Batch 3 - Class 222 - Game of Patterns

Pre-Class Exercise
 "Meet me every tuesday at the corner near my office. Enter by northwest gate and take a different route each time. That gives you 210 choices". 

The detectives presumed the spy would enter top left and would always move to the right or down, in order to be efficient. Which office occupant was leaking the information?



Attendance: Kabir, Aarkin, Vansh, Advay, Kushagra, Shikher, Ayush, Angad, Rehaan

Class puzzles (Repeat from Class 146)
Game of Patterns
(Mathematical Circus - Chapter 4)
Game of Patterns is an inductive game (Induction means going from specific to generalization) on a 6x6 grid. There is a designer, designs the nature, who puts a pattern with four symbols on the 6x6 grid. Example patterns below:
Other players have empty 6x6 grids. They can mark any number of squares with a small diagonal line in corner, and "ask" the designer about the symbol in those cells. They can do so any number of times, in no particular order. At any stage then, they can guess the symbols in all other cells, and give it to the designer for verification. This is like trying to figure out the order of nature. Finally, the scoring is as follows:
The above scheme ensures that the pattern should be such that some guesser can do very well at it, and someone else may do very poorly at it, but without dropping out.

Notion of strong conjecture - something that is easy to falsify, such as "all cells have stars". Weakest conjecture, hard to falsify, such as "any cell can have any symbol". 

Let kids play the game and explore what kind of patterns work well. Rotate the role of Designer by throw of dice.

Homework:           


References:
https://www.mathsisfun.com/puzzles/outwitting-the-weighing-machine.html
Mathematical Circus, Martin Gardner
Mathematical Puzzles, Geoffrey Mott-Smith