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<p>Imagine a hardwood floor made of long wooden planks. Every plank is exactly the same width. Let’s call that width <img src="https://latex.codecogs.com/png.latex?d">.</p>
<p>You are holding a straight needle. To keep the maths simple, the needle is exactly as long as a plank is wide: its length is also <img src="https://latex.codecogs.com/png.latex?d">.</p>
<p>You toss the needle into the air and let it fall wherever it likes. Sometimes it lands neatly inside one plank. Sometimes it lands across the crack between two planks.</p>
<p>What is the probability that the needle lands crossing a crack?</p>
<div id="fig-floor" class="quarto-float quarto-figure quarto-figure-center anchored" data-fig-align="center" alt="A plank floor with 26 scattered needles; the ones crossing a crack are orange.">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-floor-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/buffon-needle/fig1_floor.png" class="img-fluid quarto-figure quarto-figure-center figure-img" style="width:85.0%" alt="A plank floor with 26 scattered needles; the ones crossing a crack are orange.">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-floor-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;1: Twenty-six needles dropped at random. The orange ones cross a crack between planks; the navy ones don’t.
</figcaption>
</figure>
</div>
<p>This puzzle has a name and a long history. It is <strong>Buffon’s needle</strong>, first posed in 1733 by the French naturalist Georges-Louis Leclerc, Comte de Buffon, and one of the oldest problems in geometric probability.</p>
<section id="chasing-the-extremes" class="level2">
<h2 class="anchored" data-anchor-id="chasing-the-extremes">Chasing the Extremes</h2>
<p>Before doing any algebra, let’s look at the two most extreme ways the needle can land.</p>
<p>Suppose the needle lands <em>parallel</em> to the cracks, running along the length of the plank. It lies entirely inside one plank and never touches a crack. The chance of crossing is 0.</p>
<p>Now suppose it lands <em>perpendicular</em> to the cracks, pointing straight across the planks. A needle of length <img src="https://latex.codecogs.com/png.latex?d"> lying across a plank of width <img src="https://latex.codecogs.com/png.latex?d"> cannot fit inside a single plank, so it always crosses. The chance of crossing is 1.</p>
<div id="fig-extremes" class="quarto-float quarto-figure quarto-figure-center anchored" data-fig-align="center" alt="Two panels: needles parallel to the cracks never cross; needles perpendicular always cross.">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-extremes-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/buffon-needle/fig3_extremes.png" class="img-fluid quarto-figure quarto-figure-center figure-img" style="width:85.0%" alt="Two panels: needles parallel to the cracks never cross; needles perpendicular always cross.">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-extremes-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;2: The two extremes. A needle parallel to the cracks never crosses; a needle perpendicular to them always does.
</figcaption>
</figure>
</div>
<p>Every real toss lands somewhere between these two extremes, so the answer must lie somewhere between 0 and 1. To find out where, we need a way to describe a tilted needle.</p>
</section>
<section id="the-view-from-the-bottom" class="level2">
<h2 class="anchored" data-anchor-id="the-view-from-the-bottom">The View from the Bottom</h2>
<p>To solve this, let’s track just one point: the <em>bottom tip</em> of the needle, meaning whichever end lies lower down the floor in our picture.</p>
<p>When the needle lands, that bottom tip sits somewhere on a plank. Let’s call its distance from the lower edge of that plank <img src="https://latex.codecogs.com/png.latex?y">. Because the tip can land anywhere on the wood, <img src="https://latex.codecogs.com/png.latex?y"> can be any value between <img src="https://latex.codecogs.com/png.latex?0"> and <img src="https://latex.codecogs.com/png.latex?d">.</p>
<p>Because the bottom tip is the <em>lowest</em> point of the needle, the rest of the needle points upward from it. That means the needle can never cross the crack below the tip. The only crack it can cross is the next one up, at height <img src="https://latex.codecogs.com/png.latex?d">.</p>
