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journal of problem solving algorithmic puzzles history taxonomies and applications in human problem solving anany levitin1 1 villanova university correspondence the paper concerns an important but underappreciated genre of algorithmic ...

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                                                                       Journal of Problem Solving
           Algorithmic Puzzles: History, Taxonomies, and  
           Applications in Human Problem Solving
           Anany Levitin1
           1
             Villanova University
           Correspondence:                                The paper concerns an important but underappreciated genre of algorithmic puzzles, explain-
           Correspondence concerning this article         ing what these puzzles are, reviewing milestones in their long history, and giving two different 
           should be addressed to Anany Levitin,          ways to classify them. Also covered are major applications of algorithmic puzzles in cogni-
           via email to alevitin@villanova.edu.           tive science research, with an emphasis on insight problem solving, and the advantages of 
           Keywords:                                      algorithmic puzzles over some other classes of problems used in insight research. The author 
           Keywords: algorithmic puzzles, problem         proposes adding algorithmic puzzles as a separate category of insight problems, suggests 12 
           solving, insight                               specific puzzles that could be useful for research in insight problem solving, and outlines sev-
                                                          eral experiments dealing with other cognitive aspects of solving algorithmic puzzles.
           1. IntroductIon and HIstorIcal HIgHlIgHts                                            The next important algorithmic puzzle appeared in Libra 
                                                                                             Abaci (The Book of Calculation), published in 1202 by Leon-
           Algorithmic puzzles are puzzles that require design or analysis                   ardo of Pisa, known later by his nickname Fibonacci:
           of algorithms. In other words, these are puzzles that involve,                       A certain man had one pair of rabbits together in a 
           explicitly or implicitly, clearly defined procedures for solving                     certain enclosed place, and one wishes to know how 
           them. We start with a brief review of the long history of algo-                      many are created from the pair in one year when it is 
           rithmic puzzles, highlighting its major milestones and their                         the nature of them in a single month to bear another 
           applications. In Sections 2 and 3, respectively, we discuss two                      pair, and in the second month those born to bear also. 
           ways to classify algorithmic puzzles: by the question they                           (Sigler, 2002, p. 404)
           pose and by the generality of their input. Section 4 deals with 
           cognitive science applications of algorithmic puzzles, with an                       The solution to this puzzle is given by a remarkable 
           emphasis on insight problem solving. Possible future work is                      sequence called the Fibonacci numbers by the prominent 
           discussed in Section 5; there we list 12 algorithmic puzzles  French mathematician Édouard Lucas (1842−1891): 1, 1, 
           that could be useful for research in insight problem solving                      2, 3, 5, 8, . . . Not only do the Fibonacci numbers appear 
           and suggest 6 experiments dealing with other issues such as                       unexpectedly in the natural world, but they also have many 
           solving puzzles by brute force and working backwards, trans-                      interesting mathematical properties that continue to be dis-
           fer questions, and a board coloring impact. We end the paper                      covered more than 800 years since Fibonacci’s time (see, for 
           with a summary of its content in the “Conclusion” section.                        example, articles in the Fibonacci Quarterly published since 
               Three river-crossing puzzles in Propositiones ad Acuendos                     1963). Also, quite a few recreational problems have been 
                                                             1 attributed to Alcuin          designed based on properties of this remarkable sequence 
           Juvenes (Problems to Sharpen Youths),
           of York (ca. 735–804 CE), one of the leading scholars of the                      (e.g., Knott, 2017).
           Carolingian Renaissance, have commonly been pointed to as                            The next milestone in the history of algorithmic puzzles 
           the earliest examples of algorithmic puzzles. The most well  had to wait for the great Swiss mathematician Leonhard Euler 
           known of the three is the Wolf, Goat, and Cabbage problem,                        (1707−1783). In 1735, Euler proved that it was impossible 
           whose variations have been found not only in other Euro-                          to walk through all the seven bridges of Königsberg, an old 
           pean countries but also in several African cultures (Ascher,                      Prussian city on the banks of the Pregel River, without cross-
           1990). But Petković (2009, p. 2) mentioned that what is now                       ing the same bridge more than once (Figure 1, see next page). 
