2015 AMC 10B Problem 20
Erin the ant starts at a given corner of a cube and crawls along exactly edges in such a way that she visits every corner exactly once and then finds that she is unable to return along an edge to her starting point. How many paths are there meeting these conditions?
Show solution without answering
Key insight
Color corners in two colors so each edge joins different colors. After 7 moves Erin must end on the corner opposite the start.
Solution
Step 1: where can the path end?
- Color the cube's corners black and white so that every edge joins a black corner to a white one. (Think of the top face as a checkerboard, and the bottom face with the colors swapped.)
- Every move along an edge changes color. After moves, an odd number, Erin is on the opposite color from where she started.
- The corners with the opposite color are the corners next to the start and the corner directly opposite the start (the far end of the long diagonal through the cube).
- She cannot end next to the start, because then she could walk back. So every good path ends at the opposite corner.
Step 2: count the paths.
5. Name the top corners going around, and the bottom corners with under , under , under , under . Start at . The opposite corner is , so must be the last corner visited, and she must avoid it until then.
6. From there are first moves, and the cube looks the same whichever one she takes. So count the paths that start , then multiply by .
7. From she can go to or .
- : next is or . She must save , so . From only is new. From she must save , so . From only is new, then . One path: .
- : next is or . Save , so . From only is new. From save , so . From only is new, then . One path: .
8. That is paths for each first move, so paths.
The answer is .
Why this works
Two-coloring the corners is a standard first step for walks on a grid or a cube: it tells you where the walk can possibly end before you count anything. Once the end is known, the rule "do not step on the finish early" forces almost every move, so the counting is short. The cube's symmetry lets you count one branch and multiply.
Concise solution
A shorter write-up, the way contest solutions are usually written. It may take a different route from the solution above.
Color the cube's corners black and white so that every edge joins different colors (this works: color a corner by the parity of its coordinate sum). Each move flips the color, so after moves Erin is on the opposite color from her start. The opposite-colored corners are the three neighbors of the start and the single antipodal corner. "Unable to return along an edge" rules out the neighbors, so every valid path must end at the antipode.
Label the top face and the bottom face with below , below , etc. Start at ; the antipode is . By symmetry the three first moves are equivalent, so count paths beginning and multiply by .
From the next corner is or (not ).
- : from the unvisited neighbors are and , but must be last, so . Then is forced, then (again saving ), then , then . One path.
- : from go to (saving ), then is forced, then (saving ), then , then . One path.
So there are paths per first move and in all.
The answer is .
Review in the AoPS books
- Introduction to Counting & Probability, Chapter 5: More With Combinations (§5.2)
- Introduction to Counting & Probability, Chapter 1: Counting Is Arithmetic
- Introduction to Algebra, Chapter 22: Special Manipulations (§22.3)
- Prealgebra, Chapter 15: Problem-Solving Strategies (§15.2)
Similar problems
Problem © Mathematical Association of America (MAA), American Mathematics Competitions. Reproduced for non-commercial educational use. Solution and commentary are original to this site.