<p>Take the perpendicular case first. The top tip sits at height <img src="https://latex.codecogs.com/png.latex?y%20+%20d">, and it crosses the next crack when <img src="https://latex.codecogs.com/png.latex?y%20+%20d%20%3E%20d">, which simply means <img src="https://latex.codecogs.com/png.latex?y%20%3E%200">. Since landing exactly on the crack has zero chance, the needle crosses with probability exactly 1, just as we found above.</p>
<p>But most needles don’t land perpendicular. Let’s call the tilt <img src="https://latex.codecogs.com/png.latex?%5Ctheta">: the angle between the needle and the perpendicular to the cracks. It runs from <img src="https://latex.codecogs.com/png.latex?0"> (perpendicular) to <img src="https://latex.codecogs.com/png.latex?%5Cpi/2"> (parallel).</p>
<p>How far up does a tilted needle reach? Picture a right-angled triangle with the needle as its slanted side, of length <img src="https://latex.codecogs.com/png.latex?d">. The vertical side of that triangle, the part of the needle’s length that actually points across the planks, is the side next to the angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta">. By basic trigonometry, its length is <img src="https://latex.codecogs.com/png.latex?d%5Ccos%5Ctheta">. The other side, <img src="https://latex.codecogs.com/png.latex?d%5Csin%5Ctheta">, runs along the plank and doesn’t help the needle reach the crack at all.</p>
<div id="fig-tip-setup" class="quarto-float quarto-figure quarto-figure-center anchored" data-fig-align="center" alt="A tilted needle on one plank, showing the bottom-tip height y, tilt angle theta, and vertical reach d cos theta.">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-tip-setup-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/buffon-needle/fig2_tip_setup.png" class="img-fluid quarto-figure quarto-figure-center figure-img" style="width:78.0%" alt="A tilted needle on one plank, showing the bottom-tip height y, tilt angle theta, and vertical reach d cos theta.">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-tip-setup-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;3: The bottom tip sits at height <img src="https://latex.codecogs.com/png.latex?y">. Tilted by an angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta">, a needle of length <img src="https://latex.codecogs.com/png.latex?d"> reaches only <img src="https://latex.codecogs.com/png.latex?d%5Ccos%5Ctheta"> across the planks.
</figcaption>
</figure>
</div>
<p>So the top tip reaches a height of <img src="https://latex.codecogs.com/png.latex?y%20+%20d%5Ccos%5Ctheta">, and the needle crosses the next crack when that is more than the width of the plank:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0Ay%20+%20d%5Ccos%5Ctheta%20%3E%20d%20.%0A"></p>
<p>Rearranging tells us exactly where the bottom tip needs to land:</p>
<div style="background:#FEF2E4; border-left:4px solid #E7941A; padding:0.8em 1.2em; margin:1.4em 0; text-align:center;">
<p>The needle crosses a crack when <img src="https://latex.codecogs.com/png.latex?%5C;y%20%3E%20d%20-%20d%5Ccos%5Ctheta">.</p>
</div>
</section>
<section id="every-possible-drop-in-one-rectangle" class="level2">
<h2 class="anchored" data-anchor-id="every-possible-drop-in-one-rectangle">Every Possible Drop in One Rectangle</h2>
<p>Now let’s put this on a graph. The horizontal axis is the angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta">, from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?%5Cpi/2">. The vertical axis is the bottom tip’s height <img src="https://latex.codecogs.com/png.latex?y">, from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?d">.</p>
<p>Every possible way the needle can land is now a single point in a rectangle. Because we toss the needle without aiming, every position along the plank and every tilt is equally likely, so every point in the rectangle is equally likely too. That turns probability into area. The total area of the rectangle is its width times its height:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Ctext%7BTotal%20area%7D%20=%20%5Cfrac%7B%5Cpi%7D%7B2%7D%20%5Ctimes%20d%20=%20%5Cfrac%7B%5Cpi%20d%7D%7B2%7D.%0A"></p>
<p>The winning drops, where the needle crosses a crack, sit above the curve <img src="https://latex.codecogs.com/png.latex?y%20=%20d%20-%20d%5Ccos%5Ctheta"> and below the top of the plank at <img src="https://latex.codecogs.com/png.latex?y%20=%20d">.</p>
