login
Hints
(Greetings from The On-Line Encyclopedia of Bongard Problems!)
Search: keyword:nice
Displaying 171-180 of 186 results found. ( prev | next )     page 1 ... 9 10 11 12 13 14 15 16 17 18 19
     Sort: id      Format: long      Filter: (all | no meta | meta)      Mode: (words | no words)
BP1097 "Fault line" present vs. not
(edit; present; nest [left/right]; search; history)
CROSSREFS

Adjacent-numbered pages:
BP1092 BP1093 BP1094 BP1095 BP1096  *  BP1098 BP1099 BP1100 BP1101 BP1102

KEYWORD

nice, precise, notso, left-finite, right-finite, preciseworld

AUTHOR

Jago Collins

BP1104 Vertically centered versus horizontally centered
(edit; present; nest [left/right]; search; history)
COMMENTS

It is easier to notice that the left examples are vertically centered than that the right examples are horizontally centered. - Aaron David Fairbanks, Dec 27 2022

CROSSREFS

Adjacent-numbered pages:
BP1099 BP1100 BP1101 BP1102 BP1103  *  BP1105 BP1106 BP1107 BP1108 BP1109

KEYWORD

easy, nice, precise, minimal, boundingbox, perfect, pixelperfect, traditional, finishedexamples, preciseworld, absoluteposition, unstableworld

CONCEPT center_bounding_box (info | search),
center (info | search)

WORLD

horizontal_line_segment [smaller | same | bigger]

AUTHOR

Widad Dabbas

BP1105 Maze object features multiple branching paths vs. one path in maze object.
(edit; present; nest [left/right]; search; history)
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

BP1110 The process that turns one object into the other is the same both ways vs. the process changes depending on which object is chosen as the starting point.
?
(edit; present; nest [left/right]; search; history)
REFERENCE

https://en.wikipedia.org/wiki/Duality_(mathematics)

https://en.wikipedia.org/wiki/Involution_(mathematics)

CROSSREFS

This is a special case of BP841 and a generalisation of BP822.

Adjacent-numbered pages:
BP1105 BP1106 BP1107 BP1108 BP1109  *  BP1111 BP1112 BP1113 BP1114 BP1115

KEYWORD

nice, abstract, math, anticomputer, creativeexamples, left-narrow, unorderedpair, rules, miniworlds, dithering

CONCEPT function (info | search)

AUTHOR

Leo Crabbe

BP1118 Self-similar only scaled about one point vs. multiple centers of self-similarity.
(edit; present; nest [left/right]; search; history)
COMMENTS

There is only ever one such center of self-similarity or infinitely many.

CROSSREFS

Adjacent-numbered pages:
BP1113 BP1114 BP1115 BP1116 BP1117  *  BP1119 BP1120 BP1121 BP1122 BP1123

KEYWORD

nice, perfect, infinitedetail

CONCEPT fractal (info | search),
recursion (info | search),
self-reference (info | search)

WORLD

[smaller | same | bigger]

AUTHOR

Aaron David Fairbanks

BP1122 Content of any square is an image of the whole panel vs. not so.
(edit; present; nest [left/right]; search; history)
CROSSREFS

Similar to BP818.

Adjacent-numbered pages:
BP1117 BP1118 BP1119 BP1120 BP1121  *  BP1123 BP1124 BP1125 BP1126 BP1127

KEYWORD

nice, minimal, size, boundingbox, infinitedetail, preciseworld, absoluteposition

CONCEPT fractal (info | search),
recursion (info | search),
self-reference (info | search)

AUTHOR

Leo Crabbe

BP1123 Can be cut into tiles forming a checkerboard pattern vs. not so.
?
(edit; present; nest [left/right]; search; history)
COMMENTS

All examples in this Problem are grids consisting of two objects.

CROSSREFS

Adjacent-numbered pages:
BP1118 BP1119 BP1120 BP1121 BP1122  *  BP1124 BP1125 BP1126 BP1127 BP1128

EXAMPLE

EX9124 shows a 9 square by 9 square grid. Take each tile to be 3 squares by 3 squares; there is a 3 tile by 3 tile checkerboard pattern. (One of these tiles is itself a checkerboard pattern; the other is all black squares.)

KEYWORD

hard, nice, precise, allsorted, hardsort, grid, miniworlds

AUTHOR

Jago Collins

BP1131 One shape can be totally obscured by the other vs. neither shape can be obscured.
(edit; present; nest [left/right]; search; history)
COMMENTS

Rotation of shapes is not required for any left-hand panels, but it should not change any example's sorting if it is considered.

CROSSREFS

Adjacent-numbered pages:
BP1126 BP1127 BP1128 BP1129 BP1130  *  BP1132 BP1133 BP1134 BP1135 BP1136

KEYWORD

nice, precise, allsorted, pixelperfect, unorderedpair

CONCEPT overlap (info | search)

WORLD

2_shapes [smaller | same | bigger]

AUTHOR

Leo Crabbe

BP1138 Each attribute is shared by every group or none vs. some attribute is shared by exactly two groups
(edit; present; nest [left/right]; search; history)
COMMENTS

Attributes are shading, shape, and number.

There are always three groups.

This problem is related to the card game Set.

CROSSREFS

Adjacent-numbered pages:
BP1133 BP1134 BP1135 BP1136 BP1137  *  BP1139 BP1140 BP1141 BP1142 BP1143

KEYWORD

nice, precise, allsorted, notso, preciseworld

CONCEPT all (info | search),
number (info | search),
same (info | search),
two (info | search),
three (info | search)

AUTHOR

William B Holland

BP1147 Columns of the table could be respectively labeled "Number" and "Number of times number appears in this table" vs. not so.
(edit; present; nest [left/right]; search; history)
CROSSREFS

Adjacent-numbered pages:
BP1142 BP1143 BP1144 BP1145 BP1146  *  BP1148 BP1149 BP1150 BP1151 BP1152

KEYWORD

nice, precise, notso, handed, leftright, left-narrow, grid, preciseworld, left-listable, right-listable

CONCEPT self-reference (info | search)

AUTHOR

Leo Crabbe

( prev | next )     page 1 ... 9 10 11 12 13 14 15 16 17 18 19

Welcome | Solve | Browse | Lookup | Recent | Links | Register | Contact
Contribute | Keywords | Concepts | Worlds | Ambiguities | Transformations | Invalid Problems | Style Guide | Goals | Glossary