The examples, in the order to learn them

Every example world in examples/, as a route: what each one teaches, what it needs first, how to run it and what you should see, and one thing to change and predict before you run it again. Each opens in one workshop tab, where the button Start this world over on the title card puts it back as it began; the manual explains the parts.

Each card says what you do — try it run it and predict, change it change one thing and predict, read it read the robots to predict, build it train a robot of your own — and, apart from that, how much is inside. Tick tried on a card and this browser remembers it.

First steps

One visible change, a small robot, a predictable result.

1 🔀 Swap numbers

A robot does one thing to what it is given, and stops when its thought no longer fits.

try it inside: small, 1 robot, the longest 6 steps

Run: Give the leaning scale to the Swap robot: it swaps the two pans, the scale tips the other way, and the robot stops after one round.

Change and predict: Give it the OTHER scale, the one already the right way round. Predict: does it run, and why not?

Open in the workshop ↗

2 🏃 Moving behaviours

A behaviour is a letter to a bird: [move | across | 1/60] every round, and the star slides.

change it inside: small, 1 robot, the longest 2 steps

Needs Swap

Run: Press SPACE on the star: it slides right and stops at the table’s edge; "." stops it early. The Mover is on its back: hold the star and press Ctrl+P to go through its door and watch.

Change and predict: In there, pick up the step and type a minus. Predict which way the star goes — then make the number bigger.

Open in the workshop ↗

3 🪐 A step-and-turn planet lessons

Repeated motion: walk a little, turn a little, thirty-six times, and a ring appears. Two robots share the work box.

change it inside: medium, 2 robots, the longest 8 steps

Needs Moving

Run: Press Start the robot: the planet walks and turns thirty-six times and a ring of dots appears round the sun. Instant shows the ring at once.

Change and predict: Change steps left to 9 before you start. How much of the ring will be drawn? Then try 18.

Open in the workshop ↗

4 🌸 An easy flower lessons

A repeat inside a repeat: four sides make a square petal, six petals on spokes make a flower — each its own colour from a queue on a nest, and invisible ink keeps it one drawing.

change it inside: medium, 4 robots, the longest 13 steps

Needs A step-and-turn planet

Run: Press Start the robot: six square petals appear round a centre, each a different colour. The next member button above Trained actions shows each robot.

Change and predict: Set petals left to 3 and next spoke from 240° to 300°. Predict the flower; then sweep it up with Dusty — one thing.

Open in the workshop ↗

5 🌷 A flower garden lessons

A repeat inside a repeat inside a repeat: twenty segments make a curved petal, petals make a flower, three flowers make a garden — each flower one trail, the pen invisible between stem, leaves and petals.

change it inside: large, 8 robots, the longest 251 steps

Needs An easy flower

Run: Press Start the robot: three pens rise from their pots, grow a stem and two leaves, and draw 8, 10 and 12 tilted petals with a golden centre. Instant shows it at once; the team puts its box away when the garden is done.

Change and predict: Set flowers left to 1 and watch one flower. Then in the letters box change “move yaw” from 18 to 20. Predict the petal.

Open in the workshop ↗

6 ✨ A jumping spark lessons

A movement amount that changes over time: gravity shrinks the upward step inside the letter each jump, and the dots draw an arch.

change it inside: medium, 2 robots, the longest 10 steps

Needs A step-and-turn planet

Run: Press Start the robot: the spark rises and falls in twenty steps and leaves an arch of dots behind. The world opens from the side, where the arch reads.

Change and predict: Set gravity to 0. Predict the shape before running; then try −1/200.

Open in the workshop ↗

7 🔭 A planetary clockwork lessons

Angles into positions: every tick each angle grows by its own step, modulo 360, and sin and cos badges turn it into a place on a tilted track — three planets and a moon that adds the blue planet’s position to its own.

change it inside: large, 2 robots, the longest 202 steps

Needs A jumping sparkAn ellipse

Run: Press Start the robot: the planets go round the sun on their tracks and the moon round the blue planet, for 120 ticks; the periods are 30, 60, 120 and 15 ticks, so everybody comes home together.