<div id="fig-tip-region" class="quarto-float quarto-figure quarto-figure-center anchored" data-fig-align="center" alt="Rectangle of angle versus bottom-tip height, with the crossing region above the curve y = d minus d cos theta shaded, and one thin strip highlighted.">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-tip-region-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/buffon-needle/fig4_tip_region.png" class="img-fluid quarto-figure quarto-figure-center figure-img" style="width:75.0%" alt="Rectangle of angle versus bottom-tip height, with the crossing region above the curve y = d minus d cos theta shaded, and one thin strip highlighted.">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-tip-region-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;4: All possible drops. The shaded region above the curve contains the drops where the needle crosses. A thin strip at angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta"> has height <img src="https://latex.codecogs.com/png.latex?d%5Ccos%5Ctheta">.
</figcaption>
</figure>
</div>
<p>The winning region has a curved edge, so we find its area with calculus. Slice it into thin vertical strips. At angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta">, a strip starts at the curve, <img src="https://latex.codecogs.com/png.latex?d%20-%20d%5Ccos%5Ctheta">, and runs up to <img src="https://latex.codecogs.com/png.latex?d">, so its height is</p>
<p><img src="https://latex.codecogs.com/png.latex?%0Ad%20-%20%5Cleft(d%20-%20d%5Ccos%5Ctheta%5Cright)%20=%20d%5Ccos%5Ctheta%20.%0A"></p>
<p>Adding up all the strips from <img src="https://latex.codecogs.com/png.latex?%5Ctheta%20=%200"> to <img src="https://latex.codecogs.com/png.latex?%5Ctheta%20=%20%5Cpi/2">:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Ctext%7BWinning%20area%7D%20=%20%5Cint_0%5E%7B%5Cpi/2%7D%20d%5Ccos%5Ctheta%20%5C,%20d%5Ctheta%20=%20d%5CBig%5B%5Csin%5Ctheta%5CBig%5D_0%5E%7B%5Cpi/2%7D%20=%20d%5C,(1%20-%200)%20=%20d%20.%0A"></p>
<p>To get the probability, divide the winning area by the total area. The <img src="https://latex.codecogs.com/png.latex?d">s cancel:</p>
<div style="background:#FEF2E4; border-left:4px solid #E7941A; padding:0.4em 1.2em; margin:1.4em 0; text-align:center;">
<p><img src="https://latex.codecogs.com/png.latex?%0AP(%5Ctext%7Bcross%7D)%20=%20%5Cfrac%7Bd%7D%7B%5Cpi%20d/2%7D%20=%20%5Cfrac%7B2%7D%7B%5Cpi%7D%20%5Capprox%200.6366%0A"></p>
</div>
</section>
<section id="a-second-view-the-centre-method" class="level2">
<h2 class="anchored" data-anchor-id="a-second-view-the-centre-method">A Second View: The Centre Method</h2>
<p>There is a second way to solve this, by looking at the centre of the needle instead of its tip.</p>
<p>Let <img src="https://latex.codecogs.com/png.latex?x"> be the distance from the centre of the needle to the <em>nearest</em> crack, whether that crack is above or below. The furthest the centre can ever be from a crack is the middle of the plank, so <img src="https://latex.codecogs.com/png.latex?x"> runs from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?d/2">.</p>
<p>The centre sits halfway along the needle, so each half has length <img src="https://latex.codecogs.com/png.latex?d/2">. Tilted at angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta">, each half reaches <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7Bd%7D%7B2%7D%5Ccos%5Ctheta"> across the planks, by the same right-triangle argument as before.</p>
<div id="fig-centre-setup" class="quarto-float quarto-figure quarto-figure-center anchored" data-fig-align="center" alt="A needle whose centre is a distance x below the nearest crack, with its upper half reaching d over 2 times cos theta across it.">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-centre-setup-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/buffon-needle/fig5_centre_setup.png" class="img-fluid quarto-figure quarto-figure-center figure-img" style="width:78.0%" alt="A needle whose centre is a distance x below the nearest crack, with its upper half reaching d over 2 times cos theta across it.">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-centre-setup-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;5: The centre method. The centre sits a distance <img src="https://latex.codecogs.com/png.latex?x"> from the nearest crack, and half the needle reaches <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7Bd%7D%7B2%7D%5Ccos%5Ctheta"> towards it.
