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The evil wizard MoldeVort has
been trying to kill you for years,
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and today it looks like he’s
going to succeed.
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But your friends are on their way, and
if you can survive until they arrive,
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they should be able to help stop him.
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The evil wizard’s protective charms ward
off every spell you know,
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so in an act of desperation you throw
the only object in reach at him:
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Pythagoras’s cursed chessboard.
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It works, but with a catch.
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Moldevort starts in one corner
of the 5x5 board.
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You have a few minutes to choose
four distinct positive whole numbers.
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MoldeVort gets to say one of them,
and if you can pick a square on the board
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whose center is exactly that
distance away,
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the curse will force him to
move to that spot.
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Then he’ll have to choose any of
the four numbers,
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and the process repeats until you can’t keep
him inside the board
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with legal moves.
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Then he’ll break free of the spell and
almost certainly kill you.
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What four numbers can you choose
to keep MoldeVort trapped by your spell
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long enough for help to arrive?
And what’s your strategy?
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The trick here is to keep MoldeVort where
you want him.
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And one way to figure out how to do that
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is to play out the game as
MoldeVort would:
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always trying to escape.
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You’re dealing with a relatively
small board,
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so the numbers can’t be too big.
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Let’s start by trying 1, 2, 3, 4 to
see what happens.
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Moldevort could escape those numbers
in just three moves.
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By saying 2, then 3,
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he would force you to let him into one
of the middle points of the grid,
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and then a 4 would break him free.
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But that means you’ll need to allow
a number larger than 4,
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which is the distance from one
end of a row to another.
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How is that even possible?
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Through diagonal moves.
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There are, in fact, points that are
distance 5 from each other,
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which we know thanks to the Pythagorean
Theorem.
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That states that the squares of the sides
of a right triangle
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add up to the square of its hypotenuse.
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One of the most famous Pythagorean
triples is 3, 4, 5,
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and that triangle is hiding all over
your chessboard.
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So if MoldeVort was here, and he said 5,
you could move him to these spaces.
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There’s another insight that will help.
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The board is very symmetrical: If
Moldevort is in a corner,
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it doesn’t really matter to you which
corner it is.
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So we can think of the corners as
being functionally the same,
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and color them all blue.
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Similarly, the spaces neighboring the
corners behave the same as each other,
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and we’ll make them red.
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Finally, the midpoints of the sides are a
third type.
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So instead of having to develop a strategy
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for each of the 16 spaces on the
outside of the board,
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we can reduce the problem to just three.
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Meanwhile, all the inside spaces are bad
for us,
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because if Moldevort ever reaches one,
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he’ll be able to say any number larger
than 3 and go free.
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Orange spaces are trouble too, since
any number except 1, 2, or 4
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would take him to an inside space or
off the board.
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So orange is out and you’ll need to
keep him on blue and red.
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That means 2 is bad,
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since that it could take Moldevort
to orange on the first turn.
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But the four other smallest numbers,
1, 3, 4, and 5, might work.
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Let’s try them and see what happens.
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If Moldevort says 1, you can make him
go from blue to red or red to blue.
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And the same works if he says 3.
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Thanks to our diagonals, this is even
true if he says “5”.
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If he says 4, you can keep him on the
color he’s already on
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by moving the length of a row or column.
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So these four numbers work!
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Even if your friends don’t get here
right away,
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you’ll be able to keep the world’s most
evil wizard contained
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for as long as you need.