Change and predict: Set ticks left to 30. Predict which planet gets all the way round. Then change the blue planet’s degrees per tick to 12 and predict the moon.

Open in the workshop ↗

8 🎆 A firework fountain lessons

Velocity and gravity: each spark keeps three velocities in its record, moves by them every tick and stamps a dot, and gravity comes off the upward one — so it slows, turns and falls. Eight sparks reused for three bursts.

change it inside: large, 4 robots, the longest 310 steps

Needs A jumping spark

Run: Press Start the robot: eight coloured sparks rise from the nozzle in arches of dots, hide after thirty ticks, and burst again turned 15 degrees, three times; the last burst’s dots remain.

Change and predict: Set gravity per tick to −1/250. Predict the height of the arches. Then set sideways speed to 0 and predict the shape of a burst.

Open in the workshop ↗

9 🎨 Random colour behaviours

Optional challenge — a bigger jump than the cards round it: a list split at a number to pick the Nth thing, and three letters to one pad. Skip it for now and come back after Things that talk.

A pad with a robot on its back: a die picks the Nth colour from a list by splitting the list there, and three letters paint the pad.

change it inside: large, 1 robot, the longest 28 steps

Needs Moving

Run: Press SPACE on the pad: its colour changes again and again, one of the seven; "." stops it. Ctrl+P on it shows the robot at work.

Change and predict: Open the panel and join another [name | ink] pair on the list, then give the die a face. Predict how often the new colour comes up.

Open in the workshop ↗

Things that talk

Nests that receive the world, and letters to birds that change it.

10 ⌨️ The keyboard devices

The keyboard is a nest: every key lands on it, and a robot dozing on the nest wakes per key.

change it inside: small, 1 robot, the longest 2 steps

Needs Moving

Run: Give the work box to the Scribe, then type: each key you press appears on the pad.

Change and predict: Type a space, then Backspace. Predict what the pad says — the Scribe joins whatever arrives.

Open in the workshop ↗

11 🖱️ The pointer devices

The pointer is a nest too: a reading of [across | away] each move, and three steps keep a box up to date.

change it inside: small, 1 robot, the longest 3 steps

Needs The keyboard

Run: Give the work box to the Watcher and move the pointer over the table: the two numbers in its box follow the pointer.

Change and predict: Stop moving. Predict whether the robot keeps running — an empty nest is a robot asleep.

Open in the workshop ↗

12 🐾 Following the pointer behaviours

The pointer reading put inside a [set | position | …] letter: the star follows your hand.

change it inside: small, 1 robot, the longest 6 steps

Needs The pointerMoving

Run: Press SPACE on the star and move the pointer over the table: the star comes to your hand and stays with it. The Follower is on the star’s back: Ctrl+P to watch it.

Change and predict: Change the letter to [move | position | …] instead of set. Predict: does the star follow, or run away?

Open in the workshop ↗

13 🏀 Bouncing behaviours

The edge is a reading; a team of robots differ only in the word they expect, and flipping a step is a ×−1 dropped on a number.

change it inside: medium, 3 robots, the longest 5 steps

Needs Moving

Run: Press SPACE on the star: it runs to the right edge, turns round, runs back, and keeps going. The team is on its back: Ctrl+P to go through its door and watch them take turns.

Change and predict: Take the “at the right” robot out of the team. Predict what happens at the right edge.

Open in the workshop ↗

14 🦋 Wandering behaviours

Randomness is a die: a die of 3, a −2 and a ×30 land on the turn in turn, then a yaw and a step go to the bird.

change it inside: medium, 1 robot, the longest 10 steps

Needs Bouncing

Run: Press SPACE on the star: it drifts about the table, turning at random. The Wanderer is on its back: Ctrl+P to watch the die land.

Change and predict: In there, hold the die and type 5. Predict: which way does the star circle, and why?

Open in the workshop ↗

15 ⏱️ A stopwatch devices

A stopwatch that is not built in: robots on the number’s own panel ask the computer the time and tell the number.

change it inside: large, 4 robots, the longest 21 steps

Needs The pointer

Run: Press SPACE on the number: it counts up the milliseconds; "." rests it, and SPACE goes on from there.

