• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:41
CEST 19:41
KST 02:41
  • 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!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League36Weekly Cups (October 5-11): Farewell to 5.0.164Rollback Netcode in Brood War1345.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
Server Blocker Stellar Fest 2 Replay Pack SCII needs to put more weight on strategy and tact Terran AddOns placement No more sc2 streamers on team liquid?
Tourneys
WORTEX Challenger Series — Open SC2 LAN in Budapes RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Mineral gathering rate (boosted) for each patch BW General Discussion Rollback Netcode in Brood War Making an Online Broodwar Manager Game [Megathread] Daily Funny Videos
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Warcraft III: The Frozen Throne General RTS Discussion Thread
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
Artificial Intelligence Thread US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11363 users

[Math Puzzle] Day13 - Page 2

Blogs > evanthebouncy!
Post a Reply
Prev 1 2 3 4 Next All
illu
Profile Blog Joined December 2008
Canada2531 Posts
Last Edited: 2009-06-08 04:42:51
June 08 2009 04:37 GMT
#21
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.


You said it's more or less computer science. This is really standard stuffs. In fact I am not even a computer scientist and I know it.

EDIT:
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.

That is irrevalent. So long as there is one possible path for an exit in finite time non-deterministic turing machine will give a pass. Try wiki on turing machines first.
:]
Zozma
Profile Blog Joined November 2008
United States1626 Posts
June 08 2009 04:38 GMT
#22
Alright... I don't have anything yet, but a few observations are:

The sequence has to include up, right, left, and down, otherwise you can be trapped.

There has to be net motion in one direction in the case of a 1000x1000 maze with no walls or something.

Up, right, left, down does not work. In other words, you need multiple moves to up, right, left, down in some sequence?

If this is something I had no chance of getting in the first place, I would be pretty sad. It's midnight, so I'm going to try again tomorrow.



evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
June 08 2009 04:41 GMT
#23
On June 08 2009 13:37 illu wrote:
Show nested quote +
On June 08 2009 13:32 evanthebouncy! wrote:
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.


You said it's more or less computer science. This is really standard stuffs. In fact I am not even a computer scientist and I know it.

I c, lemme do some search on it.
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
Last Edited: 2009-06-08 04:48:31
June 08 2009 04:46 GMT
#24
On June 08 2009 13:37 Macavenger wrote:
Show nested quote +
On June 08 2009 13:32 evanthebouncy! wrote:
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.

His approach doesn't work. He can't move into a direction that isn't a wall because he doesn't know where they are. Even if he knew where the walls were it wouldn't be much different from a NDTM that moved into any direction at all and it would accept. This is nothing else than using a random direction every step.
You can reach the rainbow. I'll be there to help.
illu
Profile Blog Joined December 2008
Canada2531 Posts
June 08 2009 04:51 GMT
#25
On June 08 2009 13:46 ven_ wrote:
Show nested quote +
On June 08 2009 13:37 Macavenger wrote:
On June 08 2009 13:32 evanthebouncy! wrote:
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.

His approach doesn't work. He can't move into a direction that isn't a wall because he doesn't know where they are. Even if he knew where the walls were it wouldn't be much different from a NDTM that moves into any direction at all and it would accept. This is nothing else than using a random direction every step.


But there is always one way to exit, so when we expand our tree diagram we will have one accepting state somewhere. So I think my NDTM will accept any solvable mazes.
:]
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 04:55 GMT
#26
ven brings up a good point that it might be equivalent to a random solution, though.

Need to be less rusty, argh D:
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2009-06-08 05:01:50
June 08 2009 04:58 GMT
#27
That's not the issue. Your turing machine would work with information that it doesn't have (where the walls are). Also as far as I understand the question we have to provide a deterministic algorithm to solve the maze which your non-deterministic TM doesn't do. :o
You can reach the rainbow. I'll be there to help.
Zozma
Profile Blog Joined November 2008
United States1626 Posts
Last Edited: 2009-06-08 05:13:39
June 08 2009 05:10 GMT
#28
Alright. This came to me while I was lying awake. I haven't thought too deeply about it, and I haven't even bothered to check it, but something like this:

