CS4FN Computational Thinking Puzzles
CS4FN Computational Thinking Puzzles
Computational Thinking
Puzzles
Answer Booklet
www.cs4fn.org/puzzles
This answer booklet and its linked puzzle book were written by Paul Curzon and Peter McOwan of
Queen Mary University of London. It is possible due to support from Google’s CS4HS programme
with additional support from the Department for Education, Mayor of London and EPSRC through
the CHI+MED research project.
V1.0 Page 1 of 20
CS4FN Puzzles Issue 1
1. Word Search
1 1 1 1 1 1 1 1 1 1
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8
0 N K - - - S - - - - T - - A L U S R U
1 A A - F R E C - - N I - - - - N H O J
2 M R - - - K - - I - M - - N - F B - -
3 H E A D A L O V E L A C E I - R R S P
4 C N N I W I R T H - - - - K R A I E H
5 L S I J - W E N D Y H A L L E N N R I
6 E P T K - - N V O K S I L A Y - - G L
7 W A A S - - M A U R I S E U A - - E I
8 N R G T - - E E L - R - M S M R - Y P
9 O C G R O B G - - A J E A N N E T T E
10 D K Y A A N - - G - R D R - A D I M M
11 R J H - I C O D D A - S T - S L M O E
12 O O T W - - E S O - - G I - S A Z H A
13 G N O - - - I H - - - E N - I C I A G
14 R E R - - R Y E O B A R B A R A R M W
15 A S O - H N C - - P - - G - A - A M A
16 C - D C O I - - - - P - N Y M - W E L
17 E - S T R A C H E Y - E I - R - H D I
18 - - - U D E N N I N G - R - - E K - -
19 - - A - S R E N R E B M U F F Y L - -
20 - M V O N N E U M A N N T D A N A U -
The first letter of each answer is in bold. Solutions are given in the format:
answer word: (row, column, direction)
ADA (3,2,E) LOVELACE (3,5,E) ANITA (3,2,S) BORG (9,5,W), BARBARA (14,9,E) LISKOV
(6,12,W), DANA (20,13,E) ULERY (20,17,NW) DOROTHY (16,2,N) DENNING (18,4,E) FRAN
(2,15,S) ALLEN (5,11,E) GRACE (13,0,S) HOPPER (13,7,SE) JEANNETTE (9,10,E) WING
(12,3,NE) KAREN (0,1,S) SPARCK-JONES (5,1,S) MARISSA (16,14,N) MAYER (8,14,N) MUFFY
(19,11,E) CALDER (13,15,N) URSULA (0,18,W) MARTIN (8,12,S) WENDY (5,5,E) HALL (5,10,E)
ALAN (9,9,NW) TURING (20,12,N), CHRIS (16,3,NE) STRACHEY (17,2,E) EDGAR (12,6,NE)
CODD (11,5,E) , EDSGER (9,11,S) DIJKSTRA (3,3,S) JOHN (1,18,W) VON NEUMANN (20,2,E)
MAURICE (20,1,NE) WILKES (5,5,N) MOHAMMED (10,17,S) AL-KHWARIZMI (20,16,N),
NIKLAUS (2,13,S) WIRTH (4,4,E), PHILIP (3,18,S) EMEAGWALI(9,18,S) SERGEY (3,17,S) BRIN
(2,16,S) TIM (0,10,S) BERNERS (19,10,W) LEE(8,8,W),TONY (17,3,NE) HOARE (13,7,NE), VINT
(3,7,NE) CERF (1,6,W)
Additional name
GORDON (13,0,N) WELCHMAN (7,0,N)
V1.0 Page 2 of 20
CS4FN Puzzles Issue 1
1 2 3 4 5 6 7 8 9 10 11 12 13
W Z M F Q J N E D O A P V
14 15 16 17 18 19 20 21 22 23 24 25 26
I L U B R T C K S X H Y G
22 11 11 24 11 8 14
S A A H A E I
12 10 14 7 19 8 18 5 16 8 8 7 22
P O I N T E R Q U E E N S
4 14 8 16 15 10 2
F I E U L O Z
11 19 10 3 14 20 6 11 13 11 19 24 8
A T O M I C J A V A T H E
1 11 10 18 9 18 25 8 17
W A O R D R Y E B
24 11 18 15 8 3 9 16 22 19 22 18
H A R L E M D U S T S R
18 3 8 20 3 19 11