Change and predict: Drop a 0 with a set badge on it and start it again. Predict what it counts from.

Open in the workshop ↗

16 🖥️ The computer devices

The workshop’s own machine answers letters: [query | time | bird], [query | date | bird], [query | clock | bird].

try it inside: no robots

Needs A stopwatch

Run: Take a letter off a notebook page, put a bird of your own in its last hole, and give it to the bird to the computer: the answer — the time, the date or the clock — lands on your bird’s nest.

Change and predict: Ask for the time twice a minute apart. Predict which holes change — and why the date would not.

Open in the workshop ↗

17 🐢 A turtle behaviours

A Logo turtle that is not built in: a nest for orders, two robots, and a pen — forward and right are messages the turtle already answered.

change it inside: large, 4 robots, the longest 31 steps

Needs Bouncing

Run: Drop the turtle pad on the shell’s EDGE — the middle makes it ride on the shell instead of steering it — and press SPACE; give the bird “pendown”, then [forward] and [right 90] four times: a square is drawn on the table.

Change and predict: Give it [right | 120] instead of 90, three times. Predict the shape.

Open in the workshop ↗

18 🐢 A turtle in the air behaviours

The same turtle in its own frame: yaw, pitch and roll, so it can climb and draw in the air.

change it inside: large, 7 robots, the longest 13 steps

Needs A turtle

Run: As the turtle, with pitch and roll orders on the table: give it a pitch and a forward and the line leaves the table and climbs.

Change and predict: Pitch up 45, forward, pitch down 45, forward. Predict where the line ends up.

Open in the workshop ↗

19 🪐 An ellipse behaviours

An orbit from two numbers: a position set each round from a growing angle, sine and cosine as letters.

change it inside: large, 1 robot, the longest 28 steps

Needs Wandering

Run: Drop the ellipse pad on the star’s EDGE (the middle would only make it ride on the star) and press SPACE on the star: it goes round and round an ellipse; "." stops it, Ruby lets go.

Change and predict: Change one of the two radii. Predict the shape before you look.

Open in the workshop ↗

Numbers and data

Loops, recursion, lists and a grammar — data a robot reads rather than rules it was taught.

20 ❗ Factorial numbers

A loop with a scale for its test: the count climbs to N, the beam comes level, and the product goes to a bird.

change it inside: medium, 3 robots, the longest 15 steps

Needs Swap

Run: Give the two-hole box to the Factorial robot: the count climbs to 5, the scale comes level, and the product, 120, flies off with the bird.

Change and predict: Change 5 to 8 before you start. Predict the answer, and how many rounds it takes.

Open in the workshop ↗

21 🐇 Fibonacci by houses numbers

Recursion by houses: each call sends a copy of itself into two houses and the ones pile up on a nest to be summed.

change it inside: large, 7 robots, the longest 35 steps

Needs Factorial

Run: Give the five-hole box to the Fib robot; when the smoke stops, give the [0, nest] box to the Sum robot: it adds the ones up and stops at 21.

Change and predict: Ask for fib(5) instead of fib(8). Predict how many ones arrive.

Open in the workshop ↗

22 🐇 Fibonacci by promises numbers

The same recursion with promises: each call makes two nests and dozes until both answer.

try it inside: large, 8 robots, the longest 45 steps

Needs Fibonacci by houses

Run: Give the seven-hole box to the fib robot: houses appear and answer one another, and fib(6) arrives on the nest marked “the answer”.

Change and predict: Watch which house answers first. Predict whether the order matters to the answer.

Open in the workshop ↗

23 🌡️ A gauge of live numbers numbers

Live numbers: two numbers that listen to each other, each change landing on an event nest, newest underneath.

change it inside: medium, 2 robots, the longest 3 steps

Needs The computer

Run: Pull both levers up; drop a +3 on A and a ×2 on B: each change lands on the event nest, the newest underneath, and the other number answers.

