tried, such as rolling balls inside a wheel, rolling balls on tracks outside a wheel, adding more hinges, and adding complex linkages which don’t really do anything.

Many attempts also have been made with buoyancy as a factor, such as a chain of  ping-pong balls entering a cylinder of water on the right side of the chain, which would supposedly provide more than enough lift for the next ball to enter the chamber, and so on. The problem of having no water spill out of the chamber when the balls enter it is, of course, another problem!

Some perpetual motion machines are so crazy that they appear to be jokes. For example, there’s Zimara’s windmill, a machine that goes roughly as follows: The windmill is turned, which squeezes the bellows, which makes air travel through the pipe ,powering the windmill, which squeezes the bellows… and so on.

Zimara's windmill

Of course, on each run, some air particles will miss the windmill, resulting in energy escaping from the system, which eventually stops.

Another great example of a “joke” perpetual motion machine is F.G. Woodward’s wheel. The wheel, supposedly unbalanced on the top roller, will try to rotate counter-clockwise and go down, except that it will not go down because of the bottom wheel, so it will rotate forever.

Any checking with a physics engine, doing force and torque analysis, or just rotating the entire thing will show that it will eventually stop due to friction, like all of the other machines.

Despite the number of proofs of impossibility and failed attempts, a quick look at the internet easily shows that people are still trying to find the right configuration of springs and gears for an impossibility.

Sliding Block Puzzles

Note: Software to simulate these sliding block puzzles will be given and reviewed at the end of the post.

Recently I’ve gotten interested in various sliding block puzzles (or klotski) , which are sequential movement puzzles where you have to move a certain block to another position, often involving moving other blocks out of the way.

I mentioned in an earlier post the 15 Puzzle, which is one of the most famous examples of puzzles. In the late 1800′s, it sparked a 15 puzzle craze which apparently “drove hundreds of people mad”. In it, you would scramble up the blocks  and then try to reorder them to it’s initial position. It’s moderately hard, but easy if you know the 1 algorithm needed to solve it. (This is unlike the Rubik’s Cube, where you may need to learn lots of algorithms) The thing which sparked the puzzle craze, though, was that Sam Loyd, the famous puzzlist, offered a $1,000 dollar reward for simply interchanging the positions of the 14 and the 15, while keeping all the other pieces the same.. At this point, if you have a 15 puzzle, or can make one, you should definitely try to solve this problem. Software for simulating the 15 puzzle is everywhere, and shouldn’t be too hard to find. An online version is here.

The 15 Puzzle with the 14 and the 15 interchanged.

Loyd’s money was safe, though, because the puzzle is impossible. Mathematicians have proved that you can only obtain half of the solutions from any starting position.

Soon after that came sliding block puzzles with differing shapes. Some good examples of these are Dad’s Puzzle, Get My Goat, and the Tit-Bits Teaser#4. These puzzles could often be easy, or they could be extremely hard, requiring hundreds of moves for the smallest solution.There are even 3-dimensional sliding block puzzles, called burr puzzles, of which are sometimes easier than sliding block puzzles, but some, like Gordian’s Knot (by Thinkfun) are harder, having much more pitfalls and requiring 63 moves to complete.

Sliding block puzzles are still popular today, as there are many recent products. The most well-known is Rush Hour by ThinkFun, which has cars sliding only in straight lines on a rectangular grid, where the object is to remove the red car through an opening. The Rush Hour set comes with 40 challenges as well as an opportunity to make your own. ThinkFun also makes Gordian’s Knot, an insanely hard burr puzzle, and a version of the 15 puzzle.

One of the puzzles of Rush Hour

The hardest sliding block puzzle that has recently been made, though, is the Panex Puzzle. It’s like the Tower of Hanoi except that the pieces can go no lower down than their original starting position, and the object is to switch the two towers. It’s so hard that it requires approximately 30,000 moves for the minimum solution, and even that is not known.

There are many software programs for simulating, solving, and making Sliding Block Puzzles, and so I will list the best ones that I have found. Sliding block puzzle solvers have to work by trial and error, as an algorithm to solve sliding block puzzles in even polynomial time has not yet been found.

Taniguchi’s Sliding Block Puzzle Solver- A good program for quickly solving sliding block puzzles with any shape, usually solving even the hardest ones in a matter of seconds, and supports constraints, and comes with a number of  built-in puzzles. However,  the designer and the solver are separate programs, and there is not a playing program for the sliding block puzzles that you make. You can download it here.

Klotski- (as done by a person named Phil) – A program mainly for creating and playing sliding block puzzles, which it does rather well, and has a great collection of puzzles to start out with, including the evil, evil Sunshine Two-part puzzle, which I have not even got close to solving. The way of making new puzzles lacks a good GUI, though (you have to edit a file), and the hosting servers are often down. Download it here.

