[HN Gopher] Can water solve a maze? [video]
       ___________________________________________________________________
        
       Can water solve a maze? [video]
        
       Author : gronky_
       Score  : 323 points
       Date   : 2023-04-01 15:40 UTC (2 days ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | jjbinx007 wrote:
       | I've often wondered, is this vaguely analogous to the quantum
       | wave function and what's happening when particles try all
       | possible paths?
        
         | _Nat_ wrote:
         | Related links:
         | 
         | https://en.wikipedia.org/wiki/Pilot_wave_theory
         | 
         | https://en.wikipedia.org/wiki/De_Broglie%E2%80%93Bohm_theory
         | 
         | https://en.wikipedia.org/wiki/Hydrodynamic_quantum_analogs
        
           | jjbinx007 wrote:
           | Thank you
        
       | grupthink wrote:
       | A computer is a computer, and our universe is a computer. So,
       | it's possible we're living in a simulation but not one that was
       | intentionally constructed by a higher life form, but rather, a
       | simulation that emerged from nature (e.g. electrons whizzing
       | along the surface of silica rock on a desolate planet). Our
       | universe could recursively be computers all the way down.
        
         | AltruisticGapHN wrote:
         | The simulation theory simply postpones the hard problem of
         | consciousness. It's like a magician trick, pulling wool over
         | the eyes, moving your attention away from the real problem long
         | enough, so that you stop thinking about it.
        
           | User23 wrote:
           | The simulation theory is literally a species of creationism,
           | which I find quite amusing.
        
           | munchbunny wrote:
           | How so? By "hard problem" do you mean defining what
           | consciousness is?
        
           | quickthrower2 wrote:
           | Even without consciousness, the existence of the universe
           | faces the same causality issues.
        
             | docandrew wrote:
             | All the talk of simulations, multiverses, etc is IMO
             | expending a lot of effort to avoid facing the possibility
             | of a Creator - the "uncaused cause" or something existing
             | outside of time and space.
        
               | programmer_dude wrote:
               | The presence of a creator does not change anything. Who
               | created the creator?
        
               | docandrew wrote:
               | That's the point - something completely beyond our
               | notions of causality or the arrow of time has to be at
               | the foundation of it.
        
               | NayamAmarshe wrote:
               | The creator remains without a creation. The notion that
               | most schools of thought have is, the creator is unborn
               | and born at the same time and has always existed. Creator
               | does not have a point of creation, not even death because
               | those rules only apply to the materialistic universe.
        
               | programmer_dude wrote:
               | That's quite a cop out. Excuse me if I don't take your
               | word for it.
        
               | EventH- wrote:
               | It isn't a cop out because the creator in the conclusion
               | of this type of argument (e.g. Aquinas' third way) is not
               | just another contingent being like other things, but
               | rather a being whose existence is necessary in itself.
        
         | bryanrasmussen wrote:
         | >it's possible we're living in a simulation but not one that
         | was intentionally constructed by a higher life form,
         | 
         | what about a simulation constructed by us. the conceit of The
         | Invisibles comics.
        
         | NayamAmarshe wrote:
         | A computer is always imperfect though, compared to the
         | universe, which is very stable and extremely perfect to the
         | last detail. I don't think we can even compare since the scale
         | and the domain is so vast.
        
           | codetrotter wrote:
           | If a tree is standing in a forest, but no one is there to
           | watch it. Does the tree get rendered every frame?
        
             | ndsipa_pomu wrote:
             | No, it doesn't.
        
             | NayamAmarshe wrote:
             | Depends on the programmer.
        
               | yazaddaruvala wrote:
               | Depends on the hardware being targeted.
        
               | polishdude20 wrote:
               | Depends on the deadline
        
             | archerx wrote:
             | Yes, it does.
        
         | archerx wrote:
         | If it is a simulation, what is it simulating? There would have
         | to be a "real" reference to compare against?
        
           | jasamer wrote:
           | I don't think a simulation needs to simulate anything real.
           | Eg. if I have a program that runs Conway's game of life, that
           | would be also be a simulation, but there's nothing "real" it
           | references against.
           | 
           | In other words, the universe simulating ours might work
           | completely differently, and some beings there are just
           | testing how different laws of physics (i.e. ours) work out.
        