R M E C M T A
21 8 25 22 22 11 19 16 18 11 19 8
K E Y S S A T U R A T E
14 11 19 10 18
I A T O R
12 11 1 22 15 10 10 12 18 10 3 8
P A W S L O O P R O M E
25 11 22 8 23 14 14
Y A S E X I I
22 19 11 22 24 22 10 20 21 23 7 10
S T A S H S O C K X N O
24 19 8 11 3 10 11
H T E A M O A
26 10 15 8 3 11 3 11 26 7 8 19 22
G O L E M A M A G N E T S
7 9 7 14 17 10 8
N D N I B O E
14 7 22 12 11 20 8 7 10 10 7 8
I N S P A C E N O O N E
20 11 7 24 8 11 18 25 10 16
C A N H E A R Y O U
22 20 18 8 11 3
S C R E A M
V1.0 Page 3 of 20
CS4FN Puzzles Issue 1
3.
Cut
block
puzzles
1 3 2 1 4 2
4 5 1 2 3 1
1 3 2 1 4 2
2 4 1 3 5 1
1 3 2 5 3 2 3
2 4 1 4 1 4 1
1 3 2 3 2 3 2
2 4 6 1 4 1 4
3 1 5 2 3 2 5
2 4 3 1 5 1 4
Download our booklet about solving Cut Block puzzles from www.cs4fn.org/puzzles/
4. Sherlock
Syllogism
i) b: all rubies in the game are expensive in-game purchases.
(a) and (c) are also true though give less information
ii) d. None of the above.
iii) b. Some Rounding Errors are Poor Computer Software.
iv) a. Some websites are not educational
5. Word Ladder
V1.0 Page 4 of 20
CS4FN Puzzles Issue 1
6.
Bit
Ladder
0
0
0
0
0
1
0
1
1
0
1
0
1
1
0
1
1
1
1
0
1
1
0
0
8. Kakuru
4 3 15 7 6 10 15
7 13
1 2 4 1 4 3 5
6 10
3 1 2 5
4 2 1 3
7 5
3 6
1 4 2 19
4 1 4
10 10
2 4 3 1 7
1 2 4 3
8 10 3
1 2 5 1 9 6
2 1
6
17 16 14
2 3 1 7 6
16 21
9 7 16
1 4 6 5 2 3
30 3
8 9 7 6 1 2
16 5
9 7 4 1
V1.0 Page 5 of 20
CS4FN Puzzles Issue 1
9 Bakuro
5 15
0101 1111
3
0011 1 2
11
1011
13
1101
0001 0010
15
1111 2 8 4 1
0010 1000 0100 0001 15
1111
5 12
0101 1 4 1100 4 8
0001 0100 0100 1000
9 9
1001 8 1 1001 8 1
1000 0001 1000 0001 9
1001
3
0011 2 1
0010 0001
12
1100 4 8
0100 1000
V1.0 Page 6 of 20
CS4FN Puzzles Issue 1
Here is one possible answer, there is another efficient solution that is similar.
1) Farmer travels across with the hen (Dog left with Corn but that is okay).
2) Farmer returns.
3) Farmer travels across with Dog.
4) Farmer returns with Hen (as otherwise dog will eat it)
5) Farmer travels across with corn.
6) Farmer returns (leaving dog and corn again)
7) Farmer travels across with the hen.
8) Farmer sends the seat back to the other bank.
It is very common to get this puzzle wrong by forgetting to return the seat at the end returning the
seat. The aim is to get everything across so the farmer can carry on home. However, once that
was done you had to put the seat back to the side it came from. If you made the mistake
you cannot claim you did not know. It was there in the instructions, and you were even told why it
was important. Making this kind of mistake where there is a last tidying up task to do is so common
it has a special name - it is called a post-completion error. It appears in lots of situations like
forgetting a credit card at a supermarket checkout or self service machine. When designing
software you have to design the way the task is done too and avoid last steps that are easily
forgotten like this.