+ Show Spoiler +
Okay. This is a bit hard to put in words. First: move along the "x-axis" the maximum number of times that you can + 1. Second, move along the "y-axis" the maximum number of times that you can in the maze + 1. Then use the same process reversing the directions along both axes.
(For instance, in a 100x100 maze, you would move right 101 times first, and then move down 101 times, or move left 101 times and then down 101 times, or whatever. Thus, you can exit the maze if it's "blank")

Now, this should allow you to end up going directly to the furthest possible space "To the left" or "upwards". Now the problem that I saw was that you can end up in a shape where the robot can move 50 times left, 0 times upward, 50 times right, 0 times downward- if he gets stuck in two shapes like [ and ].

To counter that, inject a random single move in any direction between every two long moves.


Even if this isn't it, hopefully I'm at least on to something.
ven
Profile Blog Joined December 2008
Germany332 Posts
June 08 2009 05:13 GMT
#29
On June 08 2009 14:10 Zozma wrote:
Alright. This came to me while I was lying awake. I haven't thought too deeply about it, and I haven't even bothered to check it, but something like this:

+ Show Spoiler +
Okay. This is a bit hard to put in words. First: move along the "x-axis" the maximum number of times that you can + 1. Second, move along the "y-axis" the maximum number of times that you can in the maze + 1. Then use the same process reversing the directions along both axes. Now, this should allow you to end up going directly to the furthest possible space "To the left" or "upwards". Now the problem that I saw was that you can end up in a shape like

[ r ]

R is the robot. He moves left 50 times or something, moves up forty times, and then moves right 50 times: an infinite loop.

To counter that, inject a random single move in any direction between every two long moves.


Even if this isn't it, hopefully I'm at least on to something.

You don't know the maximum number. I had a similar idea but without knowing how many times you can move you wouldn't know when to stop.
You can reach the rainbow. I'll be there to help.
Zozma
Profile Blog Joined November 2008
United States1626 Posts
Last Edited: 2009-06-08 05:15:14
June 08 2009 05:14 GMT
#30
+ Show Spoiler +
Yeah you do... Because the grid is only MxN, you can just use those numbers, right? If he runs into a wall, it's all good, he'll just stop there and continue going eventually in the next direction.
ven
Profile Blog Joined December 2008
Germany332 Posts
June 08 2009 05:17 GMT
#31
On June 08 2009 12:05 evanthebouncy! wrote:
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.

You can reach the rainbow. I'll be there to help.
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 05:18 GMT
#32
Yeah, not knowing m and n for the given maze really makes this more challenging. The only direction I can think to go with it at this point is some kind of spiraling thing, where you loop from 1 to k steps in each direction, then from k to 1, then increment k and repeat. Then you have to come up with some kind of crazy reordering of directions you're trying to avoid the collection points trap we were discussing early, I would think.
ven
Profile Blog Joined December 2008
Germany332 Posts
June 08 2009 05:19 GMT
#33
Yeah, I had the same idea of spiraling movement in my mind. Those pesky walls totally disrupting it of course :p
You can reach the rainbow. I'll be there to help.
Muirhead
Profile Blog Joined October 2007
United States557 Posts
Last Edited: 2009-06-08 05:55:46
June 08 2009 05:44 GMT
#34
+ Show Spoiler +
Suppose we are given the maze but not the starting position. Then we can solve the puzzle by looking at each possible starting position in turn. In short, we pick some box and assume the robot started there, giving it commands to solve the puzzle. Then, we pick a second box to assume the robot started in, see where the robot would be after our commands based on the first assumption, and give it commands to exit the maze. Etc.

Since the set of possible mazes is countable, we can adjoin the solutions for every given maze end to end and be done.
starleague.mit.edu
moriya
Profile Joined March 2009
United States54 Posts
Last Edited: 2009-06-08 07:01:28
June 08 2009 06:06 GMT
#35
Now I doubt that within finite steps the solution can be achieved...