             | archerx wrote:
             | The definition of simulation is:
             | 
             | imitation of a situation or process. "simulation of blood
             | flowing through arteries and veins"
             | 
             | I love the game of life but I don't really consider it a
             | simulation, it's a toy that with the right parameters could
             | simulate something.
        
             | wruza wrote:
             | _some beings there are just testing how different laws of
             | physics (i.e. ours) work out_
             | 
             | Or there is a practical use like energy extraction. Or they
             | live (if that even applies) in a universe that generates
             | what our closest concepts of are e.g. time and energy, and
             | they have to spend them massively in simulations to
             | survive. Or their laws of nature tend to overcommunicate
             | (dilute) them into a single being, so they simulate
             | everything we see for islands of "themselves" to remain
             | distinct. They split themselves endlessly with perception
             | because that's the trick in their situation.
             | 
             | One of my nightmares is to wake up from this and realize
             | you woken up from a mild depression into a horror of a true
             | existence, and this isn't even a final level. Makes sense,
             | since if god is infinite, why shouldn't he be infinitely
             | suffering. Why would he (you) create all this if not to
             | escape from null-reality.
        
           | zamadatix wrote:
           | If I launch a random cellular automaton there isn't as much a
           | real reference I'm trying to compare it to as just seeing
           | what cool things it does. Maybe I can coax it into something
           | comparable if I want, e.g. pick rule 110 and set it up to run
           | ChatGPT and write this comment, but the only "realness"
           | requirement is it follow what logic allows not it has a real
           | reference it's supposed to emulate and be compared to.
        
             | archerx wrote:
             | I wouldn't call that a simulation though, it's just a
             | looping process with rules. A simulation implies imitation,
             | so if it's not imitating anything is it a simulation?
        
               | grupthink wrote:
               | It would be simulating causality. If you had a water maze
               | that was large enough - with enough gates, switches, and
               | circuits - then it would be turing complete and simulate
               | its own universe. But the more likely scenario is that it
               | doesn't compile into anything. The point is, given enough
               | time, and space (it's going to be one large maze) it's
               | capable of applying the same rules of causality, and
               | calculating the same math across all universes. That
               | said, if your quarks and neutrinos blip in and out of
               | existence, you can blame it on the turbulent water
               | maze(s) higher in our simulation stack. :)
        
           | quickthrower2 wrote:
           | Factorio running inside minecraft running inside roblox.
        
             | archerx wrote:
             | Turtles all the way down...
        
       | DavidPiper wrote:
       | > [2:39] ... Actually a maze becomes very easy to solve if you
       | colour the two parts separately.
       | 
       | Breezing through that example like he didn't just blow my mind,
       | wow. It makes so much intuitive sense.
        
         | lupire wrote:
         | Unless you are the maze constructor, coloring the maze pieces
         | is at least as hard as solving it.
        
           | hinkley wrote:
           | If you color it the way he describes solving the maze (by
           | keeping one hand on the wall the whole time), then solving it
           | and coloring it should be the same operation, yes? Because if
           | you haven't touched part of that wall yet, then you aren't at
           | the exit. And anything you haven't touched is part of a
           | different piece.
        
       | [deleted]
        
       | dukeofdoom wrote:
       | can this work with light? how would it be different. just trying
       | to imagine a light solving a maze
        
         | CyberDildonics wrote:
         | Light goes in a straight line an reflects. If the walls are
         | diffuse, a tiny amount of light is always going to make it out
         | at some point, but what does that have to do with this?
        
       | JumpCrisscross wrote:
       | Now do it with a superfluid [1].
       | 
       | [1] https://en.m.wikipedia.org/wiki/Superfluidity
        
       | bilsbie wrote:
       | Not sure if mazes are np complete but if so could we map other
       | problems into maze designs and the water can solve problems for
       | us?
        