Change and predict: Drop a +0 on A. Predict whether B moves — an update that changes nothing is swallowed.

Open in the workshop ↗

24 🔢 A list from n to 1 lists

A lazy list, a link at a time: each round one link lands on a nest, and a box with no holes means the end.

change it inside: medium, 4 robots, the longest 15 steps

Needs Factorial

Run: Give the two-hole box to the FinishList robot: 5, 4, 3, 2, 1 land on the nest one a round, then a box with no holes.

Change and predict: Start from 3 instead of 5. Predict the pile on the nest, top to bottom.

Open in the workshop ↗

25 🔗 Appending two lists lists

Two lazy lists joined: each link lands inside the promise the last one carried, so the answer grows from the outside in.

change it inside: medium, 4 robots, the longest 13 steps

Needs A list from n to 1

Run: Give the three-hole box to the FinishAppend robot: the joined list grows on “both lists”, a link a round.

Change and predict: Give it two empty lists. Predict what arrives on “both lists”.

Open in the workshop ↗

26 🔁 Reversing a list lists

Reversal by houses that wait on one another: the last link settles first.

change it inside: large, 6 robots, the longest 30 steps

Needs Appending two lists

Run: Give the four-hole box to the Reverse robot: a house appears for each link, and the list comes back the other way round.

Change and predict: Reverse a one-link list. Predict how many houses appear.

Open in the workshop ↗

27 🔤 A grammar as data words

A grammar read as data: a rule is a number, the robot splits a copy of the dictionary there and throws its die to choose.

change it inside: large, 4 robots, the longest 27 steps

Needs Reversing a listWandering

Run: Pull the lever: sentences pile up on the nest, a new one each round; pull it again when you have enough.

Change and predict: Add a word to one alternative in the dictionary and pull the lever. Predict which sentences change — the robot is untouched.

Open in the workshop ↗

28 📝 A sentence factory words

A sentence factory in a glass room: the same idea with the rules fixed in the robots.

read it inside: large, 20 robots, the longest 7 steps

Needs A grammar as data

Run: Pull the lever on the right wall: sentences come out of the room; click the door to step inside and watch the team make them.

Change and predict: Step inside and read the team. Predict which robot would have to change to add an adjective.

Open in the workshop ↗

Houses and state

What a house keeps to itself, what a live number tells, and things that are not numbers.

29 💰 Sally’s account accounts

A box with a nest for requests: the robot whose thought carries the word wakes, serves it, and dozes again.

change it inside: medium, 3 robots, the longest 6 steps

Needs The keyboard

Run: Give the account box to the Teller, then drop a message on the “requests” bird: the balance changes and a slip comes back.

Change and predict: Send [withdraw | 500]. Predict what the balance does, and what comes back.

Open in the workshop ↗

30 🏦 A bank account in a house accounts

State sealed in a house: nothing outside can reach the balance; the only way in is a request by bird.

try it inside: medium, 4 robots, the longest 11 steps

Needs Sally’s account

Run: The house is switched on already. Drop a request on the bird marked “requests”: she flies it in, the Teller answers with a slip, and the balance stays out of reach.

Change and predict: Try the −500 request. Predict which slip the Teller sends, and why the scale decides.

Open in the workshop ↗

31 💳 A live account accounts

A live number as the balance: two rooms deposit at once and every badge is applied whole, so the total is right however the rounds land.

try it inside: medium, 2 robots, the longest 6 steps

Needs A bank account in a houseA gauge of live numbers

Run: Pull both levers: the two rooms deposit at once and the balance settles on the same total however the rounds fall.

Change and predict: Predict the final balance before you pull; then predict whether pulling one lever first changes it.

Open in the workshop ↗

32 📮 Zeno’s postman infinity

Two houses and a bird between them: a halver and a totaller, the totaller asleep until the post comes.

try it inside: medium, 2 robots, the longest 5 steps

Needs A bank account in a house

Run: Pull the lever on each house: the bird carries halves from the halver to the totaller, and the total climbs toward 1 without reaching it.

Change and predict: Pull only the totaller’s lever. Predict what it does with no post.