V1.0 Page 7 of 20
CS4FN Puzzles Issue 1
a)
Ready, fire, aim (the fast approach to software development).
Ready, aim, aim, aim, aim ... (the slow approach to software development).
b)
Great fleas have lesser fleas,
Upon their backs to bite 'em,
And lesser fleas have lesser fleas,
and so, ad infinitum.
V1.0 Page 8 of 20
CS4FN Puzzles Issue 1
2 1 1 2 2 1 2
1 2 2 2 3 1 1 1 1 2 1
4 2 1 1 2 2 2 2 1 2 2 1
1 1 1 1 2 2 1 2 1 1 1 1 1 1
1 1 2 3 12 10 1 2 2 1 2 3 2 1 15
2 2 1 3 3
2 1 2 3 2
1 2 2 2 1
1 3 4 3
2 1 2 1
7 2 1 1
2 2 3
5 2 1
2 4 1 1 2
2 1
2 1 1 1 1
2 1
1 3 1 1
4 2 3 1
15
This puzzle was adapted from an idea by Maciej Syslo and Anna Beata Kwiatkowska, Nicolaus
Copernicus University.
There is no solution. It is impossible to create such a tour without going back over the same bridge
twice. Any suitable route must visit every land area (islands and the two banks). It must also
involve every bridge but only once. Let’s suppose there is such a route and we draw a red line
over the map to show it. All the bridges must be on the route so should be coloured red. Now think
about a land area on that route. It must have a red line in to it for every red line out from it.
Otherwise, the route will get stuck when it arrives on that extra bridge. There will be no way out
without going back over a bridge already crossed. The same reasoning applies to every land area.
That means all land areas must have an even number of bridges connected to them if there is such
a route. All the land areas on the Königsberg map have an odd number of bridges, so there is no
such tour possible.
Download our booklet about the above three puzzles (15,16,17) from www.cs4fn.org/puzzles/
V1.0 Page 9 of 20
CS4FN Puzzles Issue 1
V1.0 Page 10 of 20
CS4FN Puzzles Issue 1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
0 S Y N T A X E N G I N E R A B
1 A C H C R A E S P A M E S
2 V F A S H I F T S T T E S
3 E R N W O O U C O
4 U N O S F H P U C
5 T S E R C T S M R I
6 O R K R W P O I A
7 H S U T A T S I I A A C T L
8 S P Y W A R E N P R N R Y R
9 N S H E L L R G T Y E S E E
10 E L V E C P M
11 E O E K R U M
12 R R S H A R E W A R E S A
13 C C S P R E A D S H E E T P
14 S T O R A G E N A C S
The
answer
words
and
their
posiAons
in
the
grid
are
given
in
the
following
format:
answer
(row,column,direcAon)
BAR(0,14,W) SHELL(9,1,E)
ENGINE(0,6,E) SHIFT(2,3,E)
KEY(11,7,NE) SNAPSHOT(9,11,N)
NETWORKING(0,7,S) SOCIAL(2,14,S)
SAVE(0,0,S) SOFTWARE(2,10,S)
SCAN(14,14,W) SPAM(1,8,E)
SCANNER(0,0,SE) SPAMMER(14,14,N)
SCREEN(9,11,S) SPREADSHEET(13,3,E)
SCREENSHOT(14,0,N) SPYWARE(8,0,E)
SCRIPT(4,8,S) STATUS(7,6,W)
SCROLL(14,0,NE) STORAGE(14,0,E)
SEARCH(1,8,W) SUPERCOMPUTER(12,12,N)
SECURITY(1,13,S) SURF(5,4,NW)
SERVER(7,6,S) SYNTAX(0,0,E)
SHAREWARE(12,3,E)
V1.0 Page 11 of 20
CS4FN Puzzles Issue 1
ALICE
SLICE
SLIME
SLIMS
SLITS
FLITS
FLATS
FEATS
TEATS
TENTS
VENTS
VENUS
GENUS
GENES
1815
1812
1852
0 0 0 0
0 0 0 1
0 0 1 1
0 0 1 0
0 1 1 0
0 1 1 1
0 1 0 1
0 1 0 0
1 1 0 0
1 1 0 1
1 1 1 1
1 1 1 0
1 0 1 0
1 0 1 1
1 0 0 1
1 0 0 0
V1.0 Page 12 of 20
CS4FN Puzzles Issue 1
Here’s the secret, for a 5x5 force matrix (we used the 5 weekdays in the trick), select any ten
numbers (2x5), which we will call the seed numbers, that sum to your desired force number(in this
case 58). For example, 6 + 1 + 4 + 7 + 12 + 7 + 3 + 4 + 11 + 3= 58.
