The Winning Move for Cutting Corners
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F22%3A10468904" target="_blank" >RIV/00216208:11320/22:10468904 - isvavai.cz</a>
Výsledek na webu
<a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=TTEHWFiwe4" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=TTEHWFiwe4</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/s00283-022-10215-9" target="_blank" >10.1007/s00283-022-10215-9</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The Winning Move for Cutting Corners
Popis výsledku v původním jazyce
In 2019, Jim Henle published an article where he introduced a quadruple of intricate gamesfrom Sid Sackson's book 'A Gamut Of Games', posing interesting mathematical problems. Afterdescribing a winning strategy for the neat game 'Hold That Line', we have focused our attentionto the perplexing 'Cutting Corners'. While a winning strategy for the former game was found byguessing one 'lucky' move and subsequent case-by-case analysis, 'Cutting Corners' seems too complexto be analyzed without a computer. Our program written in Wolfram Mathematica revealedwhich of the two players has a winning strategy, as well as a few interesting facts as a bonus. Thegoal of this article is to describe these results, as well as a few observations regarding the game'srules. Besides the original 6-move game by Sid Sackson, we also investigate its variants where thegame ends after 4, 8 or 10 moves.
Název v anglickém jazyce
The Winning Move for Cutting Corners
Popis výsledku anglicky
In 2019, Jim Henle published an article where he introduced a quadruple of intricate gamesfrom Sid Sackson's book 'A Gamut Of Games', posing interesting mathematical problems. Afterdescribing a winning strategy for the neat game 'Hold That Line', we have focused our attentionto the perplexing 'Cutting Corners'. While a winning strategy for the former game was found byguessing one 'lucky' move and subsequent case-by-case analysis, 'Cutting Corners' seems too complexto be analyzed without a computer. Our program written in Wolfram Mathematica revealedwhich of the two players has a winning strategy, as well as a few interesting facts as a bonus. Thegoal of this article is to describe these results, as well as a few observations regarding the game'srules. Besides the original 6-move game by Sid Sackson, we also investigate its variants where thegame ends after 4, 8 or 10 moves.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10102 - Applied mathematics
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Mathematical Intelligencer
ISSN
0343-6993
e-ISSN
1866-7414
Svazek periodika
Neuveden
Číslo periodika v rámci svazku
OCT 2022
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
6
Strana od-do
1-6
Kód UT WoS článku
000868366800001
EID výsledku v databázi Scopus
2-s2.0-85139912572