Can you solve the seven planets riddle? - Edwin F. Meyer

4,474,642 views ・ 2018-02-26

TED-Ed


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

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Your interstellar police squad has tracked a group of dangerous rebels
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to a cluster of of seven small planets.
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Now you must apprehend them quickly before their reinforcements arrive.
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Of course, the rebels won’t just stay put.
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They’ll try to dodge you by moving from planet to planet.
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But you have one major advantage.
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Every hour, your state-of-the-art cruiser can warp between any two planets,
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while their beat-up smuggling ship
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can only jump to an adjacent planet in that same time.
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These rebels don’t like to stay put.
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Every time they can relocate, they will.
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Your scouts tell you that the approaching rebel fleet is 10 hours away.
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You can’t risk letting the rebels escape.
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Can you devise a sequence for searching the planets
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that’s guaranteed to catch them in 10 warps or less,
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no matter what moves they make?
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Rounding up the rebels won’t be easy.
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For one, you have no way of knowing which planet they’re on to begin with.
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And without that information, it’s hard to determine where they’ll move next.
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So where do you begin?
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When tackling problems of this kind it often helps to simplify things,
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so you can better understand their dynamics.
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Let’s imagine that this cluster has the same arrangement
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but no outermost planets, leaving only the four in the center.
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We still don’t know which planet the rebels start on.
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But there’s one key feature:
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the third planet is adjacent to all others,
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which means the rebels either start there and move somewhere else,
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or start on one of the other planets
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and have no choice but to move to planet three.
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Simply checking planet three twice in a row would do the trick.
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Adding the three outer planet adds a bit more complexity,
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but the same strategy remains.
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We want to check the planets in an order that will eventually corner the rebels.
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And there’s another insight that can help us:
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each hour, the rebels move from an even-numbered planet
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to an odd-numbered planet,
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or vice versa.
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This gives us a way to simplify the problem
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by dividing the planets into two subsets,
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and tackling each one separately.
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For starters, let’s assume the rebels begin on an even-numbered planet:
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either two,
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four,
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or six.
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So we’ll search planet two first.
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If they’re not there, they must have started on either four
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or six.
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which means they can move to three,
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five,
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or seven.
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Planet three at the center gives them the most options for their next move,
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so we’ll want to check there next.
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If we don’t find them, they must have been at planet five
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or seven,
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meaning they’ll next move to four
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or six.
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Let’s now search planet four.
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If they’re not there, they must have gone to the sixth planet
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and can only flee to three
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or seven.
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If we next scour planet three and don’t find them,
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we know they went to planet seven and are now cornered.
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They can only move to planet six, where we’ll apprehend them on our fifth search.
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Of course, this plan only works
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assuming that the rebels were on an even-numbered planet in the first hour.
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But what if that assumption was wrong?
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In that case, they must’ve started on an odd-numbered planet.
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And because they move to an adjacent planet every hour,
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their location must alternate between odd and even-numbered planets.
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This means that if they were on an odd-numbered planet to start,
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after five moves, they'd be on an even-numbered planet.
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So if our first five searches missed them
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because our assumption that they started on an even-numbered planet was wrong,
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all we have to do now is repeat the sequence!
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Searching the planets in order
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two,
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three,
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four,
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three,
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six,
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two,
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three,
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four,
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three,
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six,
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leaves the rebels nowhere to run.
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Thanks to your deductive reasoning, order is restored to the galaxy.
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