§1. The Smart Games company has developed a tile-fitting puzzle named IQ Hexagon (briefly, "IQH"). We examine some of its mathematical aspects.
Step A of figure 1, shown below, introduces the puzzle by displaying one of the many solutions possible with the factory-supplied tiles (twelve in number), and the board on which they are placed. This particular solution appears in the factory's instruction book. For clarity in the images below, some changes have been made:
| figure 1, step A (larger image) |
The remaining steps will ultimately show how each tile corresponds to a well-researched mathematical object, namely the polyhex.
| figure 1, step B (larger image) | figure 1, step C (larger image) |
| figure 1, step D (larger image) | figure 1, step E (larger image) |
| figure 1, step F (larger image) | figure 1, step G (larger image) |
The size of a tile is the number of hexagons in its corresponding polyhex. The twelve factory-supplied tiles are:
Many other shapes of tile in this style are possible, and it is not obvious why the factory chose these twelve in particular. An expansion kit containing other shapes of tile would make perfect sense from a puzzle-solving point of view.
There is a definite correspondence between polyhexes and IQH's tiles, and this can be extended to the many additional tiles of the same style. However, it is not a one-to-one correspondence, and the discussion below examines that.
We use different notations for the factory tiles (as above) and the tiles invented for this report, which will begin appearing in §2:
§2. All the factory tiles except D have twelve orientations; tile D, with an axis of symmetry, has only six. Inversion occurs when the tile is physically picked up and flipped over. To give an exmple, figure 2a shows all twelve orientations of tile B:
| figure 2a tile B | rotations | |||||
|---|---|---|---|---|---|---|
| inversions | ||||||
Non-factory tiles can have various numbers of orientations, for example:
| figure 2b | ||||||||
|---|---|---|---|---|---|---|---|---|
| 1 orientation | 2 orientations | 3 orientations | 4 orientations | 6 orientations | 12 orientations | |||
| tile 21 | tile 22 | tile 23 | tile 24 | tile 25 | tile 26 | tile 27 | tile 28 | |
| step A | ||||||||
| step D | ||||||||
Although tiles 26 and 27 each have six orientations, there is a substantive difference:
If flipping a tile over yields new orientations, it is said to be chiral. Thus tile 27 is chiral, and 26 is not. All the factory tiles are chiral except tile D.
The divisors of the number 12 are 1, 2, 3, 4, 6, and 12 itself. There do exist IQH tiles with each of those numbers of orientations, as in figure 2b. Also, no tile in the style of IQH will have any other number of orientations.
§3. In some cases, several different tiles are equivalent for solving the puzzle; this happens precisely when they resolve to the same polyhex. Figure 3a displays four such tiles. Tile 31 is simply a rotation of tile F in figure 1, while tiles 32 and 33 were invented in a style typical of the factory's tiles. Tile 34, although equivalent to the others, has a large triangular region not found in any of the factory's tiles.
Steps A through G of figure 3a correspond to the steps of figure 1. The Step D extract highlights the fundamental differences of the tiles: different acute corners are filled in.
| figure 3a | ||||
|---|---|---|---|---|
| tile 31 | tile 32 | tile 33 | tile 34 | |
| step A | ||||
| step B | ||||
| step C | ||||
| step D | ||||
| step D extract |
||||
| all four tiles are the same in the remaining steps | ||||
| step E | ||||
| step F | ||||
| step G | ||||
As seen in the step D extract, each of tiles 31, 32, and 33 has two corners filled in, while tile 34 has all three. Because tile 34 is thus distinguished from the other three, we recommend that this treatment be declared canonical. Not every polyhex has a valid counterpart as a tile in the IQH puzzle; this is because of the placement of studs on the playing board. But if a polyhex does have a corresponding canonical tile, there is only one.
Figure 3b shows the effect of canonizing (short for "canonicalizing") all the factory tiles. Opinions will vary as to whether this is an improvement, but in any case the underlying polyhex structure is less conspicuous.
| figure 3b | ||
|---|---|---|
| original factory tiles same as figure 1, step A |
tile 35 canonized factory tiles |
|
Finally, the puzzle would work the same if all the tiles were manufactured in precisely the shape of their polyhex equivalent, as in step G of figure 1.
There are no particular constraints on the size or shape of the board. Figure 4 contains a few examples of what can be done.
Recall that each tile can be converted into a polyhex, as in the sequence of figure 1. When a tile is correctly placed into any of the boards below, each of the polyhex's component hexagons will fit onto one of the numbered pink hexagons.
The numbering of the pink hexagons demonstrates what total size of tiles will be necessary for a solution. Note that, from one board size/shape to another, the various totals do not have a common factor. For instance, figure 4e contains 52 = 4 × 13 hexagons, while 4f contains 69 = 3 × 23.
The gray hexagons are the usual studs, as in figure 1.
| figure 4a — original | figure 4b | figure 4d |
|---|---|---|
| figure 4c — minimal | ||
The overall shape need not be a regular hexgon:
| figure 4e | figure 4f | figure 4g |
|---|---|---|
There can be a hole in the middle. Figure 4i is what is taken out of 4d to produce 4h:
| figure 4h | figure 4i |
|---|---|