Issue 13
January 2001
Why did noone dare make a move during the Cuban Missile Crisis? What is game theory and how does it explain stalemates? And why can't humans walk as quickly as they can run? This issue explains it all! 
Steven J. Brams uses the Cuban missile crisis to illustrate the Theory of Moves, which is not just an abstract mathematical model but one that mirrors the reallife choices, and underlying thinking, of fleshandblood decision makers.

Last October, two mathematicians won £1m when it was revealed that they were the first to solve the Eternity jigsaw puzzle. It had taken them six months and a generous helping of mathematical analysis. Mark Wainwright meets the pair and finds out how they did it.

Arguably, the exponential function crops up more than any other when using mathematics to describe the physical world. In the first of two articles on physical phenomena which obey exponential laws, Ian Garbett discusses light attenuation  the way in which light decreases in intensity as it passes through a medium.

Why can't human beings walk as fast as they run? And why do we prefer to break into a run rather than walk above a certain speed? Using mathematical modelling, R. McNeill Alexander finds some answers.

There are many sorts of games played in a "bunco booth", where a trickster or sleightofhand expert tries to relieve you of your money by getting you to place bets  on which cup the ball is under, for instance, or where the queen of spades is. Lots of these games can be analysed using probability theory, and it soon becomes obvious that the games are tipped heavily in favour of the trickster! 
The idea is this. To start with, you will choose an envelope at random, say by tossing a coin, and look at its contents, which is a cheque for some number  say n. (By randomising like this, you can be sure I haven't subconsciously induced you to prefer one envelope or the other.) You want to make sure that the bigger the number is, the more likely you are to keep it, in other words, the less likely you are to swap. 
Jenni Barker plots the path from astrophysics to science journalism.


Computers can do many things, but there are some things they can't do. They certainly can't play tennis or the violin, but those aren't the kinds of thing we're concerned with. There are computational questions, questions of the kind that we would naturally turn to a computer to help us with, that, in fact, they cannot answer (and nor, therefore, can we).

"The pleasure and interest of being a scientist need not be confined to those gifted people who have the ability to pursue the highly specialised studies which are necessary for those who would reach the main frontiers of scientific advance."
G. I. Taylor, one of the great physicists of the twentieth century, among the last masters of both theory and experiment.

This is one of the world's outstanding pedagogic texts. It has the rare distinction of being a mathematics book that has sold a million copies. The COMAP project is a coalition of leading mathematicians and educators, directed by Solomon Garfunkel, who over a period of twelve years and five everexpanding editions have created a beautiful introduction to the practical applications of some of the most important areas of discrete mathematics.

John Haigh takes the above quote as the epigraph for "Taking Chances", and makes his own significant contribution to scientific literacy. He concerns himself with "games of chance" in the broadest sense, from the National Lottery, quiz shows, casino games and card, dice and coin games, through gametheoretic "games" such as military conflicts, to all types of sports.