</figcaption>
</figure>
</div>
<p>The needle crosses when the nearest crack is within reach of the half pointing towards it:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0Ax%20%3C%20%5Cfrac%7Bd%7D%7B2%7D%5Ccos%5Ctheta%20.%0A"></p>
<p>We can graph this just as before. The angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta"> still runs from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?%5Cpi/2">, but the height <img src="https://latex.codecogs.com/png.latex?x"> now only runs from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?d/2">. The total area of this rectangle is</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Cfrac%7B%5Cpi%7D%7B2%7D%20%5Ctimes%20%5Cfrac%7Bd%7D%7B2%7D%20=%20%5Cfrac%7B%5Cpi%20d%7D%7B4%7D.%0A"></p>
<p>This time the winning region sits <em>under</em> the curve <img src="https://latex.codecogs.com/png.latex?x%20=%20%5Ctfrac%7Bd%7D%7B2%7D%5Ccos%5Ctheta">.</p>
<div id="fig-centre-region" class="quarto-float quarto-figure quarto-figure-center anchored" data-fig-align="center" alt="Rectangle of angle versus centre distance, with the crossing region under the curve x = d over 2 cos theta shaded, and one thin strip highlighted.">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-centre-region-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/buffon-needle/fig6_centre_region.png" class="img-fluid quarto-figure quarto-figure-center figure-img" style="width:75.0%" alt="Rectangle of angle versus centre distance, with the crossing region under the curve x = d over 2 cos theta shaded, and one thin strip highlighted.">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-centre-region-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;6: The centre method’s rectangle. The shaded region under the curve contains the drops where the needle crosses. A strip at angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta"> has height <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7Bd%7D%7B2%7D%5Ccos%5Ctheta">.
</figcaption>
</figure>
</div>
<p>A strip at angle <img src="https://latex.codecogs.com/png.latex?%5Ctheta"> now runs from <img src="https://latex.codecogs.com/png.latex?0"> up to the curve, so its height is <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7Bd%7D%7B2%7D%5Ccos%5Ctheta">:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Ctext%7BWinning%20area%7D%20=%20%5Cint_0%5E%7B%5Cpi/2%7D%20%5Cfrac%7Bd%7D%7B2%7D%5Ccos%5Ctheta%20%5C,%20d%5Ctheta%20=%20%5Cfrac%7Bd%7D%7B2%7D%5CBig%5B%5Csin%5Ctheta%5CBig%5D_0%5E%7B%5Cpi/2%7D%20=%20%5Cfrac%7Bd%7D%7B2%7D%20.%0A"></p>
<p>Divide the winning area by the total area, and the <img src="https://latex.codecogs.com/png.latex?d">s and the <img src="https://latex.codecogs.com/png.latex?2">s cancel again:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0AP(%5Ctext%7Bcross%7D)%20=%20%5Cfrac%7Bd/2%7D%7B%5Cpi%20d/4%7D%20=%20%5Cfrac%7B2%7D%7B%5Cpi%7D.%0A"></p>
<p>Two different pictures, two different rectangles, the same answer. The shaded regions look nothing alike, yet each one fills exactly the same fraction, <img src="https://latex.codecogs.com/png.latex?2/%5Cpi">, of its own rectangle.</p>
</section>
<section id="why-no-paradox-this-time" class="level2">
<h2 class="anchored" data-anchor-id="why-no-paradox-this-time">Why No Paradox This Time?</h2>
<p>If you read <a href="../../posts/bertrand-paradox/index.html">our article on Bertrand’s paradox</a>, this might make you a little nervous. There, three reasonable ways of choosing “a random chord” gave three different answers. Here, two different methods agree. Why can we trust them?</p>