Place these seed numbers in any order round a 5 x5 grid, this grid when complete will be your
forcing matrix. Now fill in the grid number by number by adding the seed number in the row to the
seed number in the column to get the grid number value for each position of the 25 numbers in the
grid. For example the first number in the matrix 13 is made by adding 7 (the row seed) and 6 (the
column seed) to give the value for that matrix entry of 6+7=13. If we are at the position 3, 3 in the
grid, the row seed is 4 and the column seed is 4 so the number is 4+4=8.
M T W T F
6 1 4 7 12
A 7 13 8 11 14 19
B 3 9 4 7 10 15
C 4 10 5 8 11 16
D11 17 12 15 18 23
E3 9 4 7 10 15
Your forcing matrix ready, now is the time to use it. You need to come up with a clever story in the
performance that requires you audience to choose each of the column of numbers, here we used
choosing a different day of the school week to make sure our audience select each of the columns,
and this selection can be in any order. For each column (day M T W T F) selected the audience
need to choose a different row position in the selected column each time, here we used friends
names (call them A B C D E).
What does this mean mathematically? Ensuring we use every day (M-F) and ensuring a different
name is chosen on each day (A-B) means all the chosen numbers we add at the end each contain
the row and column seed numbers we used to create the forcing matrix in the first place. For
example choosing Monday ensures we have a contribution from Monday column seed 6, and
choosing friend B on Monday ensure we have a contribution from row seed 3, so both seeds are
contained in the chosen number 9. Ensuring that the next selection is a different day, and a
different friend will add another set of two column and row seeds onto the final total, and so on.
The final sum total is therefore guaranteed to contain all the seeds hidden in the numbers selected,
and will always add to the force number 58,
Magicians note
This mathematical magic trick of using a forcing matrix is believed to be first written about in a
magic book by Maurice Kraitchik in 1942, but the idea has been used by other magicians with a
range of different presentations including Walter Gibson, Mel Stover, Stewart James, Martin
Gardner, Paul Hallas and Max Maven amongst others.
V1.0 Page 13 of 20
CS4FN Puzzles Issue 1
25. Cryptogram
The message was:
THE YOUNG ADA DREAMT OF BEING ABLE TO FLY AND APPROACHED THE
PROBLEM OF HER EARTH BOUND STATE WITH TYPICAL GUSTO AND A
SCIENTIFIC EYE
The following key was used to encrypt it though not all letters appear in the message. Though not
all letters ultimately appear so the full key can’t be reconstructed from this message.
1 2 3 4 5 6 7 8 9 10 11 12 13
K D M V N T A O U B J I S
14 15 16 17 18 19 20 21 22 23 24 25 26
X Z L C W F Y G P R E H Q
Did you get this one wrong? This is called the Wason selection task and was devised by Peter
Cathcart Wason in 1966. It may well have fooled you! Psychology researchers have shown only
about 5% of the population gets it right. So well done if you did get it right. Though we think we act
logically, often we don’t. Most people think the answer is to turn over card A and card C which
wouldn’t prove
Why? The statement "every card with a vowel on one side has an even number on its opposite
side" can only be shown to be false if there was an odd number on the opposite site of one known
to be a vowel card (ie card A) and/or a vowel on the opposite side of one known to be an odd
numbered (i.e. card D).
