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BP1105 Maze object features multiple branching paths vs. one path in maze object.
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COMMENTS

This was created as an example of a distractingworld Bongard Problem. Each example shows a distractingly detailed scene, irrelevant to the solution.


Despite this distraction, the keyword noisy does not fit this Bongard Problem because only details relevant to the solution change between examples.

CROSSREFS

Adjacent-numbered pages:
BP1100 BP1101 BP1102 BP1103 BP1104  *  BP1106 BP1107 BP1108 BP1109 BP1110

KEYWORD

easy, nice, arbitrary, example, distractingworld, experimental

AUTHOR

Aaron David Fairbanks

BP1157 The order in which the objects in the top half are combined to make the object in the lower half matters vs. not so.
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COMMENTS

Operations depicted in right-sorted examples are called "commutative".


"Order matters" here means that if the objects in the top half were to switch places, the output would look different.

REFERENCE

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

CROSSREFS

Adjacent-numbered pages:
BP1152 BP1153 BP1154 BP1155 BP1156  *  BP1158 BP1159 BP1160 BP1161 BP1162

KEYWORD

nice, abstract, unwordable, notso, structure, rules, miniworlds

CONCEPT function (info | search)

AUTHOR

Leo Crabbe

BP1184 Polygon enclosed in smallest possible circle vs. not so.
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COMMENTS

Intuitively, if one imagines shaking the circles in each example, the polygons in right-sorted examples could be imagined to "rattle around".

CROSSREFS

Adjacent-numbered pages:
BP1179 BP1180 BP1181 BP1182 BP1183  *  BP1185 BP1186 BP1187 BP1188 BP1189

KEYWORD

precise, allsorted, dithering

AUTHOR

Leo Crabbe

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