Mathematical Competitions and Games
Math Battle is an exiting two-team problem-solving competition. This
is a competitions that unites mathematics, strategy, sports,
team spirits and public performance. The students benefit from a
math battle in a lot of ways. They solve problems in a team
environment, they get a training in presenting rigorous mathematical
arguments in front of a qualified jury, and they get a chance to
analyze the solutions of their peers for possible gaps and shortfalls.
Preparation. Each of two teams receives a list of problems,
each worth 12 points.
They are given a certain amount of time to solve these problem. After the
time expires, the teams and the jury gather in some auditorium and the
battle begins.
Captains contest. Through a captains contest the jury determines which team goes
first. Two team captains are given a simple question which must be answered
without consulting the team members. As soon as one captain comes up with
the answer, the captains contest is over. If the answer is correct, this
captains team wins. Otherwise, other team wins. The winning team decides
which of the teams will "issue the challenge".
The battle.
-
The teams take turn issuing
the challenge. Suppose it is now a turn of team A to issue the challenge. Team A
declares that they want to hear team B's solution to some problem from the
list. Team B can either accept the challenge or decline it.
- If the team B accepted the challenge, then one of the team B members
(speaker, or defender) come to the board to explain the solution of the
problem. One of the team A members steps forward to act as an opponent. The goal of the
speaker is to present a solution. The goal of the opponent is to check the solution, reveal its weak points, or, perhaps, even
prove it wrong.
-
In both cases, while the speaker explains the solution, the opponent has a right to ask
the speaker questions about the
solution. At this point, the jury moderates the discussion by cutting off pointless
and time consuming questions and arguments. After the speaker has finished his
presentation and the opponent has no more questions, the jury may ask the
speaker
questions about possible errors and unproven points. After the discussion of a
solution is finished, the jury distributes the points. Each problem is worth
12 points. Points might be granted to an opponent even if the solution was
correct; for example if there were some minor errors pointed by opponent and
corrected by the defendant. The jury is also permitted to award points to
itself. It awards itself for the
-
If team B accepted the challenge (item 2) but it turned out that it's
speaker presented a wrong solution (as demonstrated by opponent or
determined by jury) then the speaker and the opponent switch places. Now the opponent has a right to present
the solution, and the jury acts as an opponent for his presentation. Jury
has a right to award up to 12 point to the opponent in this case.
-
If the team B rejected the challenge, then the job of team A is to prove
that their challenge was made in correct manner. This means that they
delegate a speaker to present a correct solution to the problem. Team B
delegates an opponent to check team A's solution. The solution is
presented by team A exactly in the same way as it would have been presented
by team B, with one major difference. If it turns out that the team A
challenge was not correct , team A is to be punished for buff: team A must
challenge team B again.
-
If one of the teams runs out of the problems they have solved and is not
willing to take changes by challenging the other tea for an unsolved
problem, then they can forfeit their right to challenge. In this case, the
other team can give the rest of the solutions the have at that moment. The
explanations are given as usual, with an opponent present.
Usually, there are 6 to 10 problems in a math battle. Each problem is
worth 12 points. Time to solve problems might vary from 30 minutes to a week
depending of the problem complexity, level of the players and intentions of
organizers.
These Math Battle rules have been ported from "Mathematical Circles
(the Russian Experience)" book. You also might be willing to check the
Math Battles
section of Toronto Math Circle.
Some examples of our Math Battles:
- Mathematical Battle 1
This is a short battle that is suitable for kids with some experience in
problem solving. Preparation time should vary from 40 minutes to 90 minutes
depending on the students level and number of students. Actual battle time
is about an hour. So the total game lasts for 2-3 hours. (Battle problems
adapted from materials of Kirov Summer Math School, Russia).
- Mathematical Battle
2
The April 2009 math battle between our Seniors and Juniors circles..
This contest is very close to gambling. The students participate in such a
competition with a great enthusiasm.
The rules are as follows. Two or more teams of students are given a
set of problem of some special type. These are not the traditional math
problems that can either be solved or not solved. Math Auction problems are
more a research type problems with an easy partial solution that can be
improved.
After the problems are submitted to students, they have certain amount of
time to solve them. Finally, the auction begins. Each team also receives an
equal initial supply of fictional "currency".
For example, the initial capital might be 1000 moon dollars.
Each problem is put up for
bid by a teacher. A teacher also declares the total value of the problem. A
team that places a winning bid for the problem presents it's solution. The trick
is that every auction problem has a partial solution that can be improved.
So if another team believes that it has a solution with stronger result
for the same problem, the problem is put up for auction again. A next buying team
presents it's solution. A problem is put up on auction again and again until
to team wants to buy a problem any more. When this happens, the team with
the best result collects the value of the problem. All the other teams loose
their bid money. Now the next problem is put up for auction and so on.
This competition is very motivating for students since the problems are
"constructive" - it is easy to find some solution for each problem. The
auctioning aspect and discussion of a winning strategy bring a lot of
excitement to the game as well.
At this type of competition, it is important that students have clear
understanding of what "stronger solution" means. It is easier to explain
the meaning on
the examples.
Problem 1. Using only digit 8, arithmetic operations +, -, *, /, brackets
and exponentiation, write number 100. Use as little 8's as possible.
Problem 2. Find as many solutions as possible to the following alphanumeric
puzzle: BACK+BOA=SCAM
For the first problem, a team should present a solution that uses less 8th
then the solution that was presented by the previous team. For the second
problem, a team should present at least one solution that was not presented
(and written on the board) by the previous teams.
These Math Auction rules have been ported from "Mathematical Circles
(the Russian Experience)" book.
Some examples of our Math Auctions:
- Mathematical
Auction 1 This is a short auction that is suitable for kids
with some experience in problem solving.
Preparation time should be approximately 40 minutes. Actual auction takes
approximately 40 minutes as well.
- Mathematical
Auction 2 March 2009 Auction in our Juniors Circle
This competition is intended for students age 10-12 or older. The game is
played by two teams of 4-6 players each. The teacher must have a long list
of very simple problems, such that each can be solved in 5 minutes. At the beginning of
the game, use the whiteboard to draw an ice hockey field with the puck
placed at the center.
Problems are thrown in one by one. One player per team is invited to
solve each problem. The players should rotate. A team should be two problems
ahead in order to move a puck one zone close to the direction of opponent's goal
posts. Once a puck is in area of goal zone, the goal is scored. The puck is
returned to central position, and the game resumes.
It is good idea to play this game after discussing a new topic that needs
some practice to soak in. Good examples are: combinatorics, graphs (tests on
isomorphic graphs and graphs that can be traced ), algebraic formulas.
These Math Hockey rules have been ported from "Mathematical Circles
(the Russian Experience)" book.