Later in 1992 researchers Cosmides and Tooby found that people could do this task and select the
correct cards, if they were given a version of the test that was relevant to a social situation, like the
one here about whether someone is old enough to buy fireworks. Most people get this right even
though they found the first hard and logically they are exactly the same problem.
We are better at logical thinking that is socially relevant - we are social creatures more than logical
ones, which is why we need to train our skills in logic.
Possibility two - The younger child is a girl, so both children are girls.
Therefore using the information we have, the probability of the Professor having two girls is
1/2. Whatever the probability the Professor was a wonderful mother to both.
V1.0 Page 14 of 20
CS4FN Puzzles Issue 1
28. Pinky’s Pipe Pickle
The maximum flow is 14. Here is one solution that gives that maximum flow.
4/5 6/6
2/2
INLET OUTLET
14 / 19
7/7 5/5
3/3 3/8
0/4
3/3
3/3 1/1 4/7
2/2
4/5
INLET 3/5 5/5 OUTLET
11/14
6 /6
0/8
3/5
1/1
2/2
V1.0 Page 15 of 20
CS4FN Puzzles Issue 1
29. Codeoku
% } @ $ & # > [ ;
; > & @ } [ $ % #
$ # [ ; > % @ & }
# @ % [ ; > } $ &
> & $ % # } ; @ [
} [ ; & $ @ # > %
@ $ # } [ & % ; >
& % > # @ ; [ } $
[ ; } > % $ & # @
(a) 2015 (3,3,N) (b) 217 (3,0,NE) (c) 9367 (7,7,W) (d) 1815 (8,0,E) (e) 1024 (1,3,E) (f) 1791 (6,4, SE)
(g) 1972 (0,0,S) (h) 3456 (0,1,E) (i) 1852 (9,1,E) ( j) 2652 (9,6,E) (k) 1003 (8,9,W)
(l) 8192 (4,6,NE) (m) 138 (4,0, E) (n) 2567 (0,9,SW) (o) 34835 (4,4,E) (p) 3587 (3,8,S)
(q) 5912 (6,0,E) (r) 3213 (4,4,SW) (s) 2311 (5,3,W) (t) 1981 (0,5,E) (u) 4920 (6,7,W) (v) 1954 (2,9,S)
0 1 2 3 4 5 6 7 8 9
0 1 3 4 5 6 1 9 8 1 2
1 9 1 7 1 0 2 4 9 5 2
2 7 1 8 0 3 1 8 6 9 1
3 2 3 2 2 2 2 7 1 3 9
4 1 3 8 6 3 4 8 3 5 5
5 1 1 3 2 7 6 1 2 8 4
6 5 9 1 2 0 2 9 4 7 3
7 1 3 1 7 7 6 3 9 9 8
8 1 8 1 5 9 5 3 0 0 1
9 0 1 8 5 2 1 2 6 5 2
V1.0 Page 16 of 20
CS4FN Puzzles Issue 1
31. Bakuro
9 6 7 1 15
1001 0110 0111 0001 1111
5 7
0101 1 4 0111 2 1 4
0001 0100 14
1110
0010 0001 0100 3
0011
15 3
1111 8 2 4 1 0011 2 1
1000 0010 0100 0001 0010 0001
6 10
0110 2 4 1010 8 2
13
1101
0010 0100 15
1111
1000 0010
12 3
1100 4 8 0011 2 1
12
1100
0100 1000 3
0011
0010 0001
12 10
1100 4 8 1010 2 8
0100 1000 0010 1000 10
1010
9 7
1001 8 1 0111 1 4 2
1000 0001 0001 0100 0010
9
1001 1 8
0001 1000
V1.0 Page 17 of 20
CS4FN Puzzles Issue 1
G J L C B E I K D M H N A F
B E
H F
C M
@
I
D
L N A K
J G
1. G
(440BC)
The
idea
of
steganography,
the
pracAce
of
hiding
messages,
is
recorded
for
the
first
Ame
in
the
book
‘Histories’
by
Herodotus.
