Math paradoxes

The lake escape The teacher is four times faster. Can the pupil escape?He can: circle first, then dash.

A pupil runs from his teacher and jumps into a round lake. The teacher can't swim, but he runs along the shore four times as fast as the pupil swims, and waits wherever the pupil comes out. Swimming from the middle straight away from him fails: he gets round half the lake in time. Is there any way for the pupil to reach the shore before the teacher? Lock in your answer, then test it in the game.

A pupil runs from his teacher and jumps into a round lake. The teacher runs along the shore four times as fast as the pupil swims, so the straight route doesn't save him. Escape looks impossible. But near the centre the pupil circles the middle of the lake faster than the teacher. That way he gets exactly opposite him, and from there it is 75 m to the shore while the teacher has to run 314 m.

Make a guess
75 sfor the pupil to swim
78.5 sfor the teacher to run
The puzzle

One lake, a pupil in the water, a teacher on the shore

This is a classic pursuit puzzle. Older collections use a duck and a fox, a girl in a rowing boat and a goblin, or a swimmer and a bear instead of a pupil and a teacher. The idea is the same: a slower player who can go anywhere on the lake against a faster one who is tied to the shore.

  1. 1

    The lake

    The lake is perfectly round with a radius of 100 m. The shore is 2π × 100 ≈ 628 m long, half of it 314 m. The pupil starts in the middle of the lake: he could swim there at leisure, since the teacher stays out of the water.

  2. 2

    The speeds

    The pupil swims at 1 m/s. The teacher runs along the shore at 4 m/s, four times as fast. On land the pupil runs faster than the teacher: if he gets out where the teacher isn't, he is free.

  3. 3

    The straight route fails

    From the centre to the shore is 100 m, so 100 s. The teacher has to reach the opposite side: half the shore, 314 m, in 314 / 4 = 78.5 s. He is there 21.5 s before the pupil.

  4. 4

    The question

    Both can see each other all the time and play as well as they can. Is there a way for the pupil to reach the shore before the teacher for sure?

Intuition says

"He is four times faster and reaches even the farthest point in time. No chance"

In fact there is a chance. The teacher is faster in a straight line but not at circling the centre: near the middle of the lake the pupil turns faster. He gets exactly opposite the teacher and from there reaches the shore 3.5 s ahead.

Model assumptions

  • The lake is perfectly round; the pupil and the teacher are points.
  • Speeds are constant and turning is instant.
  • The teacher never enters the water and sees the pupil all the time.
  • The pupil escapes if he reaches the shore where the teacher isn't.
Round 1 · Guess

Can the pupil escape?

The teacher runs four times as fast as the pupil swims and always heads for the point of the shore nearest to the pupil. Pick an answer before reading on.

Your answer

A breakdown of your answer will appear here.

Hints

Hard to decide? Open the hints one at a time: the easy one first, then stronger ones.

Round 2 · Escape

You are in the lake, the teacher is on the shore

Tap the lake or drag across it: the pupil swims there. The clock starts with your first move. The teacher (orange) always runs the short way to the point of the shore nearest to you. On the right you can see who would win if you swam straight to the shore right now. Stuck? Turn on the safe circle or watch the autopilot.

Time
Teacher is faster by

How many times faster the teacher is
Autopilot

If you head for the shore now

The safe circle has a radius of 100 / k metres. Inside it you go around the centre faster than the teacher.

Round 3 · Simulation

Three plans against a teacher of any speed

The computer plays both sides step by step, a thousand steps per chase. The pupil tries three plans: swim straight from the centre, circle and dash to the shore, circle and swim along a tangent. Each time the teacher runs the short way. The dots show how many metres behind the teacher is when the pupil reaches the shore (zero means caught). The lines show the same from the formula in round 4.

straight from the centre circle, then dash circle, then tangent
"Straight" works while the teacher is faster by less than
–
"Circle and dash" works up to
–
"Circle and tangent" works up to
–
1,000 teachers with random turns and pauses against the dash at ×4
–
Teacher faster byStraightDashTangent

In the table: how many metres behind the teacher is when the pupil lands. The thresholds found by simulation are slightly below the exact ones: the simulated pupil circles 0.5% closer to the centre than the edge of the safe circle, and "caught" means the teacher is within half a metre.

Round 4 · Explanations

Slower, but turns faster

The teacher is faster in metres per second. But what matters in this chase is something else: how fast each of them goes round the centre of the lake. Near the middle even a slow swimmer turns faster than a runner on the shore.

In plain wordspictures, analogies, small numbers

“In plain words” is hidden on all puzzles.

The merry-go-round

A small circle is short

the pupil's lap
the teacher's lap628 m at 4 m/s

This is not the whole answer yet, only its first half: this is how the pupil gets opposite the teacher. The second half is in the next card.

The dash

75 metres against 314

pupil: from the 25 m circle to the shore75 s75 m at 1 m/s
teacher: half the shore78.5 s314 m at 4 m/s

Once the pupil is on the 25 m circle exactly opposite the teacher, he turns and swims straight for the shore. He has 75 m left, while the teacher has to run around half the lake. The pupil is ashore 3.5 s earlier. From the centre this fails: the pupil has the full 100 m to swim, and the teacher gets there in 78.5 s.

Why circle instead of heading straight for the 25 m ring? While the pupil swims out, the teacher runs too and is no longer opposite. Circling brings the pupil back to the point farthest from the teacher.

