Three people check into a hotel room. The bill is $30 so they each pay $10. After they go to the room, the hotel's cashier realizes that the bill should have only been $25. So he gives $5 to the bellhop and tells him to return the money to the guests. The bellhop notices that $5 can't be split evenly between the three guests, so he keeps $2 for himself and then gives the other $3 to the guests.
Now the guests, with their dollars back, have each paid $9 for a total of $27. And the bellhop has pocketed $2. So there is $27 + $2 = $29 accounted for. But the guests originally paid $30. What happened to the other dollar?
This riddle is just an example of misdirection. It is actually nonsensical to add $27 + $2, because the $27 that has been paid includes the $2 the bellhop made.
The correct math is to say that the guests paid $27, and the bellhop took $2, which, if given back to the guests, would bring them to their correct payment of $27 - $2 = $25.
In classic mythology, there is the story of the Sphinx, a monster with the body of a lion and the upper part of a woman.
The Sphinx lay crouched on the top of a rock along the highroad to the city of Thebes, and stopped all travellers passing by, proposing to them a riddle.
Those who failed to answer the riddle correctly were killed.
This is the riddle the Sphinx asked the travellers: "What animal walks on four legs in the morning, two legs during the day, and three legs in the evening?"
This is part of the story of Oedipus, who replied to the Sphinx, "Man, who in childhood creeps on hands and knees, in manhood walks erect, and in old age with the aid of a staff."
Morning, day and night are representative of the stages of life.
The Sphinx was so mortified at the solving of her riddle that she cast herself down from the rock and perished.
Pirate Pete had been captured by a Spanish general and sentenced to death by his 50-man firing squad. Pete cringed, as he knew their reputation for being the worst firing squad in the Spanish military. They were such bad shots that they would often all miss their targets and simply maim their victims, leaving them to bleed to death, as the general's tradition was to only allow one shot per man to save on ammunition. The thought of a slow painful death made Pete beg for mercy.
"Very well, I have some compassion. You may choose where the men stand when they shoot you and I will add 50 extra men to the squad to ensure someone will at least hit you. Perhaps if they stand closer they will kill you quicker, if you're lucky," snickered the general. "Oh, and just so you don't get any funny ideas, they can't stand more than 20 ft away, they must be facing you, and you must remain tied to the post in the middle of the yard. And to show I'm not totally heartless, if you aren't dead by sundown I'll release you so you can die peacefully outside the compound. I must go now but will return tomorrow and see to it that you are buried in a nice spot, though with 100 men, I doubt there will be much left of you to bury."
After giving his instructions the general left. Upon his return the next day, he found that Pete had been set free alive and well. "How could this be?" demanded the general. "It was where Pete had us stand," explained the captain of the squad.
Where did Pete tell them to stand?
Pete told them to form a circle around him. All the squad was facing in at Pete, ready to shoot, when they realized that everyone who missed would likely end up shooting another squad member. So no one dared to fire, knowing the risk. Thus at sundown he was released.
Three ants are sitting at the three corners of an equilateral triangle. Each ant starts randomly picks a direction and starts to move along the edge of the triangle. What is the probability that none of the ants collide?
So let’s think this through. The ants can only avoid a collision if they all decide to move in the same direction (either clockwise or anti-clockwise). If the ants do not pick the same direction, there will definitely be a collision. Each ant has the option to either move clockwise or anti-clockwise. There is a one in two chance that an ant decides to pick a particular direction. Using simple probability calculations, we can determine the probability of no collision.
P(No collision) = P(All ants go in a clockwise direction) + P( All ants go in an anti-clockwise direction) = 0.5 * 0.5 * 0.5 + 0.5 * 0.5 * 0.5 = 0.25
You have a basket of infinite size (meaning it can hold an infinite number of objects). You also have an infinite number of balls, each with a different number on it, starting at 1 and going up (1, 2, 3, etc...).
