CLASSIFICATION
OF MECHANICAL PUZZLES
&
PHYSICAL
OBJECTS RELATED TO PUZZLES.
by James Dalgety & Edward
Hordern
BACKGROUND: Several
attempts have been made to classify puzzles, but most attempts so far have
either been far too specialized in application, or they have been too general
to provide the basis for a definitive classification. Many people have provided a great deal of help but particular
thanks are due to Stanley Isaacs, David Singmaster, and Jerry Slocum.
OBJECTIVE: To provide a logical and easy to use classification
to enable non‑experts to find single and related puzzles in a large
collection of objects, and patents, books, etcetera related to such objects.
(As presented at this stage, whilst examples are given for most groups, some
knowledge of the subject is required.)
DEFINITIONS:
A PUZZLE IS A PROBLEM HAVING ONE OR MORE SPECIFIC
OBJECTIVES, CONTRIVED FOR THE PRINCIPLE PURPOSE OF EXERCISING ONES INGENUITY
AND/OR PATIENCE.
A MECHANICAL PUZZLE IS A PHYSICAL OBJECT COMPRISING
ONE OR MORE PARTS WHICH FALLS WITHIN THE ABOVE DEFINITION.
METHOD: A puzzle
should be classified by the problem that its designer intended the solver to
encounter whilst attempting to solve it.
In the case of a 3D interlocking assembly in the form of a cage with a
ball in the centre: the fact
that the instructions request the would-be solver to "remove the
ball" does not change the 3D assembly into an opening puzzle. The
disassembly and/or reassembly of the
cage remains the primary function of the puzzle. An interlocking puzzle should
be classified according to its interior construction, rather than its outward
appearance (e.g. a wooden cube, sphere, barrel, or teddy bear may all have
similar Cartesian internal construction and so should all be classed as Interlocking-Cartesian). In cases where it seems possible to place a
puzzle in more than one category, it must be classified in whichever is the
most significant category. A few puzzles
may have to be cross-referenced if it is absolutely necessary; however in most
puzzles, which include two different classes of problem, one class will usually
be dominant by virtue of the fact that in solving it, the secondary problem has
also been solved.
A good example of multiple-class puzzles is the “Mazy
Ball Game” made in Taiwan in the 1990s - It is based on a 3x3 sliding block
puzzle under a clear plastic top - The pieces have L-shaped groves and a ball
must be rolled up a ramp in the lower right onto one of the blocks - the ball
must be moved from block to block and the blocks themselves slid around so that
the ball can exit at the top left. Thus the puzzle requires Dexterity,
Sequential movement and Routefinding.
It would be classed as Routefinding because, if the route has been
found, then the dexterity and sequence must have also been achieved.
A puzzle will be referred to as 2D if its third
dimension is irrelevant (e.g. thickness of paper or plywood or an operation
involving a third dimension such as folding). Most standard jigsaws are 2D;
however jigsaws with sloping cuts in fact have a relevant third dimension, so
they must be classed as 3D.
It will be noted that the definition of “A Puzzle”
excludes the infants "posting box" which whilst perhaps puzzling the
infant was contrived only to educate and amuse; it also excludes the archer
attempting to get a bulls‑eye, the exercise of whose ingenuity is
entirely incidental to the original warlike intent of the sport. Also excluded
are puzzles that only require paper and pencil (e.g. crossword puzzles), unless
they are on or part of some physical object.
It is understood that specialist collectors will further subdivide the
Sub‑Classes to suit their own specialised needs. For example, Tanglement Rigid & Tanglement
Semi-Rigid is awaiting a thorough study of the topology of wire puzzles.
The full abbreviations consist of 3 characters,
hyphen, plus up to 4 characters, such as "INT‑CART". These are
the standard abbreviations for the classes that have been chosen for relative
ease of memory and conformity with most computer databases.
The 14
MAIN CLASSES ARE AS FOLLOWS:‑
DEXTERITY
PUZZLES (DEX) require the use of manual dexterity
or other physical skills in their solution.
ROUTEFINDING
PUZZLES (RTF) require the solver to find
either any path, or a specific path as defined by certain rules.
TANGLEMENT
PUZZLES (TNG) have parts that must be linked
or unlinked. The linked parts, which may be flexible, have significant freedom
of movement in relation to each other, unlike the parts of an interlocking
puzzle.