2. J
(~60BC)
Julius
Caesar
uses
what
becomes
known
as
the
Caesar
cipher
to
encrypt
his
messages.
3. L
(~825
AD)
Al-‐Khwarizmi
writes
his
book
‘On
the
CalculaAon
with
Hindu
Numerals’:
the
translaAon
of
which
gives
the
word
algorithm
4. C
(1587)
Mary,
Queen
of
Scots
is
executed
as
a
result
of
Walsingham
decoding
her
secret
messages
ploeng
to
kill
Elizabeth
I
using
frequency
analysis.
5. B
(1605)
Francis
Bacon
invents
the
Bacon
cipher,
a
way
of
encoding
lefers
in
binary
for
use
in
secret
wriAng.
6. E
(1679)
Gogried
Leibniz
discovers
the
modern
binary
number
system.
7. I
(1737)
Jacques
de
Vaucanson
builds
The
Flute
Player,
the
first
biomechanical
automaton.
It
is
a
life-‐size
figure
that
can
play
12
different
songs.
8. K
(1801)
The
Jacquard
loom
is
first
demonstrated.
It
revoluAonises
weaving
and
its
punch
card
system
that
control
the
pafern
is
a
foundaAon
for
the
idea
of
stored
computer
programs
and
data
storage.
9. D
(1843)
Ada
Lovelace’s
notes
on
Charles
Babbage’s
proposed
analyAcal
engine
lead
to
her
being
hailed
as
the
first
programmer.
10. M
(1936)
Alan
Turing
invents
the
Universal
Turing
Machine,
a
mathemaAcal
precursor
to
the
stored
program
computer.
11. H
(1952)
Grace
Hopper
invents
the
first
programming
language
compiler,
making
code
far
easier
to
write.
12. N
(1960s)
ALGOL,
the
first
block
structured
programming
language
is
invented
influencing
virtually
all
languages
that
follow.
13. A
(1972)
Karen
Spärck
Jones
invents
IDF
weighAng,
the
algorithm
behind
most
search
engines,
making
it
pracAcal
to
search
the
web.
14. F
(2006)
Jeanefe
Wing
popularises
the
idea
of
ComputaAonal
Thinking
as
the
core,
generally
useful,
skill
set
of
the
computer
scienAst.
V1.0 Page 18 of 20
CS4FN Puzzles Issue 1
a) There are many ways this could be done. If blinking is hard you need a way to make sure the
patient have to blink as few times as possible for each letter. Probably the simplest way is that the
Doctor slowly says the alphabet out loud a letter at a time, and the patient blinks when the letter
they are thinking of is said. The Doctor writes that down and then starts again.
b) If blinking is easy they can blink multiple times per letter. One way would be to use Morse code
though that might be hard for both people to remember. Another possibility would be to hold up a
series of cards showing groups of letters and asking if it was in that group. This might start with the
letters in the first half of the alphabet. If it is one of those letters the patient blinks. If not they don’t
blink. Then depending on the answer you show a card showing half the letters left. You repeat this
until there is only one letter left.
V1.0 Page 19 of 20
CS4FN Puzzles Issue 1
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
0 i f ( : 1 = = ) m
1 p t n i r p o ) o
2 i t h a n o i " - " , t m v
3 e h a ( p i e c e s , e o e
4 c a n c v r , t
5 e n o e l s e : o f m m o
6 s o i d s g n i r m e o o )
7 ( p i e c e s - 1 , o o v r v
8 m f 1 t v o f e :
9 e v o m " ( 1 , h e m e f )
10 m o v e f r o m , e t v r r
11 , r e h t o o t h e r ) o o o e
12 t h a n o i , , m m h
13 m o v e f r o m , f r o m " , t
14 , m o v e t o , o
The
words
including
punctuaAon
as
they
appear
and
their
posiAons
in
the
grid
are
given
in
the
following
format:
answer
(row,column,direcAon)
V1.0 Page 20 of 20