<p>The difference is that this time, “random” has only one sensible meaning. Bertrand’s question never said <em>which</em> quantity was chosen at random. Here we named our random quantities, a position and an angle, and the physical toss tells us how each one behaves. The floor looks exactly the same if you shift your view across by one plank, so the needle has no reason to prefer any spot within a plank: its position is uniform. And a tossed needle has no reason to prefer any direction: its angle is uniform. Both methods measure the same toss with these same two uniform quantities, which is why they cannot disagree.</p>
</section>
<section id="turning-the-answer-around-finding-π-with-needles" class="level2">
<h2 class="anchored" data-anchor-id="turning-the-answer-around-finding-π-with-needles">Turning the Answer Around: Finding π with Needles</h2>
<p>Here is where Buffon’s needle gets its fame. If the probability of crossing is <img src="https://latex.codecogs.com/png.latex?2/%5Cpi">, then we can turn the formula around. Toss many needles, count how many cross, and</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Cpi%20%5Capprox%20%5Cfrac%7B2%20%5Ctimes%20%5Ctext%7Bnumber%20of%20tosses%7D%7D%7B%5Ctext%7Bnumber%20of%20crossings%7D%7D%20.%0A"></p>
<p>You can estimate <img src="https://latex.codecogs.com/png.latex?%5Cpi"> with nothing but a floor and a box of needles.</p>
<div id="fig-estimate" class="quarto-float quarto-figure quarto-figure-center anchored" data-fig-align="center" alt="Line chart of the running estimate of pi against the number of needles tossed on a log scale, wobbling and settling near pi.">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-estimate-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/buffon-needle/fig7_estimate_pi.png" class="img-fluid quarto-figure quarto-figure-center figure-img" style="width:80.0%" alt="Line chart of the running estimate of pi against the number of needles tossed on a log scale, wobbling and settling near pi.">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-estimate-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;7: A simulated experiment: the running estimate of <img src="https://latex.codecogs.com/png.latex?%5Cpi"> as more needles are tossed. After 20,000 tosses it reads 3.1410.
</figcaption>
</figure>
</div>
<p>It works, but slowly. The estimate wanders wildly for the first hundred or so tosses and only creeps towards <img src="https://latex.codecogs.com/png.latex?%5Cpi"> after that. In this simulation, 20,000 tosses got three decimal places right. Random experiments like this improve with the square root of the number of tries, so every extra correct digit costs about a hundred times more tosses.</p>
<p>Which makes one historical result very strange. In 1901, the Italian mathematician Mario Lazzarini reported tossing a needle 3,408 times, using a needle five-sixths as long as the plank width. He counted 1,808 crossings, which gives</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Cpi%20%5Capprox%20%5Cfrac%7B355%7D%7B113%7D%20=%203.1415929%5Cldots,%0A"></p>
<p>correct to six decimal places. With 3,408 honest tosses, an estimate typically misses <img src="https://latex.codecogs.com/png.latex?%5Cpi"> by a few hundredths. And look closely at his numbers: <img src="https://latex.codecogs.com/png.latex?3408%20=%2016%20%5Ctimes%20213"> and <img src="https://latex.codecogs.com/png.latex?1808%20=%2016%20%5Ctimes%20113">. Those are exactly the multiples needed to produce the famous fraction <img src="https://latex.codecogs.com/png.latex?355/113">. It looks less like luck and more like knowing exactly when to stop.</p>
