Can you solve the world’s most evil wizard riddle? - Dan Finkel

2,540,793 views ・ 2020-05-19

TED-Ed


Please double-click on the English subtitles below to play the video.

00:06
The evil wizard MoldeVort has been trying to kill you for years,
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and today it looks like he’s going to succeed.
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But your friends are on their way, and if you can survive until they arrive,
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they should be able to help stop him.
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The evil wizard’s protective charms ward off every spell you know,
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so in an act of desperation you throw the only object in reach at him:
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Pythagoras’s cursed chessboard.
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It works, but with a catch.
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MoldeVort starts in one corner of the 5x5 board.
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You have a few minutes to choose four distinct positive whole numbers.
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MoldeVort gets to say one of them, and if you can pick a square on the board
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whose center is exactly that distance away,
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the curse will force him to move to that spot.
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Then he’ll have to choose any of the four numbers,
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01:02
and the process repeats until you can’t keep him inside the board
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with legal moves.
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Then he’ll break free of the spell and almost certainly kill you.
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What four numbers can you choose to keep MoldeVort trapped by your spell
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long enough for help to arrive? And what’s your strategy?
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Pause the video to figure it out yourself.
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Answer in 3
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Answer in 2
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Answer in 1
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The trick here is to keep MoldeVort where you want him.
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And one way to figure out how to do that
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is to play out the game as MoldeVort would:
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always trying to escape.
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You’re dealing with a relatively small board,
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so the numbers can’t be too big.
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Let’s start by trying 1, 2, 3, 4 to see what happens.
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Moldevort could escape those numbers in just three moves.
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01:54
By saying 2, then 3,
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he would force you to let him into one of the middle points of the grid,
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02:00
and then a 4 would break him free.
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But that means you’ll need to allow a number larger than 4,
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which is the distance from one end of a row to another.
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How is that even possible?
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02:13
Through diagonal moves.
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There are, in fact, points that are distance 5 from each other,
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which we know thanks to the Pythagorean Theorem.
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That states that the squares of the sides of a right triangle
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add up to the square of its hypotenuse.
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One of the most famous Pythagorean triples is 3, 4, 5,
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and that triangle is hiding all over your chessboard.
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So if MoldeVort was here, and he said 5, you could move him to these spaces.
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There’s another insight that will help.
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The board is very symmetrical: If MoldeVort is in a corner,
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it doesn’t really matter to you which corner it is.
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So we can think of the corners as being functionally the same,
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and color them all blue.
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Similarly, the spaces neighboring the corners behave the same as each other,
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and we’ll make them red.
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Finally, the midpoints of the sides are a third type.
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So instead of having to develop a strategy
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for each of the 16 spaces on the outside of the board,
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we can reduce the problem to just three.
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Meanwhile, all the inside spaces are bad for us,
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because if MoldeVort ever reaches one,
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he’ll be able to say any number larger than 3 and go free.
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Orange spaces are trouble too, since any number except 1, 2, or 4
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would take him to an inside space or off the board.
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So orange is out and you’ll need to keep him on blue and red.
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03:43
That means 2 is bad,
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since it could take MoldeVort to orange on the first turn.
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But the four other smallest numbers, 1, 3, 4, and 5, might work.
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Let’s try them and see what happens.
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If MoldeVort says 1, you can make him go from blue to red or red to blue.
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And the same works if he says 3.
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Thanks to our diagonals, this is even true if he says 5.
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If he says 4, you can keep him on the color he’s already on
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by moving the length of a row or column.
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So these four numbers work!
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Even if your friends don’t get here right away,
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you’ll be able to keep the world’s most evil wizard
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contained for as long as you need.
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