           known as the Josephus Problem appeared in Ambrose of                                 Using modern terminology, Euler reduced the problem to 
           Milan’s book ca. 370 CE. A version of this puzzle is quoted  a question about the existence of a path in a graph that tra-
           below in Section 2.                                                               verses all its edges exactly once. The solution to this puzzle is 
                                                                                             considered the cornerstone of both graph theory and topol-
           1. Singmaster and Hadley (1992) provided an annotated transla-                    ogy. Among numerous modern applications of graph theory 
           tion of Propositiones ad Acuendos Juvenes from Latin to English.                  in particular, one of the more important is neural networks, 
                                                                             docs.lib.purdue.edu/jps                                         2017 | Volume 10
                                                                                                                         1
       http://dx.doi.org/10.7771/1932-6246.1194
          Levitin, A.                                                                Algorithmic Puzzles: History, Taxonomies, and Applications
                                  Figure 1. 
                                  The seven bridges of the old Königsberg and corresponding graph.
          which have advanced studies of brain functions and major  the second one as an auxiliary if necessary. Only one disk can 
          neurological diseases (e.g., Bullmore & Sporne, 2009).               be moved at a time, and it is forbidden to place a larger disk 
             A century later, the prominent Irish mathematician and  on top of a smaller one. 
          astronomer William Hamilton (1805−1865) invented the                    The recursive algorithm solving the puzzle has provided 
          Icosian Game to illustrate results of his algebraic discoveries.     an early example of an algorithmic problem with a straight-
          The object of this one-player game was to find a path visiting       forward recursive solution and no obvious nonrecursive 
          all the vertices of a dodecahedron exactly once before return-       solutions, although several nonrecursive algorithms were 
          ing to the path’s starting vertex (Figure 2).                        later discovered. The puzzle has also proved to be of great 
             When posed for an arbitrary graph, the existence prob-            value for different experiments in human problem solving, 
          lem of such a path, called a Hamiltonian cycle, has turned  which we are going to review briefly in Section 4.
          out to be very difficult. (In technical terms it is known to            The Game of Life, invented by the British American math-
          be NP-complete [Garey & Johnson, 1979].) The complexity  ematician John Horton Conway and popularized by Martin 
          of the Hamiltonian cycle problem is particularly surprising,         Gardner in his October 1970 “Mathematical Games” col-
          because the similar question about the existence of a cycle  umn in Scientific American, ought to be considered the most 
          that traverses all the edges of a graph exactly once, called  important algorithmic puzzle of the 20th century. This soli-
          nowadays a Eulerian cycle, has a simple answer given by  taire game starts with a collection of “life” cells marked on 
          Euler himself.                                                       an infinite two-dimensional board. After that, a sequence of 
             In 1883, Éduoard Lucas invented a puzzle that he called  new configurations called “generations” is obtained by the 
          the Tower of Hanoi.  It consists of three rods and a number          following rules, which are applied simultaneously to every 
          of disks of different sizes that can slide onto any rod. Initially   cell in the current generation. Every cell interacts with its 
          all the disks are on the first rod in order of size, the largest on  eight neighbors, which are the cells that are adjacent to it 
          the bottom and the smallest on top (Figure 3, see next page).        horizontally, vertically, or diagonally. To get a new genera-
          The objective is to transfer all the disks to the third rod, using   tion, the following transitions occur:
                            Figure 2. 
                            The board of the Icosian Game and one of its solutions.
                                                                  docs.lib.purdue.edu/jps              2                 2017 | Volume 10
         Levitin, A.                                                          Algorithmic Puzzles: History, Taxonomies, and Applications
                     Figure 3. 
                     The Tower of Hanoi puzzle for six disks.
            (i) Death by underpopulation. Any live cell with fewer       as a distinct genre of puzzles only relatively recently. They 
            than two live neighbors dies.                                were identified as such for the first time by A. K. Dewdney 
            (ii) Death by overcrowding. Any live cell with more than     in his column in Scientific American, where he called them 
            three live neighbors dies.                                   “algopuzzles” (Dewdney, 1987). Many of the puzzles pub-
                                                                         lished by Dennis Shasha in his columns in the same pub-
            (iii) Survival. A live cell with two or three live neigh-    lication and Dr. Dobb’s Journal were certainly algorithmic 
            bors lives on to the next generation.                        puzzles; Shasha (2002) called them “cyberpuzzles” in a col-
                                                                         lection of puzzle-based stories.
