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  2. As I was going to St Ives - Wikipedia

    en.wikipedia.org/wiki/As_I_was_going_to_St_Ives

    The equality of the two geometric sequences can be stated as the equation (2 0 + 2 1 + 2 2)(7 0 + 7 1 + 7 2 + 7 3 + 7 4) = 7 1 + 7 2 + 7 3 + 7 4 + 7 5, which relies on the coincidence 2 0 + 2 1 + 2 2 = 7. Note that the author of the papyrus listed a wrong value for the fourth power of 7; it should be 2,401, not 2,301.

  3. Wason selection task - Wikipedia

    en.wikipedia.org/wiki/Wason_selection_task

    The Wason selection task (or four-card problem) is a logic puzzle devised by Peter Cathcart Wason in 1966. [1][2][3] It is one of the most famous tasks in the study of deductive reasoning. [4] An example of the puzzle is: You are shown a set of four cards placed on a table, each of which has a number on one side and a color on the other.

  4. Zebra Puzzle - Wikipedia

    en.wikipedia.org/wiki/Zebra_Puzzle

    The Zebra Puzzle is a well-known logic puzzle. Many versions of the puzzle exist, including a version published in Life International magazine on December 17, 1962. The March 25, 1963, issue of Life contained the solution and the names of several hundred successful solvers from around the world. The puzzle is often called Einstein's Puzzle or ...

  5. The Hardest Logic Puzzle Ever - Wikipedia

    en.wikipedia.org/wiki/The_Hardest_Logic_Puzzle_Ever

    The Hardest Logic Puzzle Ever is a logic puzzle so called by American philosopher and logician George Boolos and published in The Harvard Review of Philosophy in 1996. [1][2] Boolos' article includes multiple ways of solving the problem. A translation in Italian was published earlier in the newspaper La Repubblica, under the title L'indovinello ...

  6. Guess 2/3 of the average - Wikipedia

    en.wikipedia.org/wiki/Guess_2/3_of_the_average

    In game theory, " guess ⁠ 2 3 ⁠ of the average " is a game that explores how a player’s strategic reasoning process takes into account the mental process of others in the game. [1] In this game, players simultaneously select a real number between 0 and 100, inclusive. The winner of the game is the player (s) who select a number closest to ...

  7. Riddle - Wikipedia

    en.wikipedia.org/wiki/Riddle

    A riddle is a statement, question or phrase having a double or veiled meaning, put forth as a puzzle to be solved. Riddles are of two types: enigmas, which are problems generally expressed in metaphorical or allegorical language that require ingenuity and careful thinking for their solution, and conundra, which are questions relying for their effects on punning in either the question or the ...

  8. Wolf, goat and cabbage problem - Wikipedia

    en.wikipedia.org/wiki/Wolf,_goat_and_cabbage_problem

    The dilemma is solved by taking the wolf (or the cabbage) over and bringing the goat back. Now he can take the cabbage (or the wolf) over, and finally return to fetch the goat. An animation of the solution. His actions in the solution are summarized in the following steps: Take the goat over. Return empty-handed.

  9. Bridge and torch problem - Wikipedia

    en.wikipedia.org/wiki/Bridge_and_torch_problem

    Bridge and torch problem. The bridge and torch problem (also known as The Midnight Train[1] and Dangerous crossing[2]) is a logic puzzle that deals with four people, a bridge and a torch. It is in the category of river crossing puzzles, where a number of objects must move across a river, with some constraints. [3]