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BP1288 Animations vs. static images.
(edit; present; nest [left/right]; search; history)
CROSSREFS

Adjacent-numbered pages:
BP1283 BP1284 BP1285 BP1286 BP1287  *  BP1289 BP1290

KEYWORD

world, animated

AUTHOR

Leo Crabbe

BP1286 One frame rate vs. another.
(edit; present; nest [left/right]; search; history)
COMMENTS

In particular, 40fps vs. 20fps.

CROSSREFS

Adjacent-numbered pages:
BP1281 BP1282 BP1283 BP1284 BP1285  *  BP1287 BP1288 BP1289 BP1290

KEYWORD

stub, precise, arbitrary, antihuman, animated, contributepairs, right-couldbe, preciseworld

AUTHOR

Leo Crabbe

BP1285 First to move wins vs. first to move loses.
(edit; present; nest [left/right]; search; history)
COMMENTS

In the depicted "capture game", the objective is to capture your opponent's piece by moving to a node they are occupying. Players take turns moving their pieces. You can only move to a node that is linked to yours. All examples are "boards" where either player can force a win, depending on who moves first.


Players are assumed to be making optimal choices.

CROSSREFS

Adjacent-numbered pages:
BP1280 BP1281 BP1282 BP1283 BP1284  *  BP1286 BP1287 BP1288 BP1289 BP1290

KEYWORD

stub

CONCEPT capture_game (info | search)

AUTHOR

Leo Crabbe

BP1284 Both players playing "capture game" optimally vs. one or both players make mistakes.
(edit; present; nest [left/right]; search; history)
COMMENTS

In the depicted "capture game", the objective is to capture your opponent's piece by moving to a node they are occupying. Players take turns moving their pieces. You can only move to a node that is linked to yours. Optimal play can either lead to a win-lose state or a draw state.


A frame where only one black disc is visible signifies that a player has taken the other's piece, winning the game.

CROSSREFS

Adjacent-numbered pages:
BP1279 BP1280 BP1281 BP1282 BP1283  *  BP1285 BP1286 BP1287 BP1288 BP1289

KEYWORD

teach, animated

CONCEPT capture_game (info | search)

AUTHOR

Leo Crabbe

BP1283 If two nodes are linked, they are each linked to a different number of nodes vs. not so.
(edit; present; nest [left/right]; search; history)
REFERENCE

https://en.wikipedia.org/wiki/Highly_irregular_graph

CROSSREFS

Adjacent-numbered pages:
BP1278 BP1279 BP1280 BP1281 BP1282  *  BP1284 BP1285 BP1286 BP1287 BP1288

CONCEPT graph (info | search)

AUTHOR

Leo Crabbe

BP1282 If two players take turns moving moving the black circles with the intention of capturing their opponent's piece, one can always "checkmate" the other vs. the game results in a draw if the players play optimally.
(edit; present; nest [left/right]; search; history)
COMMENTS

Players can only move their piece to a node connected to their current position. A win is secured by moving to a node your opponent is occupying.


Which player that can force a win in left-sorted examples can change depending on who moves first.

CROSSREFS

See BP1284 for an animated Problem about the same game.

Adjacent-numbered pages:
BP1277 BP1278 BP1279 BP1280 BP1281  *  BP1283 BP1284 BP1285 BP1286 BP1287

KEYWORD

allsorted, unwordable, notso, teach

CONCEPT capture_game (info | search)

AUTHOR

Leo Crabbe

BP1281 Circled points are all possible vertices an equilateral triangle with a particular side length can take, provided that each of its corners lie on a grid point vs. not so.
(edit; present; nest [left/right]; search; history)
CROSSREFS

Adjacent-numbered pages:
BP1276 BP1277 BP1278 BP1279 BP1280  *  BP1282 BP1283 BP1284 BP1285 BP1286

KEYWORD

unwordable, left-finite, right-finite, preciseworld

CONCEPT triangle (info | search)

AUTHOR

Leo Crabbe

BP1280 Circled points are all possible vertices a regular hexagon with a particular side length can take, provided that each of its corners lie on a grid point vs. not so.
(edit; present; nest [left/right]; search; history)
CROSSREFS

See BP1279 for version with squares on a square grid.

Adjacent-numbered pages:
BP1275 BP1276 BP1277 BP1278 BP1279  *  BP1281 BP1282 BP1283 BP1284 BP1285

KEYWORD

hard, precise, allsorted, unwordable, hardsort, left-finite, right-finite, preciseworld

AUTHOR

Leo Crabbe

BP1279 Circled points are all possible vertices a square with a particular side length can take, provided that each of its corners lie on a grid point vs. not so.
(edit; present; nest [left/right]; search; history)
COMMENTS

Rotation of the square is allowed.

CROSSREFS

See BP1280 for version with hexagons on a hexagonal grid.

Adjacent-numbered pages:
BP1274 BP1275 BP1276 BP1277 BP1278  *  BP1280 BP1281 BP1282 BP1283 BP1284

KEYWORD

hard, precise, allsorted, unwordable, hardsort, left-finite, right-finite, left-full, fixedgrid, preciseworld

CONCEPT square (info | search)

AUTHOR

Leo Crabbe

BP1278 There is a way of dividing the grid into (more than one) equal-sized blocks such that no block appears more than once vs. there exists no such way of dividing the grid.
(edit; present; nest [left/right]; search; history)
CROSSREFS

2D version of BP1275.

Adjacent-numbered pages:
BP1273 BP1274 BP1275 BP1276 BP1277  *  BP1279 BP1280 BP1281 BP1282 BP1283

KEYWORD

precise, traditional, grid

AUTHOR

Leo Crabbe

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