         | patates wrote:
         | If you extend the definition of the maze a bit, aren't all
         | circuits mazes?
         | 
         | But then, you can keep extending it and say that _everything_
         | is a computer and also a maze.
         | 
         | Anyway, the brain gymnastics is a lot of fun, at least for me.
        
         | xmcqdpt2 wrote:
         | They are not NP at all. A perfect maze (with one solution) as a
         | connectivity graph is a tree. Finding the path through a tree
         | can be done by DFS in linear O(N) time.
        
           | brokensegue wrote:
           | all P problems are in NP \pedantic
        
         | thih9 wrote:
         | I thought we decided to use electricity and silicon mazes
         | instead?
         | 
         | But there were attempts to use water too, e.g. MONIAC:
         | https://en.m.wikipedia.org/wiki/MONIAC
        
       | agilob wrote:
       | Would this work as well if the maze had horizontal path instead
       | vertical, when gravity and bottom-up air pressure wouldn't be
       | helping the water find the path? I think it would look more like
       | the one from Bergman Joe.
        
       | [deleted]
        
       | noobcoder wrote:
       | You should check how bacterias navigate through mazes. They can
       | navigate through complex environments (chemotaxis and swarming).
       | Bacteria can sense gradients of chemicals and adjust their
       | movements accordingly to find the optimal path through a maze.
       | The ability of bacteria to communicate and coordinate their
       | movements to solve more complex mazes is hella impressive.
        
         | agilob wrote:
         | Sounds like more known name for it is "ant colony
         | optimisation". Lots of computer science algorithms and
         | structures are based on that principle
         | 
         | https://en.wikipedia.org/wiki/Ant_colony_optimization_algori...
        
       | Darky wrote:
       | Simple video, yet fascinating
        
       | ulucs wrote:
       | So it's basically A* with higher scores when going towards
       | gravity, very cool.
       | 
       | Another physics problem analogue I really like is the problem of
       | fastest travel from point A to point B when you have to cross a
       | river. One approach to solve is is to treat it as a minimization
       | problem by writing down everything, another one is to realize
       | light beams have already solved this problem for you, and the
       | problem becomes much simpler when your river entry angle a and
       | swimming angle b have to satisfy (sin a)/v_walking = (sin
       | b)/v_swimming and the fastest path is the one which just happens
       | to satisfy this angle constraint
        
         | PartiallyTyped wrote:
         | Assuming the heuristic follows triangle inequality, then it is
         | A*.
        
         | lazyant wrote:
         | animals like ants and dogs intuitively "solve" the equation too
        
       | scarmig wrote:
       | Reminded me:
       | 
       | https://en.m.wikipedia.org/wiki/Water_integrator
       | The Water Integrator (Russian: Gidravlicheskii integrator
       | Gidravlicheskiy integrator) was an early analog computer built in
       | the Soviet Union in 1936 by Vladimir Sergeevich Lukyanov. It
       | functioned by careful manipulation of water through a room full
       | of interconnected pipes and pumps. The water level in various
       | chambers (with precision to fractions of a millimeter)
       | represented stored numbers, and the rate of flow between them
       | represented mathematical operations. This machine was capable of
       | solving inhomogeneous differential equations.
       | 
       | Also see "A brief history of liquid computers":
       | https://royalsocietypublishing.org/doi/10.1098/rstb.2018.037...
        
         | miketery wrote:
         | When I first started learning EE I conceptualized it with
         | water. Ie voltage / potential is a higher water level vs else
         | where. But this takes it to a whole new level, impressive!
        
           | [deleted]
        
           | pradn wrote:
           | There's a whole Wikipedia page for the water-electricity
           | analogy:
           | 
           | https://en.wikipedia.org/wiki/Hydraulic_analogy
        
           | marcosdumay wrote:
           | If you search the web (or only Youtube), there are even
           | digital water computers out there.
        
