On the Subject of Cruel Boolean Maze

Hey, you guys wanted a wraparound maze right?

This module contains four movement keys U,L,R,D, a STUCK? key, a RESET! key and a display which will display a random integer between 0 and 3. If the buttons on the module are not red then you are looking at a different module.

Tips for Success

  • In order to solve this module, travel from the starting point to the ending point.
    • Starting Location: (3rd,4th) positions of the serial
    • Ending Location: (5th,6th) positions of the serial
  • Make sure to convert letters to numbers (A = 1, B = 2, ...) and take their value modulo 10.
  • The starting and ending locations will be in (row,column) format, with the top left space of the maze being (0,0).
  • Convert the number on the display to 2-digit binary.
  • Use U,L,R,D to move Up, Left, Right, and Down respectively.
  • A move is considered legal only if, upon using the two digits of the display in binary as the two inputs for the logic gate in the adjacent space, the result would be 1. (See Appendix A)
  • If you attempt to enter a space, and the logic gate would return a 0, you will receive a strike and you will not be moved.
  • You may leave the edges of the maze. You will wrap around to the other side of the maze.
  • If you have no legal moves you can press STUCK? to change the display until you can move again, but be careful, using this when you have a legal move will result in a strike and you will be reset back to the start.
  • If you think you may be lost you can press RESET! to reset back to the starting position.
  • Before making your first move, determine your position in the Not Grid.
    • Starting Location in Not Grid: (1st,2nd) positions of the serial
  • Make sure to convert letters to numbers (A = 1, B = 2, ...) and take their value modulo 5.

Tips for Success continued

  • When you make legal moves, your position will be updated in the Not Grid (wrapping around as necessary). If you attempt to make a move in the maze, and your current position contains the phrase NOT, then you must invert the logic gate you are attempting to enter. (See Appendix B)
  • If the Not Grid contains anything else in the current cell, then you can ignore it and make your move as normal.
  • NOTE: If the Ending Location lands on a NOR or an AND, then it will shift 1 cell at a time until it is no longer a NOR/AND. The direction of the shift depends on the original displayed number (0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT). If the shift reaches the edge of the grid it will wrap around to the other side of the grid.

Maze

0 1 2 3 4 5 6 7 8 9
0 NOR XOR OR AND OR AND XOR NAND OR XOR
1 XOR AND OR NAND OR OR OR AND XOR NAND
2 OR XNOR OR OR XOR NOR OR AND OR XNOR
3 AND NAND OR NOR OR XOR AND NOR OR OR
4 OR XNOR AND OR NAND NOR OR OR NOR XOR
5 XOR OR NAND NOR OR OR AND NOR XOR OR
6 OR OR AND NOR OR AND XOR OR OR XOR
7 XOR XNOR OR XNOR OR XOR XNOR XNOR NAND OR
8 XOR OR OR OR NAND XNOR NOR NAND OR XOR
9 OR XNOR XOR XNOR AND OR XOR OR AND NOR

Not Grid

0 1 2 3 4
0 NOP NOT NOT NUP NUT
1 NAT NOT NPT NIT NOT
2 NOT NAT NET MOT NUT
3 NUP NOP NUT NOT NOT
4 NOT NOT NUT MOT NOT

Appendix A

Decimal Binary Logic Gates
NOR XOR OR AND XNOR NAND
0 00 1 0 0 0 1 1
1 01 0 1 1 0 0 1
2 10 0 1 1 0 0 1
3 11 0 0 1 1 1 0

Appendix B

Logic Gate Inverted Logic Gate
NOR OR
XOR XNOR
AND NAND
OR NOR
XNOR XOR
NAND AND