Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!rutgers!sri-spam!sri-unix!hplabs!sdcrdcf!trwrb!trwspp!spp2!stassen From: stassen@spp2.UUCP (Chris Stassen) Newsgroups: sci.math Subject: Re: angels and devils Message-ID: <1178@spp2.UUCP> Date: Mon, 10-Nov-86 16:33:12 EST Article-I.D.: spp2.1178 Posted: Mon Nov 10 16:33:12 1986 Date-Received: Tue, 11-Nov-86 02:13:30 EST Reply-To: stassen@spp2.UUCP (Chris Stassen) Distribution: net Organization: TRW, Redondo Beach CA Lines: 85 Keywords: How to catch 2-D 1-move Angel, some ideas on containment. Bcc: stassen Note: nothing rigorous here; just some random thoughts. Hit 'n' or 'j' now if you're only interested in proofs. Contents: 1) 2-dimensional, 1-move Angel can always be caught. 2) Looking at the "end run" concept. 3) Forcing the Angel to 'turn' 4) More than two dimensions. The Devil CAN always trap the Angel, in two dimensions, when the Angel's move is 1. Here's the strategy (condensed vertically to fit in one screen): +-----------------------------------------+ | X*....................*X | The Angel cannot get to the 'X' | * ++++++++++++++++++++ * | planets from inside the square, | .+ +. | as long as the '*' planets get | .+ A +. | destroyed first. | .+ +. | | * ++++++++++++++++++++ * | | X*....................*X | +-----------------------------------------+ The Devil simply destroys the 8 '*' planets, on a 19x19 square, with the Angel starting at the center of the square. Then, whenever the Angel reaches a planet marked '+', the Devil simply destroys the planet marked '.' right beside it. The Angel can never get out of the square. (a 19x19 square was selected so that the Angel cannot reach the '+' planets before the Devil finishes with the corners). (btw, I'll show later that it only takes one extra '*' to turn the Angel around the corner, so this could have been accomplished on a 11x11 square, only taking half of the '*' planets first). Note that this works by destroying planets so that there is no planet that the Angel can get to which permits two possible escapes from the area. Any planet ('+') that the Angel can get to has only one associated exit ('.'), which the Devil can cut off as soon as the Angel reaches the '+' planet. I've been thinking about the "end run" concept; the 1-planet-per-move Angel is the ONLY case where the Angel cannot run around a line that the Devil is building: +-----------------------------------------+ | Area that the Angel must be kept out of | |************ | | A-> | +-----------------------------------------+ The Devil can keep the Angel out of that area, because he can destroy one more planet in the line for every one planet that the Angel can move -- the Angel cannot "run around" the line if the Devil does not "want" him to. As soon as the Angel's move is bumped to 2, the Devil must destroy FOUR planets for every step that the Angel may take, and the Devil can no longer keep the Angel on one side of the line. +-----------------------------------------+ | Area that the Angel must be kept out of | The Devil must destroy the four |************++ | '+' planets to keep the Angel from |************++ | getting to the other side of the | A-> | line in two moves. +-----------------------------------------+ Back to 1-move Angels in two dimensions: If the Devil has one "spare" move (i.e. destroyed planet ahead of the line), then he can force the Angel to take a right turn. ($ = extra planet in line, 1-5 = Devil's moves, and a-e = Angel's moves). +-----------------------------------------+ | Area that the Angel must be kept out of | The Angel cannot escape to the |************123$. | '.' planet unless his move is | abcde4 | at least SQRT(2). | 5 | +-----------------------------------------+ In the above diagram, the Devil now has the Angel "walled off" on the right, and the Angel cannot "run around" the Devil's vertical line. This algorithm fails in three dimensions. The Devil can still keep the Angel on a particular side of a plane, but it requires an infinite amount of 'spare moves' ('$') for the Devil to force the Angel to turn and be contained by two intersecting planes. The issue of "being able to force the Angel to turn" is more critical to containing the Angel than the issue of keeping it on one side of a line/plane. -- Chris