Open in the workshop ↗

33 📚 The shelf of behaviours behaviours

A shelf of behaviours to drop on your own things: sixteen gadgets and a star to try them on.

change it inside: large, 44 robots, the longest 10 steps

Needs Bouncing

Run: Drop a gadget on the star and press SPACE on it: the star does what the gadget says; "." stops it; Ruby lets go.

Change and predict: Drop bouncing AND wandering on the star. Predict what happens when it reaches the right wall.

Open in the workshop ↗

34 🦁 The zoo yard

The yard: seven animals on the grass behind the workshop, each a thing with a name.

change it inside: medium, 1 robot, the longest 10 steps

Needs The shelf of behaviours

Run: Go out through the green back door: seven animals stand on the grass, each with its name.

Change and predict: Drop the wandering gadget on the lion and press SPACE. Predict where it goes.

Open in the workshop ↗

35 🦓 The zoo keeper yard

A button that asks the yard who is there — [query | things | bird] — and gives every animal a wiggle.

try it inside: large, 7 robots, the longest 9 steps

Needs The zoo

Run: Go outside and press SPACE on the keeper: every animal in the yard wiggles.

Change and predict: Carry one animal indoors first. Predict how many wiggle.

Open in the workshop ↗

36 ✈️ An airplane’s flight models

A toy airplane that takes off, flies a loop and lands: position, up and facing as letters over time.

change it inside: large, 8 robots, the longest 13 steps

Needs A turtle in the air

Run: Press SPACE on the airplane: it takes off, flies a loop, and lands.

Change and predict: Change the climb letter’s number. Predict how high the loop goes.

Open in the workshop ↗

37 ✈️ An airplane with its pilot models

The same flight with a pilot aboard: a thing riding a thing, carried wherever it goes.

change it inside: large, 8 robots, the longest 13 steps

Needs An airplane’s flight

Run: Press SPACE on the airplane: it flies its loop with the pilot aboard all the way.

Change and predict: Take the pilot off before take-off. Predict whether the flight changes.

Open in the workshop ↗

38 🎹 Tones sounds

What a sound is: a frequency, seconds and a shape, made by a box dropped on a silent sound.

change it inside: no robots

Needs Swap

Run: Press SPACE on a sound to hear it; drop the box on the silent one and it sings too, the waveform on its screen.

Change and predict: Change 440 to 880. Predict what you hear.

Open in the workshop ↗

39 🔉 Remaking a sound sounds

A number dropped on a sound remakes it: ×2 is faster and an octave up, ×−1 plays it backwards.

change it inside: no robots

Needs Tones

Run: Drop the ×2 and the ×−1 on a sound, then SPACE to hear it: faster and an octave up, then backwards.

Change and predict: Drop ×1/2 twice. Predict the pitch.

Open in the workshop ↗

40 🎵 A melody sounds

A tune built the way a sentence is: a note longer each round, joined on the right edge.

change it inside: medium, 1 robot, the longest 10 steps

Needs Remaking a soundThe keyboard

Run: Give the work box to the Singer: the tune plays, a note longer each round.

Change and predict: Put the pitches on the nest in another order. Predict the tune.

Open in the workshop ↗

41 🖼️ Pictures images

A picture is a pad: it takes the same letters, and rides on a pad like anything else.

change it inside: no robots

Needs Moving

Run: Pick a picture up: the card reads it as a picture. Hold one and press Ctrl with the up arrow: it grows, keeping its own proportions. Drop one in the empty box: it goes in like anything else.

Change and predict: Take a letter such as [set | width | 2] off a notebook page, put a picture’s bird in its last hole, and send it. Predict what happens to the picture.

Open in the workshop ↗

42 📸 An album images

A notebook files things and a picture is a thing, so a notebook of pictures is an album — and no album was ever written.

try it inside: no robots

Needs Pictures

Run: Point at the album and press the left and right arrow keys, or click its gold corner tabs: six pages, a picture on each. Click a picture to lift it off its page as an ordinary pad; drop it back to file it.

Change and predict: Drop the spare star picture on a blank page. Predict whether the arrow keys reach it — then click the spine and pick up the whole album at once.

