Square in the coordinate plane has vertices at the points and Consider the following four transformations:
a rotation of counterclockwise around the origin;
a rotation of clockwise around the origin;
a reflection across the -axis; and
a reflection across the -axis.
Each of these transformations maps the squares onto itself, but the positions of the labeled vertices will change. For example, applying and then would send the vertex at to and would send the vertex at to itself. How many sequences of transformations chosen from will send all of the labeled vertices back to their original positions? (For example, is one sequence of transformations that will send the vertices back to their original positions.)
- A)
- B)
- C)
- D)
- E)
Answer
C
Key insight
Each move sends corner A to a neighboring corner, so after 19 moves the square is exactly one move from home, and exactly one 20th move finishes.
Solution
1. Each move shifts to a neighboring corner. Check with at : sends it to , to , to , to . It never stays put and never jumps to the opposite corner, and the same holds from any corner.
2. Color the corners like a checkerboard. Call and "white" and the other two "black". Every move switches the color of 's corner. After an odd number of moves, is on black, so the square is certainly not back home.
3. Count the possible positions. A position of the labeled square is fixed by where is ( choices) and whether the labels read counterclockwise or clockwise ( choices), so there are positions. The with on a black corner are exactly the positions you get from the start by one single move: , , or .
4. After moves the square is in one of those positions. Each can be undone by exactly one move: is undone by , by , by , and by .
5. Count. Choose the first moves freely: ways. For each, exactly one th move brings everything home. So the number of sequences is
The answer is .
Why this works
To count move sequences that return to the start, fix all the moves except the last and ask how many last moves work. Here the checkerboard coloring shows that after an odd number of moves the square is always exactly one move from home, and the four moves come in undo-pairs, so exactly one last move works. The example fits: after the square is one move from home, and finishes it.
The trap
Trying to count sequences by how many of each letter appear (the rotations must balance, and so on), which is a much harder count.
Concise solution
Track where the label sits. Each of , , , moves whichever label is at a corner to an adjacent corner (a rotation or a reflection across a coordinate axis never sends a corner to itself or to the opposite corner). Color the corners like a checkerboard: and are "even," and are "odd." Every move flips the parity of 's corner.
A configuration of the labeled square is determined by where is and whether the square is flipped over (reflected) or not: configurations. After moves, is at an odd corner, so the square is in one of the configurations with adjacent to home. Those four are exactly the results of applying a single , , or to the original square, and each is undone by exactly one of the four moves ( by , by , by , by ).
Therefore any sequence of moves can be completed in exactly one way, and no sequence of moves ends at the identity (wrong parity). The count is
The answer is .
Review in the AoPS books
- Introduction to Counting & Probability, Chapter 1: Counting Is Arithmetic
- Introduction to Geometry, Chapter 16: The More Things Change. . . (§16.1, §16.2, §16.3, §16.4)
- Intermediate Counting & Probability, Chapter 4: Constructive Counting and 1-1 Correspondences (§4.4, §4.5, §4.6)
- Introduction to Counting & Probability, Chapter 2: Basic Counting Techniques
Techniques
Map the objects to something easier to count · Use an invariant, parity, or coloring argument