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- Educational Value
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- Educational Value
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- <p><em>CopyCat</em> is an exciting educational tool. It challenges
- the mind to understand complex geometrical structures.
-
- <p>At the lowest level, the player must first break down the picture into
- its component parts, in order to then recognize those same parts as the
- faces of the object. Once a required part of the picture is on the object's
- top face, pattern recognition must be used again to identify the face's proper
- position in the copy.
-
- <p>One of the first discoveries that can be made is that the law of
- commutativity is, in general, broken. In other words, one rotation and then a
- second rotation will present a particular top face; however, starting from the
- same position, the second rotation followed by the first one may present
- an entirely different top face.
-
- <p><em>CopyCat</em> is filled with symmetry. For instance, the cube has
- a solid white face. This face can be rotated by 90 degrees, 180 degrees,
- and 270 degrees--and it will still look the same: call this 4-way symmetry.
- This means that there are four different orientations of
- the cube that have the white face on top. As well, there
- are faces on the cube that are not the same as themselves rotated by 90
- degrees, but are the same if rotated by 180 degrees: call this 2-way symmetry.
- Not only do the faces have symmetries, but so do the solid objects.
- So just playing this game will expose the player to numerous symmetries.
-
- <p>Another interesting point is that the octahedron alternates between
- the top face as an upward-pointing triangle, and a downward-pointing triangle.
- So, it would appear that a particular face could have 6 different orientations.
- As it turns out, this is not the case; each face can have only 3 different
- orientations from being rolled around. This phenomenon is related to the
- number of faces that meet at a vertex on the object and the number of faces
- that meet in the plane.
-
- <p>There is a further complication in level two: the top face will
- be imprinted on the copy as a mirror-image of itself. This adds the
- concept of reflection to the game.
-
- <p>With the basics out of the way, how does a player play well?
- Fortunately, there is direct feed back for the player: the minimum number of
- rotations needed to copy the picture accompanies the number of rotations the
- player used. In the first
- level, the player must find the shortest way (in rotations) to all the faces
- on the object. At first, the player may rely on the rotating copy of
- the object, and then later try to use that knowledge on the active-play object.
- After playing several times, the player will soon become familiar with
- some of the paths between the faces, as the same problem to be solved is
- presented numerous times for each puzzle. Remembering the paths to each face
- may be tougher for the more complicated pictures, so to do well, players may
- need to develop their own creative strategies to solve the puzzles.
-
- <p> The second level does not display the minimum number of rotations required
- to solve the puzzle, so
- players will not know how well they have done.
- Players may therefore ask themselves, "Is this the best I can do?". My hope
- is that players will begin to discuss with one another what their scores were,
- and how they were achieved. In doing so, players would need to develop a way
- of talking about these geometrical problem. This would further promote the search
- for some underlying structures.
-
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- <h2> Subtleties uncovered</h2>
- (for the really keen)
- <p>For a science student in university, the game becomes a matter of writing
- down the graph using the directions of rolling as the directed edges.
- The graph can then be used as a map to navigate from the starting position
- to each of the patterns required. This graph turns out to be quite useful
- for doing well on the game's second level.
-
- <p>In the second level of the program, the object does not start off in the
- same position for each play. Instead, the object remains in the position
- of the last move made. This changes the
- game radically: now the game becomes "What is the shortest way to travel
- so that all of the desired vertices are hit?"
- This would be the same as
- "the traveling salesman problem," except that the set of vertices that must be
- visited is not well defined. This problem arises from the equivalencies
- of certain vertices. For instance, if the solid white face is needed, then
- there are multiple choices for which white face to use. To say the least,
- the problem is very tricky--even with the graph of the orientations right in
- front of you.
-
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- <h2>This cat has claws</h2>
-
- <p>The important element of this game is that these difficult problems are
- carefully hidden in a seemingly elementary environment. I believe
- that this is what makes the game rich. It is approachable and fun, but it
- also has content.
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