From cube-lovers-errors@mc.lcs.mit.edu Thu Jul 31 18:52:22 1997 Return-Path: Received: from sun30.aic.nrl.navy.mil by mc.lcs.mit.edu (8.8.1/mc) with SMTP id SAA22953; Thu, 31 Jul 1997 18:52:22 -0400 (EDT) Precedence: bulk Errors-To: cube-lovers-errors@mc.lcs.mit.edu Mail-from: From ponder@austin.ibm.com Thu Jul 31 17:16:55 1997 Date: Thu, 31 Jul 1997 16:13:34 -0500 From: ponder@austin.ibm.com (Ponder) Message-Id: <9707312113.AA33486@roosevelt.austin.ibm.com> To: Cube-Lovers@ai.mit.edu Subject: puzzle to be simulated Cc: ponder@austin.ibm.com I've seen a number of Rubik's Cube simulations on the web, and was wondering if any of you would be interested in implementing the following puzzle that I call "the hell-hole". It has 16 faces that each work like the faces of a rubik's cube, but: 1] The faces are layed out on a 4x4 grid. Each "corner" joins four surrounding faces instead of three. 2] The grid is rolled into a cylinder and then joined at both ends to forma torus. However, the torus is given a "twist" when you join the two ends together, as follows: 1 2 3 4 _ _ _ _ a|_|_|_|_|b b|_|_|_|_|c c|_|_|_|_|d d|_|_|_|_|a 1 2 3 4 First join the 1-2-3-4 sides together to form the cylinder, then the a-b-c-d ends together to get the torus. Each of the squares is a 3x3 face like a Rubik's Cube. The combinatorics get a *lot* messier because of the twist. Without it, you can't "flip" the edge pieces. With it, you can, but only by moving the edge-piece in a full-circle around the torus. No way to build it, either, since the pieces would need to flex between convex and concave. It could be simulated on a computer, however. I have a paper coming out in the Journal of Recreational Mathematics on how to solve these kinds of things, and it is pretty messy. Thanks, Carl Ponder ponder@austin.ibm.com