OPENING
PUZZLES (OPN) are puzzles in which the principle
object is to open it, close it, undo it, remove something from it, or otherwise
get it to work. They usually comprise a single object or associated parts
such as a box with its lid, a padlock and its hasp, or a nut & bolt. The
mechanism of the puzzle is not usually apparent, nor do they involve general
assembly or disassembly of parts that interlock in 3D.
INTERLOCKING
PUZZLES (INT) interlock in three dimensions,
i.e. one or more pieces hold the rest together, or the pieces are mutually
self‑sustaining. Many clip‑together
puzzles are "non‑interlocking".
JIGSAW
PUZZLES (JIG) are made as if cut or stamped
into pieces from a single complete object, and the principle objective is
to restore them to their unique original form.
ASSEMBLY
PUZZLES (ASS) (NON‑INTERLOCKING) require the arrangement of separate
pieces to make specific shapes without regard to the sequence of that placing,
they may clip together but do not interlock in 3D. Some have a container and are posed as packing
problems.
PATTERN
PUZZLES (PAT) require the placing or arrangement of separate pieces
of a similar nature to complete surface patterns according to defined rules.
The pattern required may be the matching of edges of squares, faces of cubes,
etc. The pattern may be colour, texture, shape, etc. Where the pattern is
due to differences in shape they must be sufficiently minor not to obscure
the similarity of the pieces.
FOLDING
& HINGED PUZZLES (FOL) have parts
that are joined together and usually do not come apart. They are solved by
hinging, flexing, or folding.
SEQUENTIAL
MOVEMENT PUZZLES (SEQ) are those
that can be solved only by moves which can be seen to be dependant on previously
made moves.
JUGS
& VESSELS (JUG) have a mechanical puzzle or
trick in their construction that affects the filling, pouring or drinking
therefrom.
OTHER
TYPES OF MECHANICAL PUZZLES & OBJECTS. (OTH) This group is for puzzle objects that do not easily fall into the above
categories and cannot be categorised into sufficiently large groups to warrant
their own major class. Included in this group are Balancing, Measuring, Cutting, Math, Logic, Trick, Mystery, &
Theoretical puzzles. Also provision is made for puzzles pending
classification.
AMBIGUOUS
PICTURES & PUZZLING OBJECTS (AMB) in which something appears impossible or ambiguous.
NON-PUZZLE
but related EPHEMERA (EPH) has been
included as most puzzle collections include related ephemera which, whilst
not strictly puzzles, need to be classified as part of the collection.
------------
Changes to Puzzle Classification 1999.
Prior to 1999 there were separate classes for
different dimensions etcetera, which resulted in an unwieldy list.
The number of classes has been reduced by requiring
that the Dimensions and the Number of pieces are always stated where relevant.
Greater precision has been introduced by allowing a number of Keywords to be
entered as Qualifiers.
Counting
Pieces: The Number of pieces is stated then a "+", then any special
containers or boxes that are relevant to the puzzle. Optionally "in"
box or tray may be added if this is not significant to the solution.
Dimensions
may be 2D, 3D, 2D&3D, 2Don3D,
2Dto3D, and 4D.
Qualifiers
are keywords used to describe the pieces and other
important features of the puzzle.
Several of these may be used such as "Magnetic
Triangles". Other keywords may be
introduced from time to time; but the list should not be allowed to get
confusingly long. Typical Qualifiers are: -
·
Rod (A standard Burr has
"Square Rods")
·
Polycubes
·
Squashed (A Cartesian burr
may be distorted by compression along one straight line)
·
Skewed (A Cartesian Burr may
have all its pieces rotated along their length)
·
Diagonal (A Cartesian Burr with
the pieces rotated by 45 degrees)
·
Regular
·
Organic
·
Linked
·
Magnetic
·
Powered (Clockwork, Battery,
Mains Electric, etc.)
------------
THE TABLE
OF CLASS DETAILS FOLLOWS.
PUZZLE
CLASS ABBREVIATIONS (PZCODE)
are standardized to maximum of 8 characters:
XXX‑YYYY where XXX is the main class and YYYY is the sub- class.
EXAMPLES of puzzles in each class are given in the right‑hand
column.
Copyright
1999/2004 James Dalgety & Edward Hordern.
You may freely distribute this document and the
accompanying table in its entirety subject to acknowledging the source.
If there are any updates they may be found at
http://puzzlemuseum.com.
File=PZCLA99a.doc