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  2. Matchstick puzzle - Wikipedia

    en.wikipedia.org/wiki/Matchstick_puzzle

    A matchstick puzzle ("Move 1 matchstick to make the equation 6+4=4 valid") and its solution below. Matchstick puzzles are rearrangement puzzles in which a number of matchsticks are arranged into shapes or numbers, and the problem to solve is usually formulated as moving a fixed number of matchsticks to achieve some specific other arrangement.

  3. Stick puzzle - Wikipedia

    en.wikipedia.org/wiki/Stick_puzzle

    The sticks may be; line segments on paper, matchsticks, pieces of straw, wire or similar. A special class of stick puzzles are 'matchstick puzzles', where all parts used are sticks (usually matchsticks) rather than polysticks. Some trick puzzles can only be solved when one assumes that the sticks actually have measurements in more than one ...

  4. Rubik's Revenge - Wikipedia

    en.wikipedia.org/wiki/Rubik's_Revenge

    A solved Rubik's Revenge cube. The Rubik's Revenge (also known as the 4×4×4 Rubik's Cube) is a 4×4×4 version of the Rubik's Cube.It was released in 1981. Invented by Péter Sebestény, the cube was nearly called the Sebestény Cube until a somewhat last-minute decision changed the puzzle's name to attract fans of the original Rubik's Cube. [1]

  5. Mastermind (board game) - Wikipedia

    en.wikipedia.org/wiki/Mastermind_(board_game)

    In 1977, Donald Knuth demonstrated that the codebreaker can solve the pattern in five moves or fewer, using an algorithm that progressively reduces the number of possible patterns. [13] Described using the numbers 1–6 to represent the six colors of the code pegs, the algorithm works as follows:

  6. Mathematics of Sudoku - Wikipedia

    en.wikipedia.org/wiki/Mathematics_of_Sudoku

    The general problem of solving Sudoku puzzles on n 2 ×n 2 grids of n×n blocks is known to be NP-complete. [8] A puzzle can be expressed as a graph coloring problem. [9] The aim is to construct a 9-coloring of a particular graph, given a partial 9-coloring. The Sudoku graph has 81 vertices, one vertex for each cell.

  7. Gear Cube - Wikipedia

    en.wikipedia.org/wiki/Gear_Cube

    Solving the Gear Cube is based more on the observations the solver makes. There are only two algorithms needed to solve the cube, so finding the patterns is a key skill. However, using the algorithms is simple once the patterns are located. Phase 1: Solve the corners: (This step is intuitive; there are no algorithms to complete this step.)

  8. How to Solve It - Wikipedia

    en.wikipedia.org/wiki/How_to_Solve_It

    Solve an equation [14] Also suggested: Look for a pattern [15] Draw a picture [16] Solve a simpler problem [17] Use a model [18] Work backward [19] Use a formula [20] Be creative [21] Applying these rules to devise a plan takes your own skill and judgement. [22] Pólya lays a big emphasis on the teachers' behavior.

  9. Optimal solutions for the Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Optimal_solutions_for_the...

    A Rubik's Cube is in the superflip pattern when each corner piece is in the correct position, but each edge piece is incorrectly oriented. [9] In 1992, a solution for the superflip with 20 face turns was found by Dik T. Winter, of which the minimality was shown in 1995 by Michael Reid, providing a new lower bound for the diameter of the cube group.