Rigoroustables, charts, formulas

“Rigorous” is hidden on all puzzles.

Where to dash from

A window 3.5 metres wide

pupil's swim to the shore teacher's run round half the shore

The pupil is opposite the teacher at a distance r from the centre. He has 100 − r seconds to swim, and the teacher always needs 78.5 s. The pupil wins if r is more than 21.5 m. But he can stay opposite the teacher only inside the 25 m circle: beyond it the teacher turns faster. So the dash has to start from a narrow ring between 21.5 and 25 m.

Any speed

The dash works while k < π + 1

Teacher k times fasterPupilTeacher

The safe circle has a radius of 100 / k metres, so the pupil swims for 100 − 100 / k seconds and the teacher runs for 314 / k seconds. The pupil wins while k − 1 < π, that is, while the teacher is less than 4.14 times as fast.

For formula lovers

Angular speed, the dash and the tangent

A lake of radius R, the pupil swims at speed v, the teacher runs at kv. Angular speed is speed divided by the radius of the circle you move on. The pupil turns faster than the teacher on circles of radius less than R/k.

vr>kvR⟺r<Rk

A radial dash from the circle R/k with the teacher opposite: the pupil covers R − R/k, the teacher πR.

R−R/kv<πRkv⟺k<π+1≈4.14

A dash along the tangent to the circle R/k, in the direction the teacher is running. The pupil swims R·sin θ, where cos θ = 1/k, and the teacher has to run π + θ radians.

k2−1<π+arccos1k⟺k<4.6033

For k = 4 and a 100 m lake: the dash gives 75 s against 78.5 s, the tangent 96.8 s against 111.5 s. The tangent is longer, but the teacher has to run more than half the shore.

Deepergeneralisations, theory, history

“Deeper” is hidden on all puzzles.

The best escape

A path shaped like the letter J

The straight dash challenges the teacher to run half the shore. You can do better: don't turn sharply for the shore, keep going along the tangent to the safe circle, in the same direction the teacher is already running. Then he chases the pupil from behind and has to run more than half the shore. Turning back doesn't pay: the pupil switches to the mirror tangent, and the teacher's run is wasted. This path gives an escape while the teacher is less than 4.6033 times as fast.

Pursuit games

From a puzzle to a theory

Problems where one player flees, the other pursues, and both decide at every instant are called differential games. Rufus Isaacs began studying them at the RAND Corporation: his first report, "Games of Pursuit", came out in 1951, and the book "Differential Games" in 1965. The examples there are military: interception, evasion, aiming.

The lake puzzle appears in Martin Gardner's collections. The 4.6 limit for the tangent path is credited to Richard Guy, and IBM published the full solution with the exact 4.6033 in its Ponder This puzzle for May 2001.

Round 5 · Harder versions

From a lake to the theory of pursuit

First the maths: how the answer depends on the teacher's speed. Then the idea behind the escape. And finally, where such chases happen for real.

1. How fast can the teacher be

Best plan
Teacher is behind by

The idea

2. Play where you are stronger

The pupil loses on speed but wins on angular speed near the centre. Mathematicians solve such problems by looking from the teacher's point of view: in a frame that turns with him, the teacher stands still and the lake spins. Then you can see that the pupil can steer the teacher into his worst position.

A squirrel hides from a dog the same way: it runs around a tree trunk, staying on the far side, and the dog, though faster, can't keep up on such a small circle.

Theory

3. The lion and the man

A similar puzzle: a lion and a man in a round arena with equal speeds. For a long time it was thought that the lion, keeping on the same radius as the man, would catch him. In 1952 Abram Besicovitch showed the man can run forever: the lion gets arbitrarily close but never catches him. The proof is in "Littlewood's Miscellany".

Practice

4. Interception and evasion

At RAND Isaacs described the "homicidal chauffeur": a car much faster than a pedestrian but with a poor turning circle, against a slow pedestrian who can turn on the spot. It is the same "speed against agility" game as the lake. Similar models are used for intercepting aircraft and missiles: a faster but less agile pursuer against a slower but nimbler target.

Bonus · Fun facts

Things to tell your friends

π

The limit of the straight route

Swimming from the centre straight away from the teacher works only if he is less than π ≈ 3.14 times as fast: the pupil swims one radius and the teacher runs half the shore, which is π radii.

25 m

The safe circle

On a circle of radius 25 m the pupil and the teacher complete a lap in the same 157 s. Inside it the pupil turns faster, even though he swims four times as slowly.

3.5 s

The margin

The dash from the safe circle gives the pupil 75 s against the teacher's 78.5 s. The margin is just 3.5 s, so the circling has to stay close to the edge of the 25 m circle.

4.6033

The final limit

The best path looks like the letter J: a semicircle near the centre, then a tangent. It works while the teacher is less than 4.6033 times as fast. IBM's Ponder This of 2001 named its goblin Jimmy after the shape of the path.

1965

A prize for chases

Rufus Isaacs's book "Differential Games", about games of pursuit and evasion, came out in 1965 and won the Lanchester Prize in operations research the same year.

3,5×

The swimmer and the bear

In 2021 Quanta Magazine gave its readers this puzzle with a swimmer and a bear running 3.5 times as fast, and asked for the quickest path to the shore.

The Colossal Book of Short Puzzles and Problems

Martin Gardner

2006 · pp. 237, 256–257

All books →
Discussion

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