       | GistNoesis wrote:
       | Inspired by Steve mould, I had some fun doing something quite
       | similar a while ago experimenting with Bell Siphon, 3d printing,
       | and numerical simulation. If this interest someone here I just
       | pushed it to Thingiverse now
       | https://www.thingiverse.com/thing:5948252
       | https://www.youtube.com/watch?v=S748mcM0MSg
       | 
       | As Steve showed, it's particularly important to take into account
       | both air and water.
       | 
       | There is still some work needed to make it Sim2Real and optimize
       | the design automatically.
       | 
       | The ambitious end-goal, is to have a cascading siphon (not so
       | dissimilar than the flushing mechanism in your toilet) that can
       | reliably be switched on by a single additional drop of water.
       | (Currently I achieve this goal using a Shishi Odoshi fountain to
       | arm the siphon very reliably but it still has one moving part,
       | but that's a story for another day).
       | 
       | Quite fun, messy and time-consuming rabbit-hole to go down to,
       | cause you need to get the details right.
        
         | jagged-chisel wrote:
         | > 404 you've reached the end of the thingiverse
        
           | GistNoesis wrote:
           | Sorry republished it, should be OK now
        
       | OscarCunningham wrote:
       | For sufficiently large mazes it must get harder to push the water
       | through. Water can't solve a Tesla valve.
       | (https://en.wikipedia.org/wiki/Tesla_valve)
        
         | bell-cot wrote:
         | Yes, water can solve a Tesla valve:
         | 
         | > Steady flow experiments, including with the original design,
         | however, show smaller ratios of the two resistances* in the
         | range of 2 to 4.[6] It has also been shown that the device
         | works better with pulsatile flows.[6]
         | 
         | *Ratio of resistance to water flowing "forward" vs. "backward"
         | through the Tesla valve.
         | 
         | Though if you stretch things far enough - say, a thick layer of
         | "waterproof" clay - your statement is correct for _most_
         | purposes.
        
           | hinkley wrote:
           | Rectifying diodes also have limitations for how much reverse
           | voltage they can block. When I fiddled with circuitry I was
           | surprised how low that could be for cheap rectifiers. It sank
           | some of my naive designs.
           | 
           | Real circuits can have transistors or resettable fuses to
           | handle out-of-spec situations and shut down.
        
         | [deleted]
        
       | beanjuice wrote:
       | This reminds me of this classic paper [1] "Maze Solving by
       | Chemotactic Droplets". Oil droplets sense a chemical gradient as
       | variation of interfacial tension, using what is commonly known as
       | the "Tears of wine", or Marangoni effect, to propel themselves to
       | the exit.
       | 
       | [1] https://pubs.acs.org/doi/full/10.1021/ja9076793
        
       | s-macke wrote:
       | If you are using a gas rather than a liquid, it is even simpler.
       | Just set a high pressure at the beginning and a low pressure at
       | the end. The gas will automatically follow the steepest part of
       | the pressure gradient.
       | 
       | The static solution can be calculated by solving the Poisson
       | equation. In [1] you can see a small implementation of the idea.
       | 
       | [1] https://simulationcorner.net/maze/
        
         | willis936 wrote:
         | Some if Buls Berglund's recent videos about waves in mazes made
         | me realize this.
         | 
         | Funnily enough he uploaded a video two hours ago that shows
         | what it looks like.
         | 
         | https://youtu.be/lBLlYmM6tjU
        
         | chriswarbo wrote:
         | This reminds me of Collaborative Diffusion
         | https://en.wikipedia.org/wiki/Collaborative_diffusion
         | 
         | A classic example is programming the ghosts in pacman to trap
         | the player, which seems to require a sophisticated,
         | collaborative strategy. Instead, a much simpler solution is to
         | make a "pacman smell" diffuse through the maze:
         | 
         | - The cell containing pacman has its "smell" clamped to 1
         | 
         | - Cells containing walls and ghosts have their "smell" clamped
         | to 0
         | 
         | - The "smell" of an empty cell is the average of its neighbours
         | 
         | This way, dumb hill-climbing will move the ghosts along the
         | fastest route to the player. "Collaborative" behaviour emerges
         | from the "smell" being clamped to 0 by ghosts: if a route to
         | the player is already blocked-off by a ghost, those behind will
         | not get any "smell" from that direction, and will take other
         | routes instead; effectively cutting-off all of the escape
         | routes. (I implemented this in Pygame many years ago, and it
         | was no fun to play, since the ghosts were way too smart!)
        