Open in the workshop ↗

43 🏷️ Naming pictures images

A team that names what it sees: seven pictures come off the nest and seven names pile up.

try it inside: large, 6 robots, the longest 6 steps

Needs An albumBouncing

Run: Give the work box to the team leader: seven pictures come off the nest and seven names pile up.

Change and predict: Put the star on the nest twice. Predict how many names arrive.

Open in the workshop ↗

Games

The full games are the destination; open one behaviour at a time.

44 🏓 Pong, from the parts games

Pong from the ordinary parts: a ball, a bat that follows the pointer, a counter, a pitch.

change it inside: large, 10 robots, the longest 12 steps

Needs BouncingFollowing the pointer

Run: Set Speed to Instant, point at the pitch and press ENTER, then SPACE: the ball is in play and the bat follows your pointer up and down.

Change and predict: Make the ball’s step bigger. Predict whether the bat can keep up.

Open in the workshop ↗

45 🏓 Pong, from the shelf games

The same game built by dropping behaviours from the shelf on the ball and the bat.

change it inside: large, 13 robots, the longest 10 steps

Needs Pong, from the partsThe shelf of behaviours

Run: Press SPACE on the ball, then on the bat: the ball bounces about the pitch and the bat follows the pointer.

Change and predict: Take the bouncing gadget off the ball. Predict what the ball does at the wall.

Open in the workshop ↗

46 🏓 Pong, with collisions games

Pong with collisions: the ball bounces off anything on the table, so first clear the court.

change it inside: large, 10 robots, the longest 9 steps

Needs Pong, from the shelf

Run: Vacuum the pads away, set Speed to Instant, and press SPACE on the ball: it bounces off the walls and off the bat.

Change and predict: Leave one pad on the court. Predict the rally.

Open in the workshop ↗

47 👾 Space Invaders games

A whole game to be read: a field, a ship on the arrow keys, bullets that vanish, invaders that are hit, a score.

read it inside: large, 49 robots, the longest 9 steps

Needs Pong, with collisionsThe keyboard

Run: Point at the dark field and press SPACE; arrows move, up fires: the invaders march, hits take them out, and the score climbs.

Change and predict: Open one invader’s panel. Predict which robot makes it drop down a row.

Open in the workshop ↗

Infinity

Each activity has a finite trace to inspect before the argument about its continuation.

48 ♾️ Even numbers infinity

Exploring Infinity 1: three rooms in a pipeline, each waking as the first number reaches it, and the evens keep pace with the whole numbers.

try it inside: medium, 3 robots, the longest 8 steps

Needs Zeno’s postman

Run: Pull the lever on the Add 1 room: the numbers pass down the pipeline and the nests fill, doubles keeping pace with the whole numbers.

Change and predict: Is there an even number on B that is not on doubled? Predict, then watch the two nests fill.

Open in the workshop ↗

49 ♾️ All the integers infinity

Exploring Infinity 2: the negatives merged in, fairly — Merge waits for the matching negative.

try it inside: medium, 3 robots, the longest 8 steps

Needs Even numbers

Run: Pull the lever on the Add 1 room: positives and negatives arrive on the merged nest in turn; pull it again when you have seen enough.

Change and predict: Predict the order on the merged nest before it fills.

Open in the workshop ↗

50 ♾️ Sequences and pairs infinity

Exploring Infinity 3: squares, and pairs [n, n²] — a sequence of boxes.

build it inside: medium, 3 robots, the longest 12 steps

Needs All the integers

Run: Pull the lever on the Add 1 room: squares and [n, n²] pairs land on their nests.

Change and predict: Train a robot of your own for cubes and put it in the squarer’s place. Predict the pairs.

Open in the workshop ↗

51 ♾️ All the fractions between 0 and 1 infinity

Exploring Infinity 4: every fraction between 0 and 1, the scale pans as holes.

try it inside: medium, 3 robots, the longest 12 steps

Needs Sequences and pairs

Run: Pull the lever on the All Fractions room: fractions between 0 and 1 arrive on the nest, none missed.

