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Tanya Khovanova

Publications and source records attributed to Tanya Khovanova.

At least 19 recordsLinked to original sources

Fair Duels after a False Start

In the fair dueling game, two players take turns shooting at each other, with the turn order defined by the following fairness criterion: the next shot is assigned to the player who is less likely to have won the duel so far. Cooper and Dutle showed that when both players have the same probability $p$ of a successful shot, the shooting sequence converges to the Thue--Morse sequence as $p \rightarrow 0$. We extend this model by forcing the sequence to begin with an arbitrary finite prefix before reverting to this fairness criterion. We prove that this initial disruption fundamentally alters the sequence's eventual behavior: in the $p \rightarrow 0$ limit, unless the initial prefix is itself a prefix of the Thue--Morse sequence or its complement, the resulting sequence is eventually periodic. Moreover, the least period is a power of 2 that is at most $4^{n+1}$, where $n$ is the length of the prefix, and the repeating block is itself a prefix of the Thue--Morse sequence.

math.CO↗

Immensely Questionable Tests

We study self-referential multiple-choice tests in which the answer choices are positive integers and the question asks how many answer choices are correct. These tests quickly lead to several kinds of ambiguity and paradox. The paper presents the ideas through a dialogue between Queen Tanya and her ten sages, developing a framework for studying these immensely questionable tests.

math.HO↗

Self-Referential Tests

We study self-referential multiple-choice tests with the question: \emph{How many correct answer choices are there?} The answer choices are positive integers. A value $a$ is called \emph{valid} if it occurs exactly $a$ times among answer choices. The \emph{cost} of a test is the sum of all answer choices, linking the problem to integer partitions. Using this framework, we define solvable and $k$-solvable tests and derive generating functions that enumerate them by cost, number of distinct valid values, and number of options. We also investigate extremal questions, including minimum costs and the maximum possible number of valid values. The paper was inspired by a puzzle from \emph{Mathematical Puzzles and Curiosities}.

math.GM↗

Lonely Solids

A three-dimensional solid has the Rupert property if a congruent copy of the solid can pass through a hole cut through it without splitting it. We extend this idea to pairs of convex solids: two solids are called \textit{friends} if each can pass through a suitable hole in the other. A solid is called \textit{lonely} if it has no friends, including itself. We show that a convex solid is lonely if and only if it has constant width. We also show that every convex solid that does not have constant width has a particularly simple friend: an arbitrarily long and arbitrarily thin rectangular cuboid. Finally, we prove that all non-constant-width convex solids lie in a single connected component of the friendship graph. More precisely, any two such solids are connected by a chain of at most ``three handshakes''.

math.HO↗

From a Voucher Puzzle to Extremal Sums of Adjacent Products

Motivated by a self-referential puzzle, we study sequences of voucher price tags in which each choice multiplies the cost of the following one. We connect the puzzle setting to classical permutation statistics, introducing the \textit{voucher cost} alongside the related \textit{pairwise} and \textit{loop} costs. This perspective allows us to translate questions about budgeting into extremal problems on permutations. We review known results for permutations of ${1,2,\dots,n}$ and extend them to arbitrary sets of distinct non-negative price tags.

math.CO↗

Minimal 3-regular Penny Graph

We prove that a 3-regular penny graph has at least 16 vertices and show that such a graph with 16 vertices exists.

math.CO↗

PRIMES STEP Experience

PRIMES STEP is a mathematical outreach program established at MIT in 2015. STEP students study advanced topics beyond the school curriculum and conduct group research projects, often leading to publication. This article discusses the program's history, admissions process, lesson organization, interactive teaching style, and teamwork, and provides advice on how to choose research projects, encourage students, and keep them engaged. This paper would be useful for math teachers and instructors in after-school math programs.

math.HO↗

Chip-firing on the Lattice of Nonnegative Integer Points

Chip-firing on a directed graph is a game in which chips, a discrete commodity, are placed on the vertices of the graph and are transferred between vertices. In this paper, we study a chip-firing game on the Hasse diagram of the lattice of nonnegative integer points on the plane, where we start with $2^n$ chips at the origin. When we fire a vertex $v$, we send one chip to each out-neighbor. We fire until we reach a stable configuration, a distribution of chips where no vertex can fire. We study the intermediate firing configuration: a table that assigns to each vertex the total number of chips that pass through it. We prove that the nonzero entries of the stable configuration correspond to the odd entries of the intermediate configuration. The intermediate configuration consists of three parts: the top triangle, the midsection, and the bottom triangle. We describe properties of each part. We study properties of each row and the number of rows of the intermediate configuration. We also explore properties of the difference tables, which are tables of first differences of each row of the intermediate firing configuration.

math.CO↗

Permutation-based Strategies for Labeled Chip-Firing on $k$-ary Trees

Chip-firing is a combinatorial game on a graph, in which chips are placed and dispersed among its vertices until a stable configuration is achieved. We specifically study a chip-firing variant on an infinite, rooted, directed $k$-ary tree where we place $k^n$ chips labeled $0,1,\dots, k^n-1$ on the root for some nonnegative integer $n$, and we say a vertex $v$ can fire if it has at least $k$ chips. When a vertex fires, we select $k$ labeled chips and send the $i$th smallest chip among them to its $i$th leftmost child. A stable configuration is reached when no vertex can fire. In this paper, we focus on stable configurations resulting from specific firing strategies based on permutations of $1, 2, \dots, n$. We then express the stable configuration as a permutation of $0,1, 2, \dots, k^n-1$ and explore its properties, such as the number of inversions and descents.