           | mhink wrote:
           | I never knew there was a proper term for this technique! In
           | the roguelike development community, these are known as
           | "Dijkstra maps", and people use them for all sorts of things.
           | [1] One of the coolest tricks the article describes is the
           | idea of constructing several different Dijkstra maps for a
           | particular game map, and then multiplying them together under
           | certain circumstances to get a net weight for each tile.
           | 
           | 1: http://www.roguebasin.com/index.php/The_Incredible_Power_o
           | f_...
        
         | xmcqdpt2 wrote:
         | AFAIK this would also work with an incompressible fluid like
         | water if you started the maze fully filled than add a sink at
         | the exit and a source at the entrance. You wouldn't have any
         | bubbles in that case and the current would flow along the
         | solution.
        
           | simondotau wrote:
           | It would be interesting to see what would happen to a fully
           | filled maze if, once you got a steady continuous flow at the
           | entrance and exit, you injected some dye into the water at
           | the maze entrance.
        
             | fooker wrote:
             | It would have been even more interesting if this was not in
             | the linked video!
        
       | mnw21cam wrote:
       | He's wrong about why that maze towards the end of the video
       | doesn't empty out the supply tank. It's not surface tension, but
       | rather it is the fact that the path goes up and down. The down
       | parts of the path will be filled with air, and the up parts will
       | be filled with water. Water is more dense than air, so the supply
       | must have more pressure than the sum of all the heights of the up
       | parts in order for water to flow.
       | 
       | This is why you don't have water pipes in your house go up and
       | down loads of times. It can cause an air lock preventing water
       | from flowing.
        
         | pjsg wrote:
         | Yeah -- I was disappointed that he didn't show an example of a
         | maze which is not solved by water (for a finite amount of
         | head). I most often experience this phenomenon is when I'm
         | putting the garden hoses away for the winter when you want all
         | the water out of them. However, if they tend to curl up, then
         | you can get into the state where the water won't come out of
         | the hose once some air gets in. The only solution is to
         | straighten them out.
        
           | kurthr wrote:
           | I agree. It's weird, because I have to believe he realizes
           | how it works (eg what it can "solve" and what it can't). Just
           | demonstrating a little though experiment would go a long way.
        
         | Retric wrote:
         | Mostly, but surface tension in aggregate is meaningful.
         | 
         | Surface tension is doing two things, first it's contributing to
         | back pressure several times in the same way it's just barely
         | keeping water from over topping. Secondly it's taking up volume
         | in air pockets thus increasing the pressure of those pockets.
         | So, if he added soap to reduce surface tension the tank
         | wouldn't empty but it would end up lower. My guess is roughly
         | an inch but it's worth testing.
        
           | mywacaday wrote:
           | What's great about this video and the discussion is that
           | something as familiar as water can have new and non intuitive
           | things to learn about it. Are there any other examples of
           | common things that have non obvious behaviour from every day
           | experience?
        
             | 123pie123 wrote:
             | water has a fair number interesting properties
             | 
             | https://www.chemistryworld.com/features/the-weirdness-of-
             | wat...
        
             | krisoft wrote:
             | > Are there any other examples of common things that have
             | non obvious behaviour from every day experience?
             | 
             | How about the chain fountain (also from Steve Mould):
             | https://www.youtube.com/watch?v=_dQJBBklpQQ
        
             | dr_kiszonka wrote:
             | Sounds like great AskHN material to me, especially if you
             | allow computers-related answers : - )
        
             | olejorgenb wrote:
             | ZipString/string shooter:
             | https://www.youtube.com/watch?v=rffAjZPmkuU (other videos:
             | https://www.youtube.com/watch?v=SOEXXlXi4RA /
             | https://www.youtube.com/watch?v=f2krPkJ1pfs)
             | 
             | Slightly related:
             | https://www.youtube.com/watch?v=BSSecjKRxEE (slow moving
             | waves in moving rope)
             | 
             | Bruce Yeany have many good videos covering various physics
             | phenomena.
        