            (iv) Birth. Any dead cell with exactly three live neigh-        Peter Winkler (2004) devoted a special section to algorith-
            bors becomes a live cell.                                    mic puzzles in his book of challenging mathematical puz-
            Depending on the initial configuration of life cells, the  zles. He explicitly used the term “algorithmic puzzles” and 
         cells form various patterns—some of which are quite unex-       described them as puzzles in which a solver is typically pre-
         pected—throughout the course of the game. For example,  sented with a “current situation,” a “target state,” and a set of 
         the initial cell configuration, called the “glider” (Figure 4,  “operations” that can be used to modify the situation (p. 77). 
         left), descends diagonally one cell down and to the right in       A few years later, Dana Richards organized some of Martin 
         four subsequent generations.                                    Gardner’s columns in Scientific American in a four-part book 
            Surprisingly, the Game of Life has turned out to have the    (Gardner, 2006), each part covering a broad topic; one of the 
         same computational power as a universal Turing machine:  four was called “Algorithmic Puzzles and Games.” In a short 
         that is, it is theoretically as powerful as any computer with   introduction to this part of the book, Richards, the book’s 
         unlimited memory and no time constraints (Berlekamp,  editor, noted that “a large number of Gardner’s problems ask 
         Conway, & Guy, 2004, Chapter 25). This has also demon-          only how to solve a problem, so the puzzle is to devise an 
         strated that very complex patterns can emerge from the  algorithm, not to use an algorithm” (p. 227). He included 
         implementation of a few simple rules and led to the bur-        there a very broad range of puzzles, from situational conun-
         geoning area of study of such systems called the cellular  drums to matchstick puzzles to chess problems.
         automata theory.                                                   Finally, in 2011 Anany and Maria Levitin published a 
            Given their ancient history and proliferation of comput-     book (Levitin & Levitin, 2011) devoted exclusively to algo-
         ers in all spheres of human endeavors in the last 50 years, it  rithmic puzzles. This collection contains 172 puzzles from 
         is surprising that algorithmic puzzles have been recognized  very easy to quite hard; most of the puzzles are not new, 
                                                                         but they are systematically considered from the algorithm 
                     Figure 4. 
                     A “glider” and its four subsequent generations.
                                                             docs.lib.purdue.edu/jps           3               2017 | Volume 10
         Levitin, A.                                                               Algorithmic Puzzles: History, Taxonomies, and Applications
         design and analysis perspective. The book also contains two            These strategies were originally developed for design-
         tutorials on solving such puzzles.                                  ing algorithms for important problems in computer science. 
            Since it is natural to consider algorithmic puzzles as par-      Descriptions of these strategies and examples of their applica-
         ticular kinds of mathematical puzzles, we believe that algo-        tion to solving puzzles can be found in three books (Backhouse, 
         rithmic puzzles should be well defined (e.g., Robertson,  2011; Levitin, 2012; Levitin & Levitin, 2011) and the paper by 
         2017, p. 20). In particular, a solution to an algorithmic puzzle    Levitin & Papalaskari (2002) advocating a systematic utiliza-
         should not depend on a trick or a particular interpretation  tion of algorithmic puzzles in teaching algorithms. Of course, 
         of the puzzle’s statement. Here is an example clarifying this       a required design strategy is usually not specified in a puzzle 
         exclusion. Gardner poses the following puzzle in his delight-       statement. In fact, a solver is not assumed to be aware of them, 
         ful book aha! Insight:                                              although such knowledge would certainly be very helpful. Fur-
            There are ten glasses in a row: the first five are filled with   ther, it is assumed without saying that whenever possible a puz-
            Kinky Kola, the next five are empty. How many glasses            zle should be solved more efficiently than by exhaustive search 
            does one need to move to make a row in which the full            or its variations such as backtracking and branch and bound—
            and empty glasses alternate? (Gardner, 1978, p. 7)               this is why we didn’t include them in the above list. 
