Sometimes I get asked broad advice questions on solving problems, for example
questions like:
How do I know when to switch or prioritize approaches I come up with?
How do I know which points or lines to add in geometry problems?
How can I tell if I’m making progress on a problem?
How can I guess the answer if “find all” or “find min/max” problems?
How can I tell whether a conjecture I made is true or not?
What should I do on a problem when I am stuck?
and so on.
I think all of these questions have a certain quality that, for lack of a better
name, I’ll dub as being “NP-hard”.
This is a bit of abuse of terminology borrowed from
complexity theory,
but let me explain why I think the name fits.
We know that solving math problems is generally difficult.
There’s …
Editorial note: this post was mostly written in February 2023. Any resemblance
to contests after that date is therefore coincidental.
Background
A long time ago, rubrics for the IMO and USAMO were fairly strict. Out of seven,
the overall meta-rubric looks like:
7: Problem solved
6: Tiny slip (and contestant could repair)
5: Small gap or mistake, but non-central
2: Lots of genuine progress
1: Significant non-trivial progress
0: “Busy work”, special cases, lots of writing
In particular, traditional rubrics were often sublinear.
You’d see problems where you could split it into two parts, and solving
either part would only give 2 points, whereas solving both was worth 7.
Increasingly, I’ve noticed this is less and less common.
Particularly, at the IMOAs far as I know, the IMO rubrics aren’t really available anywhere.
(On the other hand, I’ve never been told that rubrics
explicitly need …
Here’s a mix of several publicity-related things I’d like to broadcast.
AlphaGeometry
A lot of you have already heard the buzz about the
AlphaGeometry news
and Nature paper.
(I’ve known about this paper for a while now,
so I’m glad I can finally talk about it!)
I managed to snag a cameo in the DeepMind post where I wrote
AlphaGeometry’s output is impressive because it’s both verifiable and clean.
Past AI solutions to proof-based competition problems have sometimes been
hit-or-miss (outputs are only correct sometimes and need human checks).
AlphaGeometry doesn’t have this weakness: its solutions have
machine-verifiable structure. Yet despite this, its output is still
human-readable. One could have imagined a computer program that solved
geometry problems by brute-force coordinate systems: think pages and pages of
tedious algebra calculation. AlphaGeometry is not that. It uses classical
geometry rules with angles and similar …
Some years ago I published a chart of my ratings of problem difficulty,
using a scale called MOHS.
When I wrote this I had two goals in mind.
One was that I thought the name “MOHS” for a Math Olympiad Hardness Scale
was the best pun of all time,
because there’s a geological scale of mineral hardness that
coincidentally has the same name.
The other was that I thought it would be useful for beginner students,
and coaches, to help find problems that are suitable for practice.
I think it did accomplish those goals.
The problem is that I also inadvertently helped catalyze an endless,
incessant stream of students constantly arguing …
This is a short advertisement announcing that the OTIS Mock AIME 2024 is out.
The short version is that I wanted to give my students a chance to try their hand at problem composition,
which they took enthusiastically, and from their submissions I chose 15 problems to replicate an AIME.
There’s some really nice problems on here (I have some favorites,
but to avoid spoilers for people using this as a practice test, I won’t say which ones yet).
You can check it out here:
I expect a number of students who plan to use this test as practice for the upcoming real AIME,
so I’ve set a “deadline” of January 15 and ask to avoid public discussion of spoilers before then.
I remember when I got the central aha, I justified it to my teammates as
“it’d be so cool, so it has to be right”.
— Nathan Pinsker
This is a post meant to explain what makes puzzle hunts appealing
to people who haven’t done them before.
If you do care about the actual mechanical details,
Brian’s introduction is great.
The one-sentence summary is: you’re (usually) trying to get an English
word/phrase as the final answer, there are (usually) no directions or
instructions, and I write “usually” everywhere because puzzle hunts love
breaking rules.
When I first tell people about puzzle hunts, their initial reaction is usually
that the fun must be in the challenge. And it is not untrue that there is a
notion of skill, and it’s satisfying to become a stronger solver. However, I
think this misses the point: it ignores the …
Note: if you are a prospective OTIS student,
read the syllabus instead. More useful, less bragging.
In the unlikely event that I’m a social gathering like a party or family
gathering, people will sometimes ask me about my teaching.
Invariably they ask, “so do you do like 1:1 meetings or group lessons?”.
Then I have to explain, no, I have 400 students, there are no synchronous meetings at all.
The core of the program is literally a
Python web server that serves PDF files.
Then it sounds less impressive.
I guess when people hear I’m a teacher, they expect me to teach classes,
and it’s a bit embarrassing to explain that I’m not a teacher in that sense anymore.
But the purpose of OTIS isn’t to make Evan sound cool at parties;
the purpose of OTIS to be effective for the students.
So this …
This was originally a diary entry, but I showed it to some students
who told me I should put it in my blog instead.
Imagine you’ve moved to a new town, and want to explore the local offerings,
because there’s a lot to do and see, and you’re expecting to live here a while.
The first few days, it’s really overwhelming. Everything is unfamiliar. You get
lost just trying to buy groceries. You constantly have to consult maps to get
anywhere. It takes a while to adjust.
But after the first week, you notice you don’t need a map as much. You can walk
to the grocery store yourself; you remember which turn to take each crossing.
You know the names of the biggest streets and a few landmarks, and you can get
around with familiar roads as anchors. Though you’ve only been inside …
So I have an FAQ now for contest-studying advice, but there’s a “frequently used
answer” that I want to document now that doesn’t fit in the FAQ format because
the question looks different to everyone that asks it.
The questions generally have the same shape: “would it be better to do X or Y
when studying?”. Like:
Is it better to use GeoGebra when practicing geometry?
Should I work on some new OTIS units or go back through some old ones that I
didn’t finish?
Should I work on hard problems in my strongest subject or medium problems in
my weaker subjects?
Would it be better if I learned this or that first?
and things like this.
And the answer is, for a lot of pairs (X,Y), if you’re so unsure that you’re
asking me about it, then you should just do whatever you …
This post is a short chrono-logue about my time with the card game
Hanabi,
which I play with the H-group.
Thus, it’s also implicitly an advertisement for why I enjoy the game Hanabi so much.
I think the progression is a bit interesting because it can be divided into
almost discrete “stages”, with each stage feeling really different from the
last.
0. Casual in-person play: a memory game
Like many other people in my age group, I first met the card game Hanabi
in-person at some summer math camp or other (either MOP or SPARC?).
The rules are pretty simple to explain, so it’s popular.
But we didn’t have much strategy behind it.
We had the idea that we played from left to right, a clue means “play all”,
and some form of a Finesse-type blind play.