             | btilly wrote:
             | If you pump air through sand, it turns into a fluid.
             | https://thekidshouldseethis.com/post/royal-institution-
             | fluid... An important example application is in getting
             | grain to flow smoothly out of a grain silo.
             | 
             | Some substances are "non-Newtonian fluids" meaning that
             | they are liquid normally but turn solid under pressure.
             | Famously, a mixture of cornstarch and water does this,
             | which kids can have endless fun with:
             | https://www.youtube.com/watch?v=Fnd-2jetT1w An example
             | application is bulletproof vests which allow their wearers
             | to move normally but will stop a bullet.
        
         | jplona wrote:
         | https://youtu.be/zdkp9N3qfkI is a good overview of air lock.
        
         | quickthrower2 wrote:
         | I thought so, because the first area of surface tension he
         | pointed out is disconnected from the rest of the water. So that
         | surface tension alone would have to explain it. But there was a
         | lot of water up there!
         | 
         | I guess it is the same as the upsidedown glass of water with a
         | sheet of paper underneath trick.
        
         | btbuildem wrote:
         | How does that reconcile with the syphon principle? You'd figure
         | that once the water is flowing out of the end, even if the tank
         | was below some of the water's path, the flow would continue
         | until all the water was gone.
        
           | mnw21cam wrote:
           | Siphons work best once air has been excluded from the path.
           | In fact, they work exactly as the opposite to why this maze
           | isn't draining the whole source tank. In a working siphon,
           | the head of water in the downwards direction is greater than
           | the head of water in the upwards direction, which pulls the
           | water forwards. In this case, because of the air columns in
           | the down direction, there is a greater head of water in the
           | upwards direction than the downwards direction, causing a
           | reverse back-pressure.
        
             | CrazyStat wrote:
             | Yep. It's easy to test for yourself that a siphon will
             | quickly stop working if you let too much air into it.
             | 
             | This is also why you can't make very tall siphons, as if
             | the pressure gets too low at the top the water will boil
             | off, create a gas pocket of water vapor, and stop the
             | siphon.
        
       | huhtenberg wrote:
       | Very nice.
       | 
       | I think that the explanation given for why the water stops
       | flowing [1] is wrong. It has likely less to do with the surface
       | tension "on the lip" (see video) and more with the fact that that
       | all air bubbles in the maze become pressurized and their
       | cumulative pressure is enough to push back on the water trying to
       | get into the maze and prevent it from flowing in.
       | 
       | I do agree though that it's a rather unexpected behavior.
       | 
       | [1] https://www.youtube.com/watch?v=81ebWToAnvA&t=370
        
         | rrobukef wrote:
         | It shouldn't be, because every bit of upwards pressure towards
         | the exit is compensated by the same amount of downwards
         | pressure on the path before. I'm surprised there is that much
         | static resistance in the maze.
        
           | [deleted]
        
       | tromp wrote:
       | Maze solving by gravity assisted literal flood-fill [1]
       | 
       | https://en.wikipedia.org/wiki/Flood_fill
        
       | andreygrehov wrote:
       | This reminds me of The Dumbest Way To Solve A Maze [1] by
       | Numberphile - similar approach. Posted on HN before [2]
       | 
       | [1] https://www.youtube.com/watch?v=BvwgdrC8vlE
       | 
       | [2] https://news.ycombinator.com/item?id=32799511
        
       | UncleOxidant wrote:
       | You can also solve a maze with Cellular Automata:
       | https://github.com/philtomson/CellularAutomata#you-can-solve...
        
       | 1970-01-01 wrote:
       | The practical application of this fluid maze is the automatic
       | transmission's valve body:
       | 
       | https://youtube.com/v/u4kM67f_P3A?t=23
       | 
       | Tangent: Change your transmission fluid. Lifetime transmission
       | fluid spec is the lifetime of your vehicle's powertrain warranty.
        
       | freetime2 wrote:
       | The thing that I found most interesting was actually the little
       | side discussion about all mazes being two pieces. Something that
       | I had never considered, but seems fairly self evident (assuming
       | only one path exists through the maze).
       | 
       | Also makes me wonder what a proof would look like.
        
