The math under the botStop 4 of 6
› Ages 8–16 · about 20 minutes
Routes and rules
Discrete mathematics, graphs, and automata
An agent is a handful of modes, and rules for which arrow you may take.
Tonight
Some jobs are a path with a clear first step: do this, then that, then stop. Some jobs are a machine with a few modes — waiting, working, stuck, done — and events that switch the mode. An agent that calls a tool is that machine. If the rules allow a loop, it can try again. A yes-or-no game is a tree: one path from the first question to each answer.
Say it in one sentenceAn agent is a map of modes, plus the arrows the rules allow.
Already in the library
- GameRobot RouteProgram one maze, then teach a habit. Find the corner where the habit freezes.Open →
- GameTwenty Questions TreeThe smallest perfect set of yes-or-no questions is a tree, and you can prove how small.Open →
- GameWho's Important?Roll a die, follow the arrows, and see which spot in town the walk keeps visiting.Open →
Textbook names
For ages 13–16 and the grown-up. One sentence each. The picture above is the lesson.
- Graph
- Dots, and the arrows between them. Towns and roads. Modes and switches.
- Directed acyclic graph
- Arrows that cannot loop back, so there is always a first step.
- Finite state machine
- A handful of modes, and the events that move you from one to another.
- Grammar
- A shape a sentence or a file has to match. A model can be held inside that shape while it writes.
- Tree
- A graph with one path between any two dots. Twenty questions is a tree.
The rest of this field
Propositional logic and satisfiability check whether a set of rules can all be true at once. Tokenizers — the tables that cut text into pieces — are another discrete structure: merges, looked up like a dictionary.