                                                                                There is one more strategy/heuristic that is used to solve 
            The answer, considered by Gardner as being based on ver-         several algorithmic puzzles: working backwards. Polya (1957) 
         bal quibble, is 2: pick up the second glass and pour its con-       traced this strategy back to mathematicians of ancient Greece 
         tents into the seventh, and then pick up the fourth and pour        and paraphrased Pappus, who lived around 300 CE, as follows:
         into the ninth. But when Gardner continued with a discussion           “In analysis, we start from what is required, we take it 
         of the puzzle’s general case of an arbitrary even number of            for granted, and we draw consequences from it, and 
         glasses, he preferred to discuss the number of glass switches to       consequences from the consequences, till we reach a 
         avoid the quibble. It should be admitted, though, that without         point that we can use as starting point in synthesis. . . . 
         this quibble the puzzle can hardly require an “Aha!” moment            This procedure we call analysis, or solution backwards, 
         to be solved. A slightly more interesting generalization of this       or regressive reasoning.” (p. 142)
         puzzle does not assume that n filled glasses are all to the left of 
         n empty glasses in a row given (Levitin & Levitin, 2011, #23).         Gardner (2006, Problem 9.8) gave an excellent example of 
         2. classIfIcatIon of algorItHmIc                                    a puzzle solved by working backwards:
         Puzzles by tHeIr QuestIon                                              A game of bridge starts with a standard 52-card deck 
                                                                                dealt clockwise one card at a time by one of the four 
         While there are several ways to classify algorithmic puzzles,          players sitting in a circle. A telephone call interrupts a 
         the most pertinent one for this paper’s subject is a taxonomy          player dealing the cards. When the player returns to the 
         based on the question type posed by a puzzle. Here are the             table, no one can remember where he had dealt the last 
         main types of such questions:                                          card. Without learning the number of cards in any of 
            1.   Design an algorithm solving a given puzzle (often in a         the four partly dealt hands, or the number of cards yet 
                 minimum number of steps).                                      to be dealt, how can the player continue to deal accu-
            2.   Show that a puzzle has no solution with operations             rately, everyone getting exactly the same cards they 
                 allowed by the puzzle.                                         would have had if the deal had not been interrupted?
            3.   Find, for a given input, the output of a given algorithm.      Other examples of algorithmic puzzles based on work-
            4.   Find an input yielding a required output of a given  ing backwards include Collating the Coins (Schuh, 1968, pp. 
                 algorithm.                                                  17−19), Crowning the Checkers (Gardner, 2006, Problem 
            5.   Find the number of steps made by a given algorithm  10.4), Circle of Zeros and Ones (Nogin, 2014, p. 69), and Trap-
                 to solve a puzzle in question.                              ping the Knight (Hess, 2009, #58). The last of these puzzles, 
            By far the most common question posed by algorithmic  along with Gardner’s Interrupted Bridge Game problem, is 
         puzzles is of the first type in this taxonomy. This category  included in the puzzle sample we provide below as a potentially 
         is broad enough to be subdivided into specific algorithm  useful material for insight problem solving investigations.
         design strategies (also called “techniques” or “paradigms”)            The second type of algorithmic puzzles are those that have 
         used in puzzle solutions:                                           no solution. Typically, such puzzles are solved by finding an 
              decrease and conquer                    greedy                 invariant, a property that is preserved by any operation allowed 
               divide and conquer             dynamic programming            by the puzzle. If such a property holds for a puzzle’s input (initial 
              transform and conquer           iterative improvement          state) but fails for its output (final state), the puzzle has no algo-
                                                                             rithmic solution. Two kinds of invariants are encountered more 
                                                                docs.lib.purdue.edu/jps              4                2017 | Volume 10
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...Journal of problem solving algorithmic puzzles history taxonomies and applications in human anany levitin villanova university correspondence the paper concerns an important but underappreciated genre explain concerning this article ing what these are reviewing milestones their long giving two different should be addressed to ways classify them also covered major cogni via email alevitin edu tive science research with emphasis on insight advantages keywords over some other classes problems used author proposes adding as a separate category suggests specific that could useful for outlines sev eral experiments dealing cognitive aspects introduction historical highlights next puzzle appeared libra abaci book calculation published by leon require design or analysis ardo pisa known later his nickname fibonacci algorithms words involve certain man had one pair rabbits together explicitly implicitly clearly defined procedures enclosed place wishes know how we start brief review algo many crea...

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