The spiral path may be promising solution, if there exsits a solution.
evandi
Profile Joined June 2008
United States266 Posts
June 08 2009 06:25 GMT
#36
On June 08 2009 14:13 ven_ wrote:
Show nested quote +
On June 08 2009 14:10 Zozma wrote:
Alright. This came to me while I was lying awake. I haven't thought too deeply about it, and I haven't even bothered to check it, but something like this:

+ Show Spoiler +
Okay. This is a bit hard to put in words. First: move along the "x-axis" the maximum number of times that you can + 1. Second, move along the "y-axis" the maximum number of times that you can in the maze + 1. Then use the same process reversing the directions along both axes. Now, this should allow you to end up going directly to the furthest possible space "To the left" or "upwards". Now the problem that I saw was that you can end up in a shape like

[ r ]

R is the robot. He moves left 50 times or something, moves up forty times, and then moves right 50 times: an infinite loop.

To counter that, inject a random single move in any direction between every two long moves.


Even if this isn't it, hopefully I'm at least on to something.

You don't know the maximum number. I had a similar idea but without knowing how many times you can move you wouldn't know when to stop.


You don't have to know the maximum number. If you could guarantee that you had an algorithm capable of solving it for a given width/height you could run some loops varying the width height, increasing the maximum number the width and height can take each run through and then running the algorithm for those values. You would have to cover all of the possible width height combinations until you actually get to the real width/height.
evandi
Profile Joined June 2008
United States266 Posts
June 08 2009 07:09 GMT
#37
On June 08 2009 15:06 moriya wrote:
Now I doubt that within finite steps the solution can be achieved...

The spiral path may be promising solution, if there exsits a solution.


Muirhead solved it.
omG.[RaYnE]
Profile Joined October 2007
Philippines100 Posts
June 08 2009 07:18 GMT
#38
sure hope the op has an answer not just a trick question that has no answer to it
omG.[RaYnE] ---> rayne_ph :D
Monoxide
Profile Blog Joined January 2007
Canada1190 Posts
June 08 2009 09:33 GMT
#39
On June 08 2009 16:18 omG.[RaYnE] wrote:
sure hope the op has an answer not just a trick question that has no answer to it


evan's questions are always legit. Most of them are difficult(to me at least), but all of them have "real" answers.
DeathSpank
Profile Blog Joined February 2009
United States1029 Posts
June 08 2009 09:52 GMT
#40
+ Show Spoiler +
easy. bruteforce this shit. put your instructions in a dynamic array. Go through all the possibilities of instructions for the current size of the the array. ++the size of the array and you'll have it... eventually.
yes.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
01:00
#67
RotterdaM783
TKL 335
TaKeTV 275
IndyStarCraft 224
SteadfastSC142
BRAT_OK 108
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 783
TKL 335
ByuN 332
IndyStarCraft 224
SteadfastSC 142
BRAT_OK 108
UpATreeSC 87
JuggernautJason59
StarCraft: Brood War
Britney 30561
Calm 1944
Shuttle 1792
Jaedong 1042
EffOrt 471
Mini 438
Horang2 320
Soulkey 252
BeSt 189
Rush 144
[ Show more ]
Soma 125
firebathero 124
ProTech108
Mong 85
Barracks 65
Zeus 56
hero 54
sorry 50
Killer 44
Terrorterran 36
ToSsGirL 22
soO 18
Sexy 17
scan(afreeca) 14
Hm[arnc] 13
Sacsri 11
yabsab 11
Counter-Strike
pashabiceps1207
Heroes of the Storm
Grubby626
Other Games
B2W.Neo1183
Beastyqt973
ceh9540
FrodaN367
KnowMe185
C9.Mang0182
Hui .168
mouzStarbuck140
QueenE84
MindelVK8
fpsfer 1
[ Show 16 non-featured ]
StarCraft 2
• kabyraGe 126
• LUISG 9
• Reevou 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV999
League of Legends
• Nemesis5141
• TFBlade653
Other Games
• imaqtpie838
• Shiphtur592
Upcoming Events
IntoTheTV X SOOP
17h 19m
PiGosaur Cup
1d 6h
The PondCast
1d 16h
Kung Fu Cup
1d 17h
IntoTheTV X SOOP
2 days
FEL
4 days
FEL
5 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
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

BSL Season 23
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
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 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.