Permutation parity — the series
-
The crossings that will not come out even
Draw a rearrangement as strings from one row of pegs to another and count where they cross. The count depends on how the strings are drawn; whether it is odd or even does not, and that single bit is what makes determinants exist and a sliding puzzle unsolvable.
-
The only bit that survives
A shuffle can be called even or odd, and the label behaves under composition. Ask whether some cleverer label — a number out of three, or out of four — could behave the same way, and the answer is that nothing else can — one bit is exactly what a permutation gives up.
-
The puzzle that is exactly half solvable
A sliding puzzle sold with two tiles swapped is not a hard puzzle; it is an impossible one, and the proof is a quantity that no slide can change. The same argument, run three times at once, says that one arrangement of a scrambled cube in twelve is reachable.
-
When the label may be a matrix
A permutation carries exactly one bit into any commutative target, and commutativity is the restriction doing all the work. Drop it — let the label be a matrix — and what survives is a short finite table, computed here from traces and checked for orthogonality over every pair of rows.
-
Thirty-one moves from solved
Parity settles which half of a sliding puzzle's arrangements can be reached and is silent about how far away any of them is. Searching every reachable arrangement of the three-by-three tray answers the second question exactly — two arrangements sit thirty-one moves out — and parity turns up again, this time as a law about distance.
-
Which graphs let the tokens go anywhere
A sliding puzzle is a graph with a token on every vertex but one. Richard Wilson found in 1974 what every such puzzle can reach, and the answer has a surprise in it — the half the tray is stuck with is not a fact about permutations at all, but about the board being two-coloured — and one exception, a graph of seven vertices that reaches exactly 120 of 720.