Change and predict: Does 2/4 appear, and 1/2 as well? Predict, then look.

Open in the workshop ↗

52 ♾️ The fractions above one infinity

Exploring Infinity 5: the fractions above one are the reciprocals of those below.

try it inside: medium, 4 robots, the longest 12 steps

Needs All the fractions between 0 and 1

Run: Pull the lever on the All Fractions room: each fraction below one lands with its reciprocal on the other nest.

Change and predict: Predict the first five on the reciprocals nest.

Open in the workshop ↗

53 ♾️ All the positive rationals infinity

Exploring Infinity 6: every positive rational, five rooms waking in turn, Merge keeping it fair.

try it inside: large, 5 robots, the longest 12 steps

Needs The fractions above one

Run: Pull the lever on the All Fractions room: the five rooms wake in turn and the merged nest fills with the positive rationals, none missed.

Change and predict: Predict where 3/2 comes in the merged order relative to 2/3.

Open in the workshop ↗

54 ♾️ Any interval infinity

Exploring Infinity 7: three nests filling term by term, one for one — the pairing made visible (the post takes a moment, so the counts can differ briefly).

try it inside: large, 6 robots, the longest 12 steps

Needs All the positive rationals

Run: Pull the lever on the All Fractions room: the three nests fill together, term for term.

Change and predict: The argument is that ×2 can be undone. Predict what the halving room sends for 3/8.

Open in the workshop ↗

55 ♾️ Counting the sequences infinity

Exploring Infinity 8: the team takes the first term of the first sequence, the second of the second… a diagonal.

try it inside: large, 7 robots, the longest 15 steps

Needs Any interval

Run: Give the three Sequence boxes to the All Sequences bird and pull the three levers: the team takes a term from each in turn and the diagonal piles up.

Change and predict: Predict the first six terms the team takes, in order.

Open in the workshop ↗

56 🏨 Resort Infinity infinity

Resort Infinity: cottages without end, guests to house and to move up five — the robots are yours to train.

build it inside: large, 63 robots, the longest 20 steps

Needs Counting the sequences

Run: Go outside. Train a robot on the practice letter and give it to the front desk’s bird: each guest is answered and walks to its cottage.

Change and predict: Before you train: predict what the guest at cottage 1 must be told when five more arrive.

Open in the workshop ↗

57 🏨 Resort Infinity 3: a new infinite group infinity

Resort Infinity 3: a whole infinite group arrives at a full resort. Adding five will not do — everybody moves from i to 2i, and the newcomers take the odd cottages, 2i − 1.

build it inside: large, 93 robots, the longest 20 steps

Needs Resort Infinity

Run: Go outside. Train a mover for the moving office (given [where I live | bird]) and a clerk for the front desk (given [number | group | bird]), give each to its bird, then SPACE on the gold group: everybody moves to the even cottages and the gold guests take the odd ones.

Change and predict: Before you train: which cottages come free when everybody doubles their address? How many is that?

Open in the workshop ↗

58 🏨 Resort Infinity 4: three infinite groups infinity

Resort Infinity 4: three infinite groups at once. Everybody moves from i to 4i; guest i of group j takes 4i − j — the group number is in the letter now.

build it inside: large, 118 robots, the longest 20 steps

Needs Resort Infinity 3: a new infinite group

Run: Go outside. A mover that multiplies by four, a clerk that computes 4i − j from the number and the group in the letter, and SPACE on three groups: green, plum and teal fill three cottages in every four.

Change and predict: Or solve it as problem 3 three times over. Predict where green guest 2 ends up either way.

Open in the workshop ↗

59 🏨 Resort Infinity 5: infinitely many groups infinity

Resort Infinity 5: infinitely many infinite groups. Everybody doubles; a newcomer (i, j) gets one whole number n by counting the grid in growing squares — a scale weighs i against j to pick the sum — and takes cottage 2n − 1.

build it inside: large, 116 robots, the longest 20 steps

Needs Resort Infinity 4: three infinite groups

Run: Go outside. Give Double to the moving office and Weigh — a team of four: weigh, then one of two sums — to the front desk, then SPACE on the groups: rose, lime and brown take 1, 3, 5, 7, 9, 11 and on into the mist.

