will now play Hexapawn with Mc’Match the Robot.
game you must take the first move and the robot the second. (You will be
white and the robot orange.) Then you continue to take it in turns until
the game is over. You may make any move you like, but for the robot to move
it must carry out the following procedure.
the matchbox that shows the position of the board after your move. (Note
that not all moves are given. Sometimes you will need to use the mirror
image of a move.) Shake the matchbox and without looking select one bead
from inside the matchbox. Close the matchbox and place the bead on top of
it. Now the robot must make the move indicated by the coloured arrow that
matches this bead, even if it is a silly move.
If at the
end of the game the robot has won, place all the beads back in their boxes
and play again. If the robot loses, punish it by confiscating the bead that
represents the robot’s last move. Return all other beads to their boxes.
(If you find an empty box, it means the robot has no moves and must resign.
In this case still confiscate the bead corresponding to the last move the
record of who wins and who looses and find the number of games the robot
must play so that it always wins. Now take your robot and play your parents
or teachers. They will be astounded to find that they can be outsmarted
by a set of matchboxes.
Martin Gardner, Further Mathematical Diversions, Pelican Books, UK,