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Tanya Khovanova

Publications and source records attributed to Tanya Khovanova.

At least 37 records · Page 2Linked to original sources

Fibonometry and Beyond

In 2013, Conway and Ryba wrote a fascinating paper called Fibonometry. The paper, as one might guess, is about the connection between Fibonacci numbers and trigonometry. We were fascinated by this paper and looked at how we could generalize it. We discovered that we weren't the first. In this paper, we describe our journey and summarize the results.

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My Favorite Math Jokes

For many years, I have been collecting math jokes and posting them on my website. I have more than 400 jokes there. In this paper, which is an extended version of my talk at the G4G15, I would like to present 66 of them.

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$m$-Modular Wythoff

We introduce a variant of Wythoff's Game that we call $m$-Modular Wythoff's Game. In the original Wythoff's Game, players can take a positive number of tokens from one pile, or they can take a positive number of tokens from both piles if the number of tokens they take from the first pile is equal to the number of tokens they take from the second. In our variant, we weaken this equality condition to one of equivalence modulo $m$. We characterize the P-positions of our $m$-Modular variant as a finite subset of the P-positions of the known P-positions of the original Wythoff's Game.

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Archive Labeling Sequences

What follows is the story of a family of integer sequences, which started life as a Google interview puzzle back in the previous century when VHS video tapes were in use.

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Maximum Number of Quads

We study the maximum number of quads among $\ell$ cards from an EvenQuads deck of size $2^n$. This corresponds to enumerating quadruples of integers in the range $[0,\ell-1]$ such that their bitwise XOR is zero. In this paper, we conjecture a formula that calculates the maximum number of quads among $\ell$ cards.

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EvenQuads Game and Error-Correcting Codes

EvenQuads is a new card game that is a generalization of the SET game, where each card is characterized by three attributes, each taking four possible values. Four cards form a quad when, for each attribute, the values are the same, all different, or half and half. Given $\ell$ cards from the deck of EvenQuads, we can build an error-correcting linear binary code of length $\ell$ and Hamming distance 4. The quads correspond to codewords of weight 4. Error-correcting codes help us calculate the possible number of quads when given up to 8 cards. We also estimate the number of cards that do not contain quads for decks of different sizes. In addition, we discuss properties of error-correcting codes built on semimagic, magic, and strongly magic quad squares.

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Fractal Word Search: How Deep to Delve

We look at the puzzle \textit{In the Details} which appeared in the 2013 MIT Mystery Hunt and which gained fame as the \textit{fractal word search}. This seemingly impossible puzzle, whose solution could not fit the memory of a modern computer if the puzzle were solved using a brute-force approach, requires an understanding of its fundamental structure to be cracked. In this paper, we study fractal word searches in a general setting, where we consider one- and two-dimensional word searches with alphabets of any length and replacement rules of any size. We prove that the puzzle is solvable within a finite number of steps under this generalization and give an explicit upper bound on the latest level on which a word of a given length can appear for the first time in a given direction.

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What's for dessert?

Two people meet in a coffeehouse and decide to share one dessert from a menu of several possible choices. How should they choose which one? A method is presented that is intended to be practical, avoiding the need for long negotiations or complete menu rankings, while offering a high likelihood of satisfaction and fairness to both participants. The method is also extended to parties of 3 or more people sharing one item from a menu of several choices.

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Card Games Unveiled: Exploring the Underlying Linear Algebra

We discuss four famous card games that can help learn linear algebra. The games are: SET, Socks, Spot it!, and EvenQuads. We describe the game in the language of vector, affine, and projective spaces. We also show how these games are connected to each other. A separate section is devoted to playing Socks with the EvenQuads deck and vice versa.

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Quad Squares

We study 4-by-4 squares formed by cards from the EvenQuads deck. EvenQuads is a card game with 64 cards where cards have 3 attributes with 4 values in each attribute. A quad is four cards with all attributes the same, all different, or half and half. We define Latin quad squares as squares where the cards in each row and column have different values for each attribute. We define semimagic quad squares as squares where each row and column form a quad. For magic quad squares, we add a requirement that the diagonals have to form a quad. We also define strongly magic quad squares. We analyze types of semimagic and strongly magic quad squares. We also calculate the number of semimagic, magic, and strongly magic quad squares for quad decks of any size. These squares can be described in terms of integers. Four integers form a quad when their bitwise XOR is zero.

