• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:59
CET 07:59
KST 15:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League96
StarCraft 2
General
Behind the Blue - Team Liquid History Book No more SC2 streamers on team liquid? SC2 Power Rank: epic29 Weekly Cups (October 19-25): Clem triples first in 5.0.17 How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
BW General Discussion Mathematicians needed to calc "Low Econ Epicness" Rollback Netcode in Brood War SCHNAIL now supports Remastered Ziemie's Starcraft 1 Prequel Campaign
Tourneys
[Megathread] Daily Proleagues [ASL22] Grand Finals 2v2v2v2 Tournament Stage 1: Community Poll [$1250] International ShieldBattery League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Deus Ex 3!? Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7581 users

[Math Puzzle] Day13

Blogs > evanthebouncy!
Post a Reply
1 2 3 4 Next All
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
Last Edited: 2009-06-08 04:29:09
June 08 2009 03:05 GMT
#1
from me: Please leave some comments as they mean a lot <3.

Last day's puzzle was first solved by Konfustikator, while Pseudo_Utopia might be easier to understand.

+ Show Spoiler [solution] +

Total color is 6, consider row_y which looks like
row_y = {(0,y), (1,y), (2,y), ... (6,y)}
clearly, row_y is a row with y axis value of y, and its x values ranges from 0 to 6.
Since each row has 7 elements, then 2 of them must be the same color.

Now consider this area formed by
{row_0, row_1, row_2, ... row_6^7}

This is a huge tall rectangle with height 6^7+1 and width 7. Since with 6 colors, all rows of 7 elements have 6^7 kinds of coloring scheme, then with a height of 6^7+1 two rows, say row_i, row_j must have identical coloring scheme.

Then since both row_i and row_j has 1 color that's repeated, that color will form the rectangle, whos verticies are identical color.

Considering draw out a picture if this is not intuitive enough, but this is a very clean solution.


Today's puzzle is a bit into the computer science side, but still fairly math oriented. It is as follows.

You have a maze, here is how it's constructed:
the maze is made within a rectangular grid of size mxn, where m and n are arbitarily chosen natural numbers.
Of any grid, it can either be part a path or a wall.
From any point inside the maze, provided that it's not a wall, will have a way out.
Then clearly, to walk outside of a maze, you'll have to go up, down, left, right in some way.

You also have a robot, here's the property of the robot:
You can code the robot to move in a certain way. For instance, coding it with the sequence:
left, left, up, up will make the robot attempt to move left twice, and up twice.
If the robot is blocked on the left, executing the move "left" multiple times will not move the robot.
The robot has no sense of perception, that is to say:
-It cannot know if it hits a wall
-It cannot know where it is inside the maze
-It does not know how far it has walked

Your Job:
Code the robot in such a way that for ANY valid maze [that is to say, for any m, n maze size and for any valid maze construction of that size] the robot will eventually be able to get out.
The fine print:
By ANY valid maze it means that regardless of size of m, n, and regardless of maze design, the robot will be able to move outside the maze eventually. That is to say, while you are coding, you cannot assume a certain m, n, or design.

Some example pictures:
[image loading]

Here is an example of a valid maze, with the maze area being black and white, and the outside area colored green. where the robot starts at the red point, and executing the instruction:
up-up-down-down-right-right-left-left
then ends up at point blue.

Again, post anything that comes across your mind, and if you're confident that you have the answer, put it in a spoiler. GL!
Again, leave a comment, it'll be much appreciated and kept me doing these blogs.

Edit:
No "random move" algorithms please.


Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Zozma
Profile Blog Joined November 2008
United States1626 Posts
June 08 2009 03:34 GMT
#2
Hmm. Left, down, right, up(times infinity) would ensure that our robot friend could always make progress, but if he gets caught in four open squares it wouldn't work. This is an interesting one, but I don't think I know enough to solve it. T_T
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:38 GMT
#3
Far worse than that, even in the example with the red dot, LDRU repeated endlessly just results in it moving back and forth between the dot and the square below it.

My first thought on reading the question was "yay implement BFS ezpz" and then I got to the part where the robot can't sense anything. ;; Trying to think of some kind of psuedo-BFS (or more likely DFS in this case) I could implement without feedback.
Malongo
Profile Blog Joined November 2005
Chile3479 Posts
June 08 2009 03:49 GMT
#4
I just noted that doing the Zig-Zag route up-right m*n times puts the robot in some "accumulation points" at corners. Im thinking about up-right m*n times then twisting the direction so the up-right becomes left-up. I think the brute force solution is some sort of up-right, left-up, down-left, right-down (each one m*n times) and then if you do the same again the robot ends up at the same square so you can do repeat but this time in other direction. Damn its hard to explain.
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:50 GMT
#5
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
June 08 2009 03:54 GMT
#6
On June 08 2009 12:50 Macavenger wrote:
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.


You can't do inverse.
For instance, say your robot has a wall on the immediate left.
The sequence LLL will be inversed to RRR, yet LLLRRR will certainly NOT make you go back to the original point.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:56 GMT
#7
For Malongo:

+ Show Spoiler +
I looked at a couple of approaches very similar to that, and I don't think it quite works. Running some test cases on the example provided, the collection points can end up not being anywhere near the exit, and having no direct path between any collection point and the exit. If you got lucky and tried R-D followed by L-D immediately from the start, you'd get it, but you can't assume that kind of luck, and the starting position shown is not actually a collection point itself, so you can't really get back to it. Unless there's some way of juggling the order of attempts I haven't thought of, I don't think what you have is going to reliably produce a solution.
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:56 GMT
#8
On June 08 2009 12:54 evanthebouncy! wrote:
Show nested quote +
On June 08 2009 12:50 Macavenger wrote:
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.