Change and predict: Read the pad “Why growing squares”. Predict n for (3, 2) and for (2, 3) before you look at the cottages.

Open in the workshop ↗

Meta

Robots that train robots. Read the pupil’s desired program first, then watch the teacher make it.

60 🎓 The teacher meta

A robot that trains a robot: the pupil takes a desk, is shown its step, and has its thought loosened by Ruby.

read it inside: medium, 3 robots, the longest 12 steps

Needs Factorial

Run: Give the four-hole box to the teacher and press Start: the pupil takes a desk and is taught; then click the pupil and press Start to see it do what it learned.

Change and predict: Predict what the pupil’s thought says after the lesson, before you look.

Open in the workshop ↗

61 🎓 Telling meta

A teacher whose pupil learns to write to the perch: [set | value | 5] lands on “what it told”.

change it inside: medium, 3 robots, the longest 16 steps

Needs The teacherMoving

Run: Give the four-hole box to the teacher and press Start: the pupil is taught, and [set | value | 5] lands on “what it told”.

Change and predict: Change the reading before the lesson. Predict the letter that lands.

Open in the workshop ↗

62 🎓 The stopwatch teacher meta

A teacher that builds the stopwatch: robots that really ask the computer and really tell the number.

read it inside: large, 9 robots, the longest 109 steps

Needs TellingA stopwatch

Run: Give the eleven-hole box to the teacher and press Start: four pupils are trained in turn and go on to a number’s panel; take the number out and SPACE on it, and it counts.

Change and predict: Predict which pupil asks and which tells, from their thoughts alone.

Open in the workshop ↗

63 🎓 The resort teacher meta

A robot solves Resort Infinity in front of you: it trains the two robots and gives them to the birds.

read it inside: large, 69 robots, the longest 28 steps

Needs The stopwatch teacherResort Infinity

Run: Go outside and give the teacher its box: it trains the two robots, gives them to the birds, and the guests are housed.

Change and predict: Predict which of the two lessons it gives first, and why the order matters.

Open in the workshop ↗

64 🎓 The resort teacher, problem 3 meta

A robot solves Resort Infinity 3: teaches the mover (×2), waits for the bell on a nest of its own, teaches the clerk (×2, then −1) on a three-hole letter, and lets the gold group in.

read it inside: large, 99 robots, the longest 25 steps

Needs The resort teacherResort Infinity 3: a new infinite group

Run: Go outside and give the teacher its eleven-hole box: everybody doubles, the gold guests take the odd cottages, and it reads “Done” out.

Change and predict: Why does it wait for the bell before letting the newcomers in? Predict where the gold guests would end up if it did not.

Open in the workshop ↗

65 🎓 The resort teacher, problem 4 meta

A robot solves Resort Infinity 4: teaches ×4 to the mover and 4i − j to the clerk — a copy of the group wearing a minus sign — and lets three groups in.

read it inside: large, 124 robots, the longest 25 steps

Needs The resort teacher, problem 3Resort Infinity 4: three infinite groups

Run: Go outside and give the teacher its box: everybody moves to four times their address, and green, plum and teal fill three cottages in every four.

Change and predict: Read the clerk it taught: which step is the minus sign? Predict what the clerk would do to plum guest 2 without it.

Open in the workshop ↗

66 🎓 The resort teacher, problem 5 meta

A robot solves Resort Infinity 5: teaches the mover and, since a lesson trains one robot and the clerk is a team on a scale, hands the growing-squares team over ready-made — and says so.

read it inside: large, 128 robots, the longest 20 steps

Needs The resort teacher, problem 4Resort Infinity 5: infinitely many groups

Run: Go outside and give the teacher its box: everybody doubles, the pairs (i, j) are numbered by growing squares, and rose, lime and brown take the odd cottages.

Change and predict: Could a teacher teach a team? Predict what the lesson would have to do that this one cannot.

Open in the workshop ↗