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Arrangements of Conway's soldiers to reach rows 1, 2, 3 and 4. The soldiers marked "B" represent an alternative to those marked "A". Conway's Soldiers or the checker-jumping problem is a one-person mathematical game or puzzle devised and analyzed by mathematician John Horton Conway in 1961.
An elementary example of a random walk is the random walk on the integer number line which starts at 0, and at each step moves +1 or −1 with equal probability. Other examples include the path traced by a molecule as it travels in a liquid or a gas (see Brownian motion ), the search path of a foraging animal, or the price of a fluctuating ...
Robot in a wooden maze. A maze-solving algorithm is an automated method for solving a maze.The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once.
In number theory, Vieta jumping, also known as root flipping, is a proof technique. It is most often used for problems in which a relation between two integers is given, along with a statement to prove about its solutions. In particular, it can be used to produce new solutions of a quadratic Diophantine equation from known ones.
One solution of the nine dots puzzle. It is possible to mark off the nine dots in four lines. [13] To do so, one goes outside the confines of the square area defined by the nine dots themselves. The phrase thinking outside the box, used by management consultants in the 1970s and 1980s, is a restatement of the solution strategy. According to ...
The order of the natural numbers shown on the number line. A number line is a picture of a straight line that serves as spatial representation of numbers, usually graduated like a ruler with a particular origin point representing the number zero and evenly spaced marks in either direction representing integers, imagined to extend infinitely.
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Following is a table over the number (Possible Board Positions) of possible board positions after n jumps, and the possibility of the same peg moved to make a further jump (No Further Jumps). Interesting to note is that the shortest way to fail the game is in six moves, and the solution (besides its rotations and reflections) is unique.