</section>
<section id="the-hidden-circle" class="level2">
<h2 class="anchored" data-anchor-id="the-hidden-circle">The Hidden Circle</h2>
<p>The answer is roughly 0.6366, about a 64% chance. But the decimal isn’t the interesting part. Look at the exact answer, <img src="https://latex.codecogs.com/png.latex?2/%5Cpi">.</p>
<p>We dropped a straight needle onto straight cracks. There are no circles on the floor and no circles on the needle. So where did <img src="https://latex.codecogs.com/png.latex?%5Cpi"> come from?</p>
<p>Look back at the calculation. The winning area was plain <img src="https://latex.codecogs.com/png.latex?d">, with no <img src="https://latex.codecogs.com/png.latex?%5Cpi"> in it at all. All of the <img src="https://latex.codecogs.com/png.latex?%5Cpi"> came from the <em>width of the rectangle</em>: the range of possible angles, a quarter-turn, which measures <img src="https://latex.codecogs.com/png.latex?%5Cpi/2"> in radians. A needle that can point in any direction is quietly picking a point on a circle. The circle was never on the floor. It was hiding in the word “random”.</p>
<p>In <a href="../../posts/break-the-longer-piece/index.html">an earlier puzzle</a>, a logarithm in the answer was the fingerprint of a curved region. Here, <img src="https://latex.codecogs.com/png.latex?%5Cpi"> is the fingerprint of a random direction. Whenever an answer depends on an angle that could point anywhere, a circle is hiding somewhere in the setup, even if none is drawn.</p>
</section>
<section id="your-turn" class="level2">
<h2 class="anchored" data-anchor-id="your-turn">Your Turn</h2>
<p><strong>1.</strong> What if the needle is <em>shorter</em> than the plank is wide, with length <img src="https://latex.codecogs.com/png.latex?%5Cell%20%3C%20d">? Only one thing changes in the bottom-tip method. Once you have your formula, check it against Lazzarini’s numbers: with <img src="https://latex.codecogs.com/png.latex?%5Cell/d%20=%205/6">, 3,408 tosses and 1,808 crossings, it should give exactly <img src="https://latex.codecogs.com/png.latex?355/113">.</p>
<p><strong>2.</strong> What if the needle is <em>longer</em> than the plank is wide? Try drawing the rectangle again. What goes wrong with the curve, and how would you fix it?</p>
<hr>
<p><em>A straight needle, straight cracks, and still a circle hiding in the answer.</em></p>


</section>

 ]]></description>
  <category>probability</category>
  <category>geometry</category>
  <guid>https://kanithakalam.com/posts/buffon-needle/</guid>
  <pubDate>Sat, 03 Oct 2026 18:30:00 GMT</pubDate>
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  <title>The Math Problem That Broke “Random”</title>
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<p>Imagine a circle. Inside it, draw an equilateral triangle so that its three corners touch the edge.</p>
<p>Now draw a straight line across the circle (a <em>chord</em>) completely at random. What is the probability that your random chord is longer than a side of the triangle?</p>
<div id="fig-setup" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-setup-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/bertrand-paradox/fig1_setup.png" class="img-fluid figure-img" style="width:62.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-setup-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;1: The setup. The orange chord is longer than a side of the triangle; the navy chord is shorter.
