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BP100 The letter A vs. the letter Б.
(edit; present; nest [left/right]; search; history)
COMMENTS

This is the final problem in Bongard's original collection. It is the only member of the collection that makes reference to human culture. This can be interpreted symbolically as foreshadowing that computers will be able to perform the various tasks that humans can do.


Another idea introduced by this Bongard Problem is that a Bongard Problem can teach its solution to the solver. (See keyword teach.) A large pool of examples can be used for training, as is common in machine learning.

REFERENCE

M. M. Bongard, Pattern Recognition, Spartan Books, 1970, p. 247.

CROSSREFS

Adjacent-numbered pages:
BP95 BP96 BP97 BP98 BP99  *  BP101 BP102 BP103 BP104 BP105

KEYWORD

easy, nice, teach, arbitrary, anticomputer, culture, finished, bongard

CONCEPT specific_shape (info | search),
specificity (info | search)

AUTHOR

Mikhail M. Bongard

BP844 Cars vs. no cars
(edit; present; nest [left/right]; search; history)
COMMENTS

Based on Google reCaptcha human verification checks.

CROSSREFS

Adjacent-numbered pages:
BP839 BP840 BP841 BP842 BP843  *  BP845 BP846 BP847 BP848 BP849

KEYWORD

nice, teach, anticomputer, culture, color, experimental, funny

WORLD

color_street_photograph [smaller | same | bigger]

AUTHOR

Cameron Fetter

BP862 Human faces vs. other images.
(edit; present; nest [left/right]; search; history)
CROSSREFS

Adjacent-numbered pages:
BP857 BP858 BP859 BP860 BP861  *  BP863 BP864 BP865 BP866 BP867

KEYWORD

less, teach, anticomputer, culture, experimental

WORLD

black_and_white_photograph [smaller | same | bigger]
zoom in left (black_and_white_face_photograph)

AUTHOR

Leo Crabbe

BP981 Grid of analogies vs. different kind of rule.
(edit; present; nest [left/right]; search; history)
COMMENTS

On the left, each row and column could be labeled by a certain object or concept; on the right this is not so.


More specifically: on the left, each row and each column is associated with a certain object or concept; there is a rule for combining rows and columns to give images; it would be possible without changing the rule to extend with new rows/columns or delete/reorder any existing columns. On the right, this is not so; the rule might be about how the images must relate to their neighbors, for example.


All examples show grids of squares with an image in each square, such that there is some "rule" the images within the grid obey.


Left examples are a generalized version of the analogy grids seen in BP361. Any analogy a : b :: c : d shown in a 2x2 grid will fit on the left here.


To word the solution with mathematical jargon, "defines a (simply described) map from the Cartesian product of two sets vs. not so." Another equivalent solution is "columns (alternatively, rows) illustrate a consistent set of one-input operations." It is always possible to imagine the columns as inputs and the rows as operations and vice versa.


There is a trivial way in which any example can be interpreted so that it fits on the left side: imagine each row is assigned the list of all the squares in that row and each column is assigned its number, counting from the left. But each grid has a clear rule that is simpler than this.

CROSSREFS

BP1258 is a similar idea: "any square removed could be reconstructed vs. not." Examples included left here usually fit left there, but some do not e.g. EX9998.


See BP979 for use of similar structures but with one square removed from the grid.

Adjacent-numbered pages:
BP976 BP977 BP978 BP979 BP980  *  BP982 BP983 BP984 BP985 BP986

KEYWORD

nice, convoluted, unwordable, notso, teach, structure, rules, grid, miniworlds

CONCEPT analogy (info | search)

WORLD

grid_of_images_with_rule [smaller | same | bigger]
zoom in left (grid_of_analogies)

AUTHOR

Aaron David Fairbanks

BP1049 3 in a row vs. not
(edit; present; nest [left/right]; search; history)
CROSSREFS

Adjacent-numbered pages:
BP1044 BP1045 BP1046 BP1047 BP1048  *  BP1050 BP1051 BP1052 BP1053 BP1054

KEYWORD

teach, creativeexamples, left-narrow, right-narrow, contributepairs, fixedgrid, miniworlds

CONCEPT three (info | search)

AUTHOR

Jago Collins

BP1080 Image of a Bongard Problem vs. other image.
(edit; present; nest [left/right]; search; history)
COMMENTS

Various formats of Bongard Problems frequently seen on the OEBP are showcased on the left side here.

CROSSREFS

See BP968, which distinguishes solvable Bongard Problems from other images still formatted like Bongard Problems (as opposed to this page, which distinguishes Bongard Problems from any other images.)

Adjacent-numbered pages:
BP1075 BP1076 BP1077 BP1078 BP1079  *  BP1081 BP1082 BP1083 BP1084 BP1085

KEYWORD

notso, teach, left-narrow, right-null

CONCEPT bongard_problem (info | search),
categorization (info | search)

AUTHOR

Leo Crabbe

BP1090 Top piece can slide into bottom area in such that there is an unbroken black horizontal region vs. not so.
(edit; present; nest [left/right]; search; history)
COMMENTS

Successful moves in Tetris.

CROSSREFS

Adjacent-numbered pages:
BP1085 BP1086 BP1087 BP1088 BP1089  *  BP1091 BP1092 BP1093 BP1094 BP1095

KEYWORD

precise, teach, culture, pixelperfect

AUTHOR

Leo Crabbe

BP1271 Positive correlation vs. negative correlation.
?
?
(edit; present; nest [left/right]; search; history)
COMMENTS

All examples in this Bongard Problem are scatter plots. Each dot represents a data point.

"Positive correlation" means that when the X value increases, the Y value tends to increase as well (in the long run), while "negative correlation" means that when the X value increases, the Y value tends to decrease.

CROSSREFS

Adjacent-numbered pages:
BP1266 BP1267 BP1268 BP1269 BP1270  *  BP1272 BP1273 BP1274 BP1275 BP1276

EXAMPLE

Example TM4854 does not fit on either side because when the X value increases, the Y value stays the same.

Example TM4855 does not fit on either side because there is no correlation.

KEYWORD

fuzzy, minimal, unwordable, teach, spectrum, dual, handed, leftright, updown, rotate, stable, hardsort, left-narrow, right-narrow

AUTHOR

Ben

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

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

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