You can't do inverse.
For instance, say your robot has a wall on the immediate left.
The sequence LLL will be inversed to RRR, yet LLLRRR will certainly NOT make you go back to the original point.

I said that in my explanation It's why I said I didn't think I had it yet.
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2009-06-08 04:03:42
June 08 2009 03:57 GMT
#9
randomly choose the direction. even if it takes ages, at some point you will get out :o
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
June 08 2009 04:02 GMT
#10
On June 08 2009 12:56 Macavenger wrote:
Show nested quote +
On June 08 2009 12:54 evanthebouncy! wrote:
On June 08 2009 12:50 Macavenger wrote:
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.


You can't do inverse.
For instance, say your robot has a wall on the immediate left.
The sequence LLL will be inversed to RRR, yet LLLRRR will certainly NOT make you go back to the original point.

I said that in my explanation It's why I said I didn't think I had it yet.

HAHHA i read everything but your last sentence. >_<
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 04:04 GMT
#11
+ Show Spoiler +
Also, you might want to revise the question a wee bit, since I think technically if you just tell the robot to choose a random direction at each move, statistically it will get out eventually... but I don't think that's really in the spirit of the problem.
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2009-06-08 04:16:21
June 08 2009 04:14 GMT
#12
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
June 08 2009 04:16 GMT
#13
On June 08 2009 13:14 ven_ wrote:
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o

It does not know what is a boundry.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
June 08 2009 04:17 GMT
#14
On June 08 2009 13:04 Macavenger wrote:
Also, you might want to revise the question a wee bit, since I think technically if you just tell the robot to choose a random direction at each move, statistically it will get out eventually... but I don't think that's really in the spirit of the problem.

done
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
ven
Profile Blog Joined December 2008
Germany332 Posts
June 08 2009 04:20 GMT
#15
On June 08 2009 13:16 evanthebouncy! wrote:
Show nested quote +
On June 08 2009 13:14 ven_ wrote:
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o

It does not know what is a boundry.

Well, the algorithm does. I'm referring to i reaching max(m,n).
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
June 08 2009 04:26 GMT
#16
On June 08 2009 13:20 ven_ wrote:
Show nested quote +
On June 08 2009 13:16 evanthebouncy! wrote:
On June 08 2009 13:14 ven_ wrote:
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o

It does not know what is a boundry.

Well, the algorithm does. I'm referring to i reaching max(m,n).

Ah I should probably fix it...
By "Arbitary" I mean the algorithm provider does not know the size of m and n... I'll go fix it now. Thx.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
illu
Profile Blog Joined December 2008
Canada2531 Posts
June 08 2009 04:27 GMT
#17
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.
:]
ven
Profile Blog Joined December 2008
Germany332 Posts
June 08 2009 04:31 GMT
#18
On June 08 2009 13:27 illu wrote:
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.

You don't know where the walls are.
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
June 08 2009 04:32 GMT
#19
On June 08 2009 13:27 illu wrote:
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.


Too technical, i have no clue what you just said.
just reading your (1) though: you cannot garentee that you "moved" in a sense that the robot does not know if its attempted move is not blocked by the wall.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 04:37 GMT
#20
On June 08 2009 13:32 evanthebouncy! wrote:
Show nested quote +
On June 08 2009 13:27 illu wrote:
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.


Too technical, i have no clue what you just said.
just reading your (1) though: you cannot garentee that you "moved" in a sense that the robot does not know if its attempted move is not blocked by the wall.

+ Show Spoiler +
It's been a couple years since I worked with Turning machines and non-determinism, so I'm a bit rusty, but reading his solution, I'm quite certain it correctly proves the existence of an algorithm. Non-deterministic Turing Machines can do some pretty interesting things, and can easily have paths that lead nowhere, which would be the equivalent of attempting to move into a wall.
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft693
Nina 261
StarCraft: Brood War
GuemChi 549
FanTaSy 490
Hyuk 460
Stork 351
Larva 262
Leta 177
PianO 125
Shinee 50
Aegong 33
910 33
[ Show more ]
ajuk12(nOOB) 24
NaDa 24
NotJumperer 22
Dota 2
febbydoto50
Fuzer 45
LuMiX1
Other Games
summit1g10421
XaKoH 434
trigger3
Organizations
Other Games
gamesdonequick735
StarCraft: Brood War
UltimateBattle 10
[ Show 11 non-featured ]
StarCraft 2
• practicex 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1654
Upcoming Events
OSC
7h 1m
Yamato Cup
8h 1m
IPSL
10h 1m
Artosis vs RiceHat
Kyrie vs Sony
Map Test Tournament
16h 1m
WardiTV Weekly
1d 5h
Ultimate Battle
1d 5h
Rush vs BeSt
Replay Cast
1d 16h
Rogue vs Classic
Patches Events
2 days
PiGosaur Cup
2 days
Kung Fu Cup
3 days
[ Show More ]
The PondCast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
6 days
WardiTV Invitational
6 days
IPSL
6 days
WorsT vs nOmaD
Dewalt vs andersOn
Liquipedia Results

Completed

Proleague 2026-10-30
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.