</figcaption>
</figure>
</div>
<p>It sounds like a simple question. It is actually a trap, first set by the French mathematician Joseph Bertrand in 1889, and it exposes something we rarely stop to think about. Depending on what you mean by the word “random,” you get three different answers, each backed by flawless mathematics.</p>
<section id="three-programmers-three-pictures" class="level2">
<h2 class="anchored" data-anchor-id="three-programmers-three-pictures">Three Programmers, Three Pictures</h2>
<p>Suppose three programmers are each asked to “draw a random chord” and each writes a different, perfectly reasonable program. Here is what 450 chords from each program look like, with the long chords in orange.</p>
<div id="fig-three-ways" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-three-ways-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/bertrand-paradox/fig2_three_ways.png" class="img-fluid figure-img" style="width:100.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-three-ways-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;2: Three ways to draw a “random” chord. Same circle, same question, visibly different pictures. The fraction of orange chords is different in each.
</figcaption>
</figure>
</div>
<p>The three pictures are not the same. Let us see where each answer comes from.</p>
</section>
<section id="a-useful-trick-rotate-the-triangle" class="level2">
<h2 class="anchored" data-anchor-id="a-useful-trick-rotate-the-triangle">A Useful Trick: Rotate the Triangle</h2>
<p>Each method below starts by picking something at random: a point on the edge, or a direction for a radius. That random choice will almost never line up neatly with the triangle. But the triangle can be turned. Rotating it about the centre changes no lengths at all, so after each random choice we are free to rotate the triangle into whatever position makes the picture easiest to read. We will use this trick twice.</p>
</section>
<section id="method-1-random-endpoints" class="level2">
<h2 class="anchored" data-anchor-id="method-1-random-endpoints">Method 1: Random Endpoints</h2>
<p>The first programmer picks two random points on the edge of the circle and joins them.</p>
<p>Wherever the first point lands, rotate the triangle so that one of its corners sits exactly there. Now look at the chord from that corner to the second point. It is longer than a side of the triangle only if the second point lands on the far arc, between the other two corners. The three corners split the circle into three equal arcs, so that far arc is exactly one-third of the edge.</p>
<p><img src="https://latex.codecogs.com/png.latex?%0AP_1%20=%20%5Cfrac%7B1%7D%7B3%7D%0A"></p>
<div id="fig-method1" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-method1-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/bertrand-paradox/fig3_method1.png" class="img-fluid figure-img" style="width:80.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-method1-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;3: Method 1. With a corner at the first point, the chord is long only when the second point lands on the far arc, which is one-third of the circle.
</figcaption>
</figure>
</div>
</section>
<section id="method-2-random-radius" class="level2">
<h2 class="anchored" data-anchor-id="method-2-random-radius">Method 2: Random Radius</h2>
<p>The second programmer draws a radius in a random direction, picks a random point along it, and draws the chord through that point at right angles to the radius.</p>
<p>This time, rotate the triangle so that one of its sides is perpendicular to the chosen radius. That side then crosses the radius at exactly its halfway mark. (The centre of the circle is also the centre of the triangle, which sits two-thirds of the way down each altitude. The altitude is <img src="https://latex.codecogs.com/png.latex?%5Ctfrac32%20R"> long, so the centre is <img src="https://latex.codecogs.com/png.latex?R"> from each corner and <img src="https://latex.codecogs.com/png.latex?%5Ctfrac12%20R"> from each side.)</p>
<p>A chord crossing the radius closer to the centre than that side is longer than the side; a chord crossing farther out is shorter. So the chord is long exactly when the random point lands on the inner half of the radius.</p>
<p><img src="https://latex.codecogs.com/png.latex?%0AP_2%20=%20%5Cfrac%7B1%7D%7B2%7D%0A"></p>
<div id="fig-method2" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-method2-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/bertrand-paradox/fig4_method2.png" class="img-fluid figure-img" style="width:62.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-method2-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;4: Method 2. The triangle’s side crosses the radius at its halfway mark, so any chord crossing the inner half is long.