AAAUUUGGGHHH!!!

SBPSolver- A program which designs, plays, and solves sliding block puzzles. Almost perfect except for the fact that some of it (“Oui” or “Non”?) is in French, and that the pieces can only be rectangular. It comes with a huge library of  puzzles, though, and solves puzzles insanely quickly. Download it here.

Online Collections—

John Rausch’s Sliding Block Page- Humongous collection of sliding block puzzles, old and new, with least known solutions to them. Some of them are easier than they look (Junk’s Hanoi, even though requiring 161 moves, is super-duper easy), and some of them are much, much harder.

New and Old Sliding Block Puzzles- Small collection of some of the hardest sliding block puzzles there are, from Dad’s Puzzler to the Devil’s Nightcap, requiring well over 600 moves. Could use a few more puzzles, though. (NOTE: The site, as of 11/26/2010, appears to be somewhat hazardous to visit (malware). All of the puzzles, though, are either on one of the above links or on Dries’s site, puzzles.net23.net, under Bob Henderson)

I end this blog post with a small competition. Who can make the puzzle requiring the most moves, with the next three rules:

1. Empty spaces must take up 1/5 of the total area of the puzzle, not including walls.

2. You may use any constraints you like, as long as you follow these rules.

3. The puzzle must fit inside a 20×20 grid.

You can email your submissions to me at techie314 [at+at-at] gmail [dot*dash/dash] com

I will reveal the winner and runner-ups in a future blog post, the winner being the one who’s puzzle requires the most moves.

For an example, here’s my terrible example which takes three moves:

Super-easy

I hope that you can come up with a better one.

The Rubik’s Cube

One of the presents I got for Christmas was the 3x3x3 Rubik’s Cube, possibly the most famous sequential movement puzzle ever, next to the 15 puzzle. It’s remarkably hard, and the best I can do (without a guide) is to either solve the top face of cubies, the 2*2*2 section of it, and any number of corner cubes. With the guide, I have only  managed to solve it a few times, certainly less than the number of times I’ve read a long scientific book.

There are any number of methods for solving the Rubik’s Cube, with some being able to solve any cube in at most 30 moves, (The minimum is thought to be 22) and one of the easiest to understand is Dedmore’s method, shown here. Computers are much better at solving the Cube, with some examples being Rob’s Rubix Repair, a service that solves Rubik’s cubes in near-minimum moves depending on how long you are willing to wait, A Rubik’s Cube-solving Lego Robot:

A program called ACube solving a 1000*1000*1000 Cube:

And MagicCube4D and 5D, programs for making and solving various 4-dimensional and 5-dimensional Rubik’s Cubes:

Of course, people aren’t too bad with solving various Rubik’s Cube’s, as shown by Guinness World Records (about 10 seconds for the 3*3*3), and the cubes that are available. Companies have made up to 11*11*11 cubes, and there are videos ,such as the one following, of people solving a 20*20*20 cube.

People have even solved the 4-dimensional and 5-dimensional cubes, as shown by the MagicCube5D Hall of Insanity, where even my computer lags on solving some of them.

I, of course, still can’t solve the 3x3x3.

Even More Animations

Ever since my last post, I’ve been making more and more animations, which, in their uncompressed form, has been taking a strain on my hard drive. However, these have produced some amazing results, and at some point I should  upgrade to the newer version of my simulation software so that I can make animations of  Wada basins and the newly discovered Mandelbulb,  a 3-dimensional version of the Mandelbrot Set discovered by Daniel White.

The first one this time around is an animation of Video Feedback, sort of what you get when you point a videocamera at the screen of the T.V.:

I also made one showing fractal patterns with gravity sources:

A repeatable one “ping-ponging” the Mandelbrot Set:

and one showing a part of the Mandelbrot Set as the number of iterations is changed.

Of course, I can also make animations which are rendered in 3D, such as the  following one showing DLA, or diffusion-limited-aggregation, which is a bunch of particles moving around randomly until one touches a stationary point, at which point it also becomes stationary:

And lastly, a flyover of the Mandelbrot Set, where iterations are mapped to height:

Some more software by the same person involves making timelapses via webcam, which can be pretty interesting when made.

The first one of these is a timelapse of Mount Fuji in Japan, which shows some very interesting details if you look at it closely, such as people getting out of a bus:

And lastly, the most interesting, a timelapse of the buildings in Los Angeles:

I might take a break from making all these animations, and focus on something else for a while, such as puzzles and recreational mathematics.

Of course, I’d make animations of those.

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