math.CO↗

Card Dealing Math

Various card tricks involve under-down dealing, where alternatively one card is placed under the deck and the next card is dealt. We study how the cards need to be prepared in the deck to be dealt in order. The order in which the $N$ cards are prepared defines a permutation. In this work, we analyze general dealing patterns, considering properties of the resulting permutations. We give recursive formulas for these permutations, their inverses, the final dealt card, and the dealing order of the first card. We discuss some particular examples of dealing patterns and conclude with an analysis of several existing and novel magic card tricks making use of dealing patterns. Our discussions involve 30 existing sequences in the OEIS, and we introduce 44 new sequences to that database.

math.NT↗

Mathematics of Gozinta Boxes

We study the geometric aspects of the magic trick called Gozinta Boxes. We generalize Gozinta Boxes to other dimensions, and we show that in three and higher dimensions, the maximum number of boxes is 3, and in two dimensions, the maximum is 4. We discuss other properties of Gozinta Boxes and provide a plethora of examples.

math.GM↗

SET! From Groups to Games

The game of SET is one of the best mathematical games ever. It is no wonder that people have tried to generalize it. We discuss existing generalizations of the game of SET to different groups. We concentrate on two types of generalization: a) where a set consists of cards that multiply to the identity; b) where a set consists of three cards that form an arithmetic progression. We finish with a discussion of some properties of the games that influence how enjoyable they are.

math.HO↗

Labeled Chip-Firing on Directed $k$-ary Trees and Where Chips Land

Chip-firing is a combinatorial game played on a graph, in which chips are placed and dispersed on the vertices until a stable configuration is achieved. We study a chip-firing variant on an infinite, rooted directed $k$-ary tree, where we place $k^n$ chips labeled $1,2,3,\dots, k^n$ on the root for some nonnegative integer $n$. A vertex $v$ can fire if it has at least $k$ chips; when it fires, $k$ chips are selected, and the chip with the $i$th smallest label is sent to the $i$th leftmost child of $v$. A stable configuration is reached when no vertices can fire. In this paper, we prove numerous properties of the stable configuration, such as that chips land on vertices in ranges and the lengths of those ranges. We also describe where each chip can land. This helps us describe possible stable configurations of the game.

math.CO↗

Chip-Firing on Infinite $k$-ary Trees

We use an infinite $k$-ary tree with a self-loop at the root as our underlying graph. We consider a chip-firing process starting with $N$ chips at the root. We describe the stable configurations. We calculate the number of fires for each vertex and the total number of fires. We study a sequence of the number of root fires for a given $k$ as a function of $N$ and study its properties. We do the same for the total number of fires.

math.CO↗

Chip Firing on Directed $k$-ary Trees

Chip-firing is a combinatorial game played on a graph in which we place and disperse chips on vertices until a stable state is reached. We study a chip-firing variant played on an infinite rooted directed $k$-ary tree, where we place $k^\ell$ chips on the root for some positive integer $\ell$, and we say a vertex $v$ can fire if it has at least $k$ chips. A vertex fires by dispersing one chip to each out-neighbor. Once every vertex has less than $k$ chips, we reach a stable configuration since no vertex can fire. We determine the exact number and properties of the possible stable configurations of chips in the setting where chips are distinguishable.

math.CO↗

On Chip-Firing on Undirected Binary Trees

Chip-firing is a combinatorial game played on an undirected graph in which we place chips on vertices. We study chip-firing on an infinite binary tree in which we add a self-loop to the root to ensure each vertex has degree 3. A vertex can fire if the number of chips placed on it is at least its degree. In our case, a vertex can fire if it has at least 3 chips, and it fires by dispersing $1$ chip to each neighbor. Motivated by a 2023 paper by Musiker and Nguyen on this setting of chip-firing, we give an upper bound for the number of stable configurations when we place $2^\ell - 1$ labeled chips at the root. When starting with $N$ chips at the root where $N$ is a positive integer, we determine the number of times each vertex fires when $N$ is not necessarily of the form $2^\ell - 1$. We also calculate the total number of fires in this case.

math.CO↗

Fibonacci Partial Sums Tricks

The following magic trick is at the center of this paper. While the audience writes the first ten terms of a Fibonacci-like sequence (the sequence following the same recursion as the Fibonacci sequence), the magician calculates the sum of these ten terms very fast by multiplying the 7th term by 11. This trick is based on the divisibility properties of partial sums of Fibonacci-like sequences. We find the maximum Fibonacci number that divides the sum of the Fibonacci numbers 1 through $n$. We discuss the generalization of the trick for other second-order recurrences. We show that a similar trick exists for Pell-like sequences and does not exist for Jacobhstal-like sequences.

math.HO↗

Card Tricks and Information

Fitch Cheney's 5-card trick was introduced in 1950. In 2013, Mulcahy invented a 4-card trick in which the cards are allowed to be displayed face down. We suggest our own invention: a 3-card trick in which the cards can be face down and also allowed to be placed both vertically and horizontally. We discuss the theory behind all the tricks and estimate the maximum deck size given the number of chosen cards. We also discuss the cases of hiding several cards and the deck that has duplicates.

math.HO↗