AEDI continued . . The second problem is based upon an idea presented by C. Stanley Ogilvy in the text Tomorrow’s Math, Oxford University Press, 1972. However, you should attempt your own solution before seeking Ogilvy's support. Although the civilization on the planet of Aedi is generally considered rather advanced, its political system no longer attracts the imagination and support of the majority of citizens. In an effort to attract more capable leaders at the highest level, a new plan was formulated for selecting the president. The originators of the plan also hoped that their new idea would result in a younger president and a change of presidents at least every 10 years. Essentially, the new plan is as follows. Once a president is selected, he holds office for at least five years. At that time he may or may not be replaced by a newly selected person. The selection process is new and is the key to this new plan. The selection process is a problem-one problem known by all citizens at all times. When a president has served for five years, all citizens of Aedi are invited to submit their solution to the problem. lf a solution submitted is better than that previously submitted by the current president, then the submitter becomes the new president. lf a solution submitted is equal to that previously submitted by the current president, then the submitter becomes the new president only if his solution is also different from that previously submitted by the current president. The problem used by the Aedians to select their leader can be attacked on many different levels. The problem involves three sets of three instructions each and a board on which play is recorded. Three blank instruction sets and the playing tablet appear as: INSTRUCTION INSTRUCTION INSTRUCTION SET 1 SET 2 SET 3 PLAYING TABLET START Instructions are of the form STOP (self-explanatory) or contain three elements: 1. An indication of what to record on the playing tablet. The only possibilities are 1,0 or B (blank). 2. An indication of which direction to move on the playing tablet. One square left or right are the only choices. 3. An indication of which instruction board contains the next instruction to be followed. Thus the instruction 1-R-3 means: record a 1 on the playing tablet, move one square right, and go to board 3 for the next instruction. [image] President of Aedi The combination of the contents of your place on the playing tablet and the instruction board you are following dictate your next instruction, The left column of the instruction board indicates B (blank), 0 or 1. lf your current place on the playing tablet is blank, you follow instruction B; if it is a 0, you follow instruction 0; and if it is a 1, you follow instruction 1. The play always begins with board 1. Consider the following complete set of instructions. lf you think you understand the rules, try following the instructions before reading further. [image] START The infinite tablet has been partially numbered for the convenience of this discussion. Play begins on board 1 and, since square 8 is blank, our move is 1-R-2. Thus we write a 1 in square 8, move 1 square to the right (square 9) and go to board 2 for the next instruction. Since square 9 is blank, the second instruction is 1-R-3. Once again we write a 1, move to the right, and this time go to board 3 for the next instruction. Our tablet now looks like [image] tWE'RE HERE 176