Instead of counting up to five on each hand, a binary system can be used to count up to 31 on one hand, and up to 1023 on two hands. This is done by using your fingers to represent increasing numbers, multiplying by two each time.
Once the numbers 1, 2, 4, 8 and 16 are assigned to the fingers, as above, different numbers can be represented by raising or tucking in the fingers. A raised finger represents its number being “on”, whereas a lowered finger represents its number being “off”.
For example, raising the thumb (1), the index finger (2) and the ring finger (8) shows a total of 1 + 2 + 8 = 11.
For higher numbers, exactly the same principle is used, by continuing to double the numbers used on the first hand: 32, 64, 128, 256, 512.
Alternatively, by placing your hand above a surface like a table, pressing the fingertip to the surface can be counted as “on”, which is useful both for the less dexterous and for avoiding having the number 4 misinterpreted by somebody else.
When you walk around and look at everything around you, chances are, you may see a face. It may be human, it may be an animal, but sometimes you can see faces in inanimate objects. This is called Pareidolia: Seeing faces in random things!
Cops and Robbers is a mathematical game in which pursuers (cops) attempt to capture evaders (robbers). The game is one of many pursuit-evasion games, each of which is governed by a different set of rules. The general goal of these problems is to determine the number of pursuers required to capture a given number of evaders.
The GIFs above show two versions of the game. The first is similar to the standard Cops and Robbers rendition, and the second is best described as “Zombies and Humans”.
In both versions, an evader moves in the direction that gets it furthest away from the pursuers (focusing more on the closer pursuers), and a pursuer moves in the direction that gets it closest to the evaders (focusing more on the closer evaders).
In the first simulation, members of both groups have a constant speed. In the second simulation, members of a group move more quickly the closer they are to members of the opposite group, and slower when further away.