A genie suddenly appears and proposes a game that will take exactly one minute. The game is as follows: The genie will start timing 1 minute on his stopwatch. Where there is 1/2 a minute remaining in the game, he'll put balls 1, 2, and 3 into the basket. At the exact same moment, you will grab a ball out of the basket (which could be one of the balls he just put in, or any ball that is already in the basket) and throw it away.
Then when 3/4 of the minute has passed, he'll put in balls 4, 5, and 6, and again, you'll take a ball out and throw it away.
Similarly, at 7/8 of a minute, he'll put in balls 7, 8, and 9, and you'll take out and throw away one ball.
Similarly, at 15/16 of a minute, he'll put in balls 10, 11, and 12, and you'll take out and throw away one ball.
And so on....After the minute is up, the genie will have put in an infinite number of balls, and you'll have thrown away an infinite number of balls.
Assume that you pull out a ball at the exact same time the genie puts in 3 balls, and that the amount of time this takes is infinitesimally small.
You are allowed to choose each ball that you pull out as the game progresses (for example, you could choose to always pull out the ball that is divisible by 3, which would be 3, then 6, then 9, and so on...).
You play the game, and after the minute is up, you note that there are an infinite number of balls in the basket.
The next day you tell your friend about the game you played with the genie. "That's weird," your friend says. "I played the exact same game with the genie yesterday, except that at the end of my game there were 0 balls left in the basket."
How is it possible that you could end up with these two different results?
Your strategy for choosing which ball to throw away could have been one of many. One such strategy that would leave an infinite number of balls in the basket at the end of the game is to always choose the ball that is divisible by 3 (so 3, then 6, then 9, and so on...). Thus, at the end of the game, any ball of the format 3n+1 (i.e. 1, 4, 7, etc...), or of the format 3n+2 (i.e. 2, 5, 8, etc...) would still be in the basket. Since there will be an infinite number of such balls that the genie has put in, there will be an infinite number of balls in the basket.
Your friend could have had a number of strategies for leaving 0 balls in the basket. Any strategy that guarantees that every ball n will be removed after an infinite number of removals will result in 0 balls in the basket.
One such strategy is to always choose the lowest-numbered ball in the basket. So first 1, then 2, then 3, and so on. This will result in an empty basket at the game's end. To see this, assume that there is some ball in the basket at the end of the game. This ball must have some number n. But we know this ball was thrown out after the n-th round of throwing balls away, so it couldn't be in there. This contradiction shows that there couldn't be any balls left in the basket at the end of the game.
An interesting aside is that your friend could have also used the strategy of choosing a ball at random to throw away, and this would have resulted in an empty basket at the end of the game. This is because after an infinite number of balls being thrown away, the probability of any given ball being thrown away reaches 100% when they are chosen at random.
There are 1 million closed school lockers in a row, labeled 1 through 1,000,000.
You first go through and flip every locker open.
Then you go through and flip every other locker (locker 2, 4, 6, etc...). When you're done, all the even-numbered lockers are closed.
You then go through and flip every third locker (3, 6, 9, etc...). "Flipping" mean you open it if it's closed, and close it if it's open. For example, as you go through this time, you close locker 3 (because it was still open after the previous run through), but you open locker 6, since you had closed it in the previous run through.
Then you go through and flip every fourth locker (4, 8, 12, etc...), then every fifth locker (5, 10, 15, etc...), then every sixth locker (6, 12, 18, etc...) and so on. At the end, you're going through and flipping every 999,998th locker (which is just locker 999,998), then every 999,999th locker (which is just locker 999,999), and finally, every 1,000,000th locker (which is just locker 1,000,000).
At the end of this, is locker 1,000,000 open or closed?
Locker 1,000,000 will be open.
If you think about it, the number of times that each locker is flipped is equal to the number of factors it has. For example, locker 12 has factors 1, 2, 3, 4, 6, and 12, and will thus be flipped 6 times (it will end be flipped when you flip every one, every 2nd, every 3rd, every 4th, every 6th, and every 12th locker). It will end up closed, since flipping an even number of times will return it to its starting position. You can see that if a locker number has an even number of factors, it will end up closed. If it has an odd number of factors, it will end up open.
