Amusements in Mathematics (PDF)

by Dudeney, Henry Ernest, 1857-1930

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This blunder happened to me a few years ago in a little maze on the isle of Caldy, South Wales. I knew the maze was a small one, but after a very long walk I was amazed to find that I did not either reach the "centre" or get out again. So I threw a piece of paper on the ground, and soon came round to it; from which I knew that I had blundered over a supposed blind alley and was going round and round an island. Crossing to the opposite hedge and using more care, I was quickly at the centre and out again. Now, if I had made a similar mistake at Hampton Court, and discovered the error when at the star, I should merely have passed from one island to another! And if I had again discovered that I was on a detached part, I might with ill luck have recrossed to the first island again! We thus see that this "touching the hedge" method should always bring us safely out of a maze that we have entered; it may happen to take us through the "centre," and if we miss the centre we shall know there must be islands. But it has to be done with a little care, and in no case can we be p 9 135 sure that we have traversed every alley or that there are no detached parts.

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FIG. 20.?M. Tremaux's Method of Solution.

If the maze has many islands, the traversing of the whole of it may be a matter of considerable difficulty. Here is a method for solving any maze, due to M. Tremaux, but it necessitates carefully marking in some way your entrances and exits where the galleries fork. I give a diagram of an imaginary maze of a very simple character that will serve our purpose just as well as something more complex (Fig. 20). The circles at the regions where we have a choice of turnings we may call nodes. A "new" path or node is one that has not been entered before on the route; an "old" path or node is one that has already been entered, 1. No path may be traversed more than twice. 2. When you come to a new node, take any path you like. 3. When by a new path you come to an old node or to the stop of a blind alley, return by the path you came. 4. When by an old path you come to an old node, take a new path if there is one; if not, an old path. The route indicated by the dotted line in the diagram is taken in accordance with these simple rules, and it will be seen that it leads us to the centre, although the maze consists of four islands.

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FIG. 21 .?How to thread the Hatfield Maze.

Neither of the methods I have given will disclose to us the shortest way to the centre, nor the number of the p 9 136 different routes. But we can easily settle these points with a plan. Let us take the Hatfield maze (Fig. 21). It will be seen that I have suppressed all the blind alleys by the shading. I begin at the stop and work backwards until the path forks. These shaded parts, therefore, can never be entered without our having to retrace our steps. Then it is very clearly seen that if we enter at A we must come out at B; if we enter at C we must come out at D. Then we have merely to determine whether A, B, E, or C, D, E, is the shorter route. As a matter of fact, it will be found by rough measurement or calculation that the shortest route to the centre is by way of C, D, E, F.

I will now give three mazes that are simply puzzles on paper, for, so far as I know, they have never been constructed in any other way. The first I will call the Philadelphia maze (Fig. 22). Fourteen years ago a travelling salesman, living in Philadelphia, U.S.A., developed a curiously unrestrained passion for puzzles. He p 9 137 neglected his business, and soon his position was taken from him. His days and nights were now passed with the subject that fascinated him, and this little maze seems to have driven him into insanity. He had been puzzling over it for some time, and finally it sent him mad and caused him to fire a bullet through his brain. Goodness knows what his difficulties could have been! But there can be little doubt that he had a disordered mind, and that if this little puzzle had not caused him to lose his mental balance some other more or less

trivial thing would in time have done so. There is no moral in the story, unless it be that of the Irish maxim, which applies to every occupation of life as much as to the solving of puzzles: "Take things aisy; if you can't take them aisy, take them as aisy as you can." And it is a bad and empirical way of solving any puzzle?by blowing your brains out.

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FIG. 22. The Philadelphia Maze, and its Solution.