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SOS

SOS is a game similar to tic-tac-toe. We study a variety of variations of it played on a 1-by-$n$ rectangle. On our journey we change the target string to SOO, then study all target strings containing SSS, then go back to finite strings and study SOSO. Then we create a variation with two target strings SSSS-OOOO. We continue with misère games. After that we look at different changes of the board: we wrap the board around, add dimension, and allow it to expand. We end with a variation that came from the ultimate tic-tac-toe.

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Ending States of a Special Variant of the Chip-Firing Algorithm

We investigate a special variant of chip-firing, in which we consider an infinite set of rooms on a number line, some of which are occupied by violinists. In a move, we take two violinists in adjacent rooms, and send one of them to the closest unoccupied room to the left and the other to the closest unoccupied room to the right. We classify the different possible final states from repeatedly performing this operation. We introduce numbers $R(N,\ell,x)$ that count labeled recursive rooted trees with $N$ vertices, $\ell$ leaves, and the smallest rooted path ending in $x$. We describe the properties of these numbers and connect them to permutations. We conjecture that these numbers describe the probabilities ending with different final states when the moves are chosen uniformly.

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The Struggles of Chessland

This is a fairy tale taking place in Chessland, located in the Bermuda triangle. The chess pieces survey their land and trap enemy pieces. Behind the story, there is fascinating mathematics on how to optimize surveying and trapping. The tale is written by the students in the PRIMES STEP junior group, who were in grades 6 through 9. The paper has a conclusion, written by the group's mentor, Tanya Khovanova, explaining the students' results in terms of graph theory.

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Generalizing the Wythoff Array and other Fibonacci Facts to Tribonacci Numbers

In this paper, we generalize a lot of facts from John Conway and Alex Ryba's paper, \textit{The extra Fibonacci series and the Empire State Building}, where we replace the Fibonacci sequence with the Tribonacci sequence. We study the Tribonacci array, which we also call \textit{the Trithoff array} to emphasize the connection to the Wythoff array. We describe 13 new sequences.

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Combinatorial Aspects of the Card Game War

This paper studies a single-suit version of the card game War on a finite deck of cards. There are varying methods of how players put the cards that they win back into their hands, but we primarily consider randomly putting the cards back and deterministically always putting the winning card before the losing card. The concept of a \emph{passthrough} is defined, which refers to a player playing through all cards in their hand from a particular point in the game. We consider games in which the second player wins during their first passthrough. We introduce several combinatorial objects related to the game: game graphs, win-loss sequences, win-loss binary trees, and game posets. We show how these objects relate to each other. We enumerate states depending on the number of rounds and the number of passthroughs.

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Æquitas: Two-Player Counterfeit Coin Games

We discuss games involving a counterfeit coin. Given one counterfeit coin among a number of otherwise identical coins, two players with full knowledge of the fake coin take turns weighing coins on a two-pan scale, under the condition that on every turn they reveal some information to an Observer with limited prior knowledge about the coins. We study several games depending on the types of the counterfeit coin, the end-game condition, and the availability of extra genuine coins. We present the winning positions and the Grundy numbers for these games.

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Sequences of the Stable Matching Problem

In this paper, we begin by discussing different types of preference profiles related to the stable marriage problem. We then introduce the concept of soulmates, which are a man and a woman who rank each other first. Inversely, we examine hell-pairs, where a man and a woman rank each other last. We generate sequences enumerating preference profiles of different types. We also calculate sequences related to the egalitarian cost, or "quality", of a matching. In total, we introduce and discuss 30 new sequences related to the stable marriage problem and discuss 6 sequences that are already in the OEIS.

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Fun with Latin Squares

Do you want to know what an anti-chiece Latin square is? Or what a non-consecutive toroidal modular Latin square is? We invented a ton of new types of Latin squares, some inspired by existing Sudoku variations. We can't wait to introduce them to you and answer important questions, such as: do they even exist? If so, under what conditions? What are some of their interesting properties? And how do we generate them?

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