As it turns out, the only types of numbers that have an odd number of factors are squares. This is because factors come in pairs, and for squares, one of those pairs is the square root, which is duplicated and thus doesn't count twice as a factor. For example, 12's factors are 1 x 12, 2 x 6, and 3 x 4 (6 total factors). On the other hand, 16's factors are 1 x 16, 2 x 8, and 4 x 4 (5 total factors).
So lockers 1, 4, 9, 16, 25, etc... will all be open. Since 1,000,000 is a square number (1000 x 1000), it will be open as well.
Two trains are traveling toward each other on the same track, each at 60 miles per hour. When they are exactly 120 miles apart, a fly takes off from the front of one of the trains, flying toward the other train at a constant rate of 100 miles per hour. When the fly reaches the other train, it instantly changes directions and starts flying toward the other train, still at 100 miles per hour. It keeps doing this back and forth until the trains finally collide.
If you add up all the distances back and forth that the fly has travelled, how much total distance has the fly travelled when the trains finally collide?
The fly has travelled exactly 100 miles. We can figure this out using some simple math. Becuase the trains are 120 miles apart when the fly takes off, and are travelling at 60 mph each, they will collide in exactly 1 hour. This gives the fly exactly 1 hour of flying time, going at a speed of 100 miles per hour. Thus, the fly will travel 100 miles in this hour.
In olden days you are a clever thief charged with treason against the king and sentenced to death.
But the king decides to be a little lenient and lets you choose your own way to die.
What way should you choose?
Remember, you're clever!
You have 25 horses. When they race, each horse runs at a different, constant pace. A horse will always run at the same pace no matter how many times it races.
You want to figure out which are your 3 fastest horses. You are allowed to race at most 5 horses against each other at a time. You don't have a stopwatch so all you can learn from each race is which order the horses finish in.
What is the least number of races you can conduct to figure out which 3 horses are fastest?
You need to conduct 7 races.
First, separate the horses into 5 groups of 5 horses each, and race the horses in each of these groups. Let's call these groups A, B, C, D and E, and within each group let's label them in the order they finished. So for example, in group A, A1 finished 1st, A2 finished 2nd, A3 finished 3rd, and so on.
We can rule out the bottom two finishers in each race (A4 and A5, B4 and B5, C4 and C5, D4 and D5, and E4 and E5), since we know of at least 3 horses that are faster than them (specifically, the horses that beat them in their respective races).
This table shows our remaining horses:
A1 B1 C1 D1 E1
A2 B2 C2 D2 E2
A3 B3 C3 D3 E3
For our 6th race, let's race the top finishers in each group: A1, B1, C1, D1 and E1. Let's assume that the order of finishers is: A1, B1, C1, D1, E1 (so A1 finished first, E1 finished last).
We now know that horse D1 cannot be in the top 3, because it is slower than C1, B1 and A1 (it lost to them in the 6th race). Thus, D2 and D3 can also not be in the to 3 (since they are slower than D1).
Similarly, E1, E2 and E3 cannot be in the top 3 because they are all slower than D1 (which we already know isn't in the top 3).
Let's look at our updated table, having removed these horses that can't be in the top 3:
A1 B1 C1
A2 B2 C2
A3 B3 C3
We can actually rule out a few more horses. C2 and C3 cannot be in the top 3 because they are both slower than C1 (and thus are also slower than B1 and A1). And B3 also can't be in the top 3 because it is slower than B2 and B1 (and thus is also slower than A1). So let's further update our table:
A1 B1 C1
We actually already know that A1 is our fastest horse (since it directly or indirectly beat all the remaining horses). So now we just need to find the other two fastest horses out of A2, A3, B1, B2 and C1. So for our 7th race, we simply race these 5 horses, and the top two finishers, plus A1, are our 3 fastest horses.