Trinagon puzzles are mathematically (and otherwise) an uncharted area !

( .. because its new :) )

For the rubiks cube many solving systems have been created. Simulations were run and a lot of thinking & processing power got spent on figuring out the rubiks cubes 'Gods Number', and many mathematical papers have been written on this one single puzzle (one resource here ..), and other permutation puzzles.

There are many apps that will autosolve it for you, and there a numerous tutorials where you can learn to apply solving patterns for the rubiks cube.

**Trinagon, being completely new, has not even begun to be explored !**!

If you are a mathematician specialized in group theory (that being the mathematical branch for a permutatiuon puzzle like trinagon or the rubiks cube) or becoming a mathematician, trinagon should hopefully give you a few hours ?, weeks ? months or years of work.

Apart from the simple beauty of the maths involved, maybe the matematically inclined can help with something else.

We would definitely be interested in finding two (or three) algorithms :

- One that can check whether a proposed solution pattern can actually be achieved in play, without the actual solution needed.

(A basic theory (more an idea) for this exists already. Still an occasional work in progress. - One algorithm, to calculate the least number of moves needed to solve a puzzle !? (Gods Number).

The small number of moves needed, to solve puzzles has been a surprise to thier own creators already often enough. More than once ! on single puzzles, - and well maybe therefore .. how about an algorithm that can solve any trinagon puzzle ?

Maybe even do it better than a good player ?

If funds can be generated selling this game, they will be available for research purposes. Feel free to contact us in case this is your line of work/pleasure.

Other mathematically interesting features within trinagon may hopefully be a source of inspiration for many students (of all grades) :

For example :

- platonic bodies (and other polyhedra) and many of their properties.

Even just visual representations, getting a feel for it and learning to 'see' 3D, will greatly improve the ability to work with polyhedric shapes, be it in art or in architecture (and maybe even both) or others. - general symetries in physics, chemistry and mathematics,
- vector calculus
- group theory
- probability theory

Just to make up a few :

- How many different solution patterns (only the end positions) are there to a given colors-only puzzle ?

How does this change when you add facemarkers, and directions ? - ... and can all of them be achieved / reached in normal play ? (mostly no).

How many can be ? (That's where it gets difficult) - Why are there exactly 6 rotationtypes ?

Or could there be more ? - How many turns does it take to move a triangle from A to B, and how many shortest paths are there, depending on the playgound ?
- In the Icosahedron. Do 2 triangles that are as far away as they can be from each other have the same orientation ? Why (not) ?

Is there a connection to how many moves it takes to move from A to B ? - Is there a useful relationship between the distance of two triangles and the number of moves to bring one to the others place, or exchange them (in the hexagon) ?
- And one out of the game :

In the tetrahedron puzzle. Use one flip-rotator (4,5 or 6) and 3 flat rotators.

Is it possible have only one triangle face flipped ?

Yes / No & Why ? :)

.. Are you sure :) ? I thought i was ! - ... make up your own. There are enough questions for all and for everyone.

After playing a while, a few good guesses might already answer some of these questions or give you an idea of how the get there.

If you have come up with questions and maybe even followed through with some answers, you can sent them to us (for the resource center) or publish them in the forum.