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1/22 Merlins Magic Squares Liz Arnold and Tiffany Blaszak Introduction Merlins Magic Squares is a hand held electronic game made by Parker 2/22 Brothers. It consists of a 3x3 array with nine boxes, each


  1. 1/22 Merlin’s Magic Squares Liz Arnold and Tiffany Blaszak � � � � � � �

  2. Introduction Merlin’s Magic Squares is a hand held electronic game made by Parker 2/22 Brothers. It consists of a 3x3 array with nine boxes, each containing ei- ther a one or a zero. For our purposes we will be using the online version of the game located at http://www.cut-the-knot.com/ctk/Merlin.shtml. Example 1 1 0 0 � � 1 1 0 � � 0 0 1 � � �

  3. When a button is pressed, the button and those that surround it are changed to their opposite states in the following patterns: 3/22 0 1 0 0 1 1 0 0 1 0 0 0 0 0 1 1 1 0 0 0 1 0 0 0 0 1 0 � � � � � � �

  4. Good Stuff Notice that when we push the button an odd number of times, it will 4/22 have the same effect as if we only pushed the button once! 1 0 0 0 1 0 1 1 0 0 0 0 0 0 1 0 0 1 1 0 0 0 1 0 � � 1 1 0 0 0 0 � � 0 0 1 0 0 1 � � �

  5. And when we push the button an even number of times, it will have the same effect as if we did not push the button at all! 1 0 0 0 1 0 1 0 0 5/22 1 1 0 0 0 0 1 1 0 0 0 1 0 0 1 0 0 1 � � � � � � �

  6. Also notice that the order in which we press the buttons does not affect the final configuration that we’re shooting for. 0 1 0 0 1 1 0 0 1 6/22 0 0 0 0 0 1 1 1 0 0 0 1 0 0 0 0 1 0 1 0 1 1 1 1 0 0 1 1 1 1 0 0 0 1 1 0 � 0 0 0 0 1 0 0 1 0 � � � � � �

  7. The Goal The goal of Merlin’s Magic Squares is to reach this final configuration 7/22 as shown below: 1 1 1 1 0 1 1 1 1 � � � � � � �

  8. Using Linear Algebra We will be using the theory of vector spaces to show a mathematical 8/22 model of the game. For this game we will be working in the binary field in which the only elements are 1 and 0, and where the field operations are addition and multiplication in modulo 2 as shown below: Multiplication Addition + 0 1 × 0 1 0 0 1 0 0 0 � 1 1 0 1 0 1 � � � � � �

  9. For this exercise, we can represent the configuration of our array as a column vector with nine components. It will be helpful to number its boxes and representative vector as follows: 9/22   1 2     3   1 2 3   4     v = 5   4 5 6   6     � 7 8 9   7   �   8   � 9 � � � �

  10. Here we’re calling our initial configuration v p and our winning config- uration v w .     1 1 0 1     10/22     0 1         1 1         v p = 1 v w = 0         0 1          0   1          0 1     1 1 � � � � � � �

  11. The game is designed such that for every possible button strike, there is a representative vector u i that is added to the original vector v p to produce a new vector v p ′ . v p + u i = v p ′ 11/22 Example 2 Pressing button 1 adds u 1 to our initial vector as follows:       1 1 0 0 1 1             0 0 0             1 1 0             = v ′ v p + u 1 = 1 + 1 = 0       p       � 0 0 0             �  0   0   0        �       0 0 0       � 1 0 1 � Note that ones appear in u 1 corresponding to the boxes whose states � are changed while zeros represent no change. �

  12. All possible button strikes then, can be represented by 9 different u i ’s. � T � u 1 = 1 1 0 1 1 0 0 0 0 � T � u 2 = 1 1 1 0 0 0 0 0 0 12/22 � T � u 3 = 0 1 1 0 1 1 0 0 0 � T � u 4 = 1 0 0 1 0 0 1 0 0 � T � u 5 = 0 1 0 1 1 1 0 1 0 � T � u 6 = 0 0 1 0 0 1 0 0 1 � T � � u 7 = 0 0 0 1 1 0 1 1 0 � � T � u 8 = 0 0 0 0 0 0 1 1 1 � � T � � u 9 = 0 0 0 0 1 1 0 1 1 � � �

  13. With this information we can now express the ability to reach the win- ning configuration, v w , by our ability to write it as a linear combination of v p and our u i ’s. 13/22 v w = v p + s 1 u 1 + s 2 u 2 + ... + s 9 u 9 Our only unknowns at this point are our scalars s i where � 1 , if # i is pressed , s i = 0 , otherwise . Now we rearrange our terms. v w − v p = s 1 u 1 + s 2 u 2 + ... + s 9 u 9 � � Since we are performing addition in modulo 2, � v w − v p = v w + v p � � So, � v w + v p = s 1 u 1 + s 2 u 2 + ... + s 9 u 9 �

  14. Now we’ll place our u i ’s into the columns of a 9 x 9 matrix A .   1 1 0 1 0 0 0 0 0 1 1 1 0 1 0 0 0 0     0 1 1 0 0 1 0 0 0 14/22     1 0 0 1 1 0 1 0 0     A = 1 0 1 0 1 0 1 0 1     0 0 1 0 1 1 0 0 1      0 0 0 1 0 0 1 1 0      0 0 0 0 1 0 1 1 1   0 0 0 0 0 1 0 1 1 Since our scalars multiply the columns of A , we can represent this � multiplication in terms of � Ax = b � � or for our purposes, � A s = v w + v p � �

  15. The sequence of keystrokes needed to win the game is found in s , which is the solution to the system A s = v w + v p , which we can rewrite to find s. 15/22 A s = v w + v p A − 1 s = A − 1 ( v w + v p ) s = A − 1 ( v w + v p ) Now we can easily solve for s using A − 1 . We will need to invert A , but we must first determine whether A is invertible or not by computing the determinant. If det( A ) � = 0 , then A − 1 exists. � � � � � � �

  16. To find the determinant of A we will row reduce the matrix in mod- ulo 2 and then multiply the diagonal elements: Adding row 1 to row 2 gives us   1 1 0 1 0 0 0 0 0 16/22 0 0 1 1 1 0 0 0 0     0 1 1 0 0 1 0 0 0     1 0 0 1 1 0 1 0 0     1 0 1 0 1 0 1 0 1     0 0 1 0 1 1 0 0 1      0 0 0 1 0 0 1 1 0      0 0 0 0 1 0 1 1 1   � 0 0 0 0 0 1 0 1 1 � � � � � �

  17. Switching row 2 with row 3 produces a pivot in row 2 : column 2 of A .   1 1 0 1 0 0 0 0 0 0 1 1 0 0 1 0 0 0     17/22 0 0 1 1 1 0 0 0 0     1 0 0 1 1 0 1 0 0     1 0 1 0 1 0 1 0 1     0 0 1 0 1 1 0 0 1      0 0 0 1 0 0 1 1 0      0 0 0 0 1 0 1 1 1   0 0 0 0 0 1 0 1 1 � � � � � � �

  18. Continuing in this manner, we obtain an upper triangular matrix U .   1 1 0 1 0 0 0 0 0 0 1 1 0 0 1 0 0 0     18/22 0 0 1 1 1 0 0 0 0     0 0 0 1 0 0 1 1 0     U = 0 0 0 0 1 0 1 1 1     0 0 0 0 0 1 0 1 0      0 0 0 0 0 0 1 0 1      0 0 0 0 0 0 0 1 1   0 0 0 0 0 0 0 0 1 Multiplying the diagonal elements, you can see that the determinant is � 1, so the matrix is indeed invertible. � � � � � �

  19. Recall learning in class the equation: A − 1 = 1 | A | C T 19/22   1 1 0 0 0 1 1 1 0 0 1 1 1 1 1 0 0 0     1 1 0 1 0 0 0 1 1     0 0 1 1 1 0 1 1 0     C = 1 1 0 0 1 0 1 0 1     1 1 1 0 1 1 0 1 1      0 0 1 0 0 1 1 0 1      0 0 0 1 1 1 1 1 1 �   1 1 1 1 0 0 1 0 1 � � Here, we compute C using the Matlab’s command C=mod(cofactor(A),2) which finds the cofactor matrix operating in modulo 2. � � � �

  20. Since | A | = 1 , we know that A − 1 = C T so...   1 0 1 0 0 1 1 1 0 1 1 1 1 1 1 0 0 0     20/22 1 0 1 1 0 0 0 1 1     1 1 0 1 1 0 1 1 0     A − 1 = 1 0 1 0 1 0 1 0 1     0 1 1 0 1 1 0 1 1      1 1 0 0 0 1 1 0 1      0 0 0 1 1 1 1 1 1   0 1 1 1 0 0 1 0 1 � � � � � � �

  21. Solving for s will show us the buttons we need to press to win the game. Recall:       1 0 1 0 0 1 1 1 0 0 0 21/22 1 1 1 1 1 1 0 0 0 1 0             1 0 1 1 0 0 0 1 1 1 0             1 1 0 1 1 0 1 1 0 0 0             A − 1 ( v w + v p ) = 1 0 1 0 1 0 1 0 1 1 = 1 = s             0 1 1 0 1 1 0 1 1 1 1              1 1 0 0 0 1 1 0 1   1   1              0 0 0 1 1 1 1 1 1 1 0       � 0 1 1 1 0 0 1 0 1 0 1 � The ones in s tell us that pressing buttons 5,6,7, and 9 will give us our � winning configuration. � � � �

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