         | [deleted]
        
         | albert_e wrote:
         | Hmm interesting indeed. He also shows that you can use the
         | "bucket fill" paint tool on any part of the maze to
         | automatically highlight and visually "separate" that half from
         | the other half of the maze.
         | 
         | Now can we use THIS property to automatically solve a maze?
         | make the WALLS of the MAZE themselves out of transparent TUBES
         | and fill THEM with dyed water? An then the solved maze is
         | simply the path that always has dyed walls on one side and
         | transparent walls on the other. Not sure what the mathematical
         | proof for this will look like but sounds nearly as good as the
         | original "water can solve a maze" proof?
        
           | delecti wrote:
           | Most maze solving algorithms don't really interact with the
           | maze in that way. You generally act on cells/spaces and
           | whether or not the adjacent cells are connected or blocked.
           | 
           | To use this property on a maze you'd have to traverse the
           | whole maze using the typical cell adjacency, reconstruct it
           | in a format that lets you bucket fill the walls, do that, and
           | then also construct an algorithm which acts using the
           | different colored walls. It only really works for a person
           | interacting with a maze in a format where they can bring it
           | into a picture editor.
        
         | jollyllama wrote:
         | This reminds me of trying to imagine a "Flatland" creature's
         | biology; you can't really have one with a digestive tract.
        
           | bmc7505 wrote:
           | You could have, the creature would just need a pair of
           | zippers that unzip and zip the digestive tract as materials
           | pass through, a bit like RNA polymerase unwinds and rewinds a
           | strand of DNA. The zipper's teeth could act as conduits for
           | the nervous and circulatory systems.
        
         | btbuildem wrote:
         | > all mazes being two pieces
         | 
         | This is true for mazes with only one path from start to end.
         | Each additional path necessitates a separate piece (path
         | permutations nonwithstanding)
        
           | jeanlucas wrote:
           | He says that in the video...
        
           | Moissanite wrote:
           | > mazes with only one path from start to end
           | 
           | One of my favourite bits of trivia: it is this property
           | (being "unicursal") which leads to a maze being more
           | specifically characterized as a labyrinth.
        
             | moefh wrote:
             | That's interesting, but it's a weird definition. In the
             | myth of the Minotaur, the labyrinth Theseus is trapped in
             | surely must have branches (or he wouldn't need a ball of
             | thread), so it doesn't fit this definition.
             | 
             | Wikipedia[1] also notes this contradiction:
             | 
             | > Although early Cretan coins occasionally exhibit
             | branching (multicursal) patterns, the single-path
             | (unicursal) seven-course "Classical" design without
             | branching or dead ends became associated with the Labyrinth
             | on coins as early as 430 BC, and similar non-branching
             | patterns became widely used as visual representations of
             | the Labyrinth - even though both logic and literary
             | descriptions make it clear that the Minotaur was trapped in
             | a complex branching maze.
             | 
             | [1] https://en.wikipedia.org/wiki/Labyrinth
        
         | bootsmann wrote:
         | This is a consequence of max flow/min cut duality if I recall
         | correctly.
        
         | ndsipa_pomu wrote:
         | > Also makes me wonder what a proof would look like.
         | 
         | Start with the simplest possible maze (i.e. one square with a
         | start and a finish) which will be in two pieces. Then show that
         | all possible additions will not add further pieces except for
         | when you "cut" into an existing piece to make a separate non-
         | solution route (i.e. a looped route that takes you back to the
         | same point).
         | 
         | (Having any loops in the maze would break the condition of
         | there being only one solution as you could take a detour round
         | the loop as many times as you like and thus have an infinite
         | number of "solutions")
        
           | latortuga wrote:
           | This comment took me straight back to Discrete Math in
           | college, learning about inductive reasoning.
        
           | dmurray wrote:
           | > (Having any loops in the maze would break the condition of
           | there being only one solution as you could take a detour
           | round the loop as many times as you like and thus have an
           | infinite number of "solutions")
           | 
           | The loop could be somewhere inaccessible from the starting
           | point. Perhaps your logic holds if you insist that all
           | pathways in the maze are connected, though.
        
             | ndsipa_pomu wrote:
             | Or define that the "maze" is the collection of all the
             | reachable areas from the start position. Then, it doesn't
             | matter what you do in inaccessible areas as they're not
             | part of the maze.
        
               | krisoft wrote:
               | Meh. Sophistry. Changing definitions to get unexpected
               | results is boring.
               | 
               | The simple truth is that the original proposition "all
               | mazes being two pieces" is just false.
               | 
               | Obviously false when you have multiple exists, or when
               | there is only one exit/entrance and the goal is to reach
               | the middle of the maze. But even if we stick to one
               | entrance one exit mazes you can have multiple paths from
               | exit to entrance which cut the maze into multiple pieces.
               | 
               | But even if we constrain ourselves to one entrance, one
               | exit mazes with a single solution path you can trivially
               | construct a maze inside a large room without connecting
               | it to the walls. Thus creating a third piece to the maze.
               | 
               | It is just simply false.
        
               | ndsipa_pomu wrote:
               | I'd consider it to be specifying the "maze" more
               | accurately. The idea is to be able to come up with an
               | interesting statement (such as "all mazes of this type
               | can be made of just two pieces"), but if you include non-
               | reachable areas as part of the maze, then it reduces the
               | number of interesting statements available but also
               | doesn't add to the process of examining the routes and
               | solution.
               | 
               | If you consider the same type of maze but have it in
               | three dimensions, then all of them can be made out of
               | just one piece, so it's clear that the definition of
               | "maze" is too encompassing.
        
               | ndsipa_pomu wrote:
               | >But even if we constrain ourselves to one entrance, one
               | exit mazes with a single solution path you can trivially
               | construct a maze inside a large room without connecting
               | it to the walls. Thus creating a third piece to the maze.
               | 
               | I would be intrigued to see that "trivial" solution - how
               | do you prevent there being two routes (and thus
               | solutions) around the third piece without connecting it
               | to the wall?
        
               | krisoft wrote:
               | I see what you are saying, yes the maze wouldn't have
               | only a single solution after the construction of an inner
               | maze.
        
               | frivfkg wrote:
               | In the literature on mazes, the distinction you are
               | talking about is described to using the terms "simply
               | connected" abd "multiply connected" from topology.
               | 
               | See e.g. https://www.britannica.com/topic/number-
               | game/Mazes
        
         | danjc wrote:
         | Did you see this by any chance?
         | https://twitter.com/matthen2/status/1642236406465454082?s=46...
        
         | pxeger1 wrote:
         | You can make a maze with only one path (other than paths that
         | double back on themselves), but has three pieces:
         | https://i.imgur.io/R4j6TH3_d.png
         | 
         | I think this is basically a flaw in the intuitive definition
         | (or maybe only _my_ intuitive definition) of  "doubling back".
        
           | patates wrote:
           | That maze has 3 solutions though. If there is only one
           | solution, without reversing, it has to be 2 pieces.
        
           | pwagland wrote:
           | Except that this maze clearly has at least two solutions.
           | Straight through the corridor, or via the loop. And that's
           | assuming you don't wander around the loops n times.
        
             | kolinko wrote:
             | Three solutions if you want to be nitpicky. You can go
             | around the clockwise, and counter-clockwise :)
        
               | redblacktree wrote:
               | Infinite solutions. You can take as many loops as you
               | like before continuing to the exit.
        
             | pxeger1 wrote:
             | But, to me, that requires doubling back on yourself (going
             | through the little passageway twice). This is what I meant
             | by my definition of going back on yourself being wrong
        
           | xmcqdpt2 wrote:
           | In your case there are technically two paths through the maze
           | (straight through and going through the loop).
        
         | Enginerrrd wrote:
         | >Also makes me wonder what a proof would look like.
         | 
         | I think you need to be very careful in how you define a maze,
         | lest you run the risk of rediscovering the difficulties
         | involved with the Jordan Curve Theorem.
        
       ___________________________________________________________________
       (page generated 2023-04-03 23:02 UTC)