</figcaption>
</figure>
</div>
</section>
<section id="method-3-random-midpoint" class="level2">
<h2 class="anchored" data-anchor-id="method-3-random-midpoint">Method 3: Random Midpoint</h2>
<p>The third programmer says a chord is determined by its midpoint. They pick a random point anywhere in the area of the circle and draw the one chord that has that point as its middle.</p>
<p>The chord’s distance from the centre is simply its midpoint’s distance from the centre. By the same reasoning as Method 2, the chord is long exactly when that distance is less than <img src="https://latex.codecogs.com/png.latex?%5Ctfrac12%20R">, that is, when the midpoint falls inside a smaller circle of radius <img src="https://latex.codecogs.com/png.latex?%5Ctfrac12%20R">. (That small circle is exactly the circle that fits snugly inside the triangle.) Its area compared with the big circle is</p>
<p><img src="https://latex.codecogs.com/png.latex?%0AP_3%20=%20%5Cfrac%7B%5Cpi%5C,(R/2)%5E2%7D%7B%5Cpi%20R%5E2%7D%20=%20%5Cfrac%7B1%7D%7B4%7D.%0A"></p>
<div id="fig-method3" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-method3-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/bertrand-paradox/fig5_method3.png" class="img-fluid figure-img" style="width:62.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-method3-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;5: Method 3. The chord is long only when its midpoint lands in the shaded circle of radius <img src="https://latex.codecogs.com/png.latex?R/2">, which holds one-quarter of the area.
</figcaption>
</figure>
</div>
</section>
<section id="the-hidden-assumption" class="level2">
<h2 class="anchored" data-anchor-id="the-hidden-assumption">The Hidden Assumption</h2>
<p>So which programmer is right?</p>
<p>Each of them is right about their own program. None of the arithmetic is wrong. Notice, too, that all three methods use the <em>same</em> test: a chord is long exactly when it passes within <img src="https://latex.codecogs.com/png.latex?%5Ctfrac12%20R"> of the centre. They disagree only about how often chords pass close to the centre, and that depends entirely on how each program generates its chords.</p>
<p>This is the real lesson. The word “uniform” only means something once you say <em>which quantity</em> is uniform. A chord can be described by its two endpoints, by its distance from the centre, or by its midpoint. Spreading one of these descriptions evenly does not spread the others evenly. Choose a different description, and you have quietly asked a different question.</p>
<blockquote class="blockquote">
<p><em>Probability is not just a property of the shapes on the page. It is a property of the process that generates them. Say “at random” without naming that process, and the answer bends to whatever assumption you made without noticing.</em></p>
</blockquote>
<p>If this feels familiar, it should. In <a href="../../posts/break-the-longer-piece/index.html">Break the Longer Piece</a>, describing the second break in the wrong way gave the wrong answer of <img src="https://latex.codecogs.com/png.latex?%5Ctfrac12">. The fix was to describe it in the way the stated process actually made uniform. Bertrand’s paradox is the same trap, with nothing in the problem to tell us which description to use.</p>
</section>
<section id="is-there-a-best-answer" class="level2">
<h2 class="anchored" data-anchor-id="is-there-a-best-answer">Is There a Best Answer?</h2>
<p>The story does not quite end at “everyone is right.” In 1973 the physicist E. T. Jaynes asked a more physical question: what happens if you actually toss long straws onto a circle drawn on the floor? He argued that the answer should not change if the circle is moved slightly or drawn a little larger or smaller, and that this requirement singles out Method 2. Tossed straws, he predicted, would give <img src="https://latex.codecogs.com/png.latex?%5Ctfrac12">. The debate over whether his argument settles the paradox continues, and his paper, <em>The Well-Posed Problem</em>, is well worth looking up.</p>
</section>
<section id="why-did-our-earlier-puzzles-work" class="level2">
<h2 class="anchored" data-anchor-id="why-did-our-earlier-puzzles-work">Why Did Our Earlier Puzzles Work?</h2>
<p>In <a href="../../posts/missed-connection/index.html">The Geometry of a Missed Connection</a>, we drew a square and simply declared that every point in it was equally likely. In the <a href="../../posts/broken-stick/index.html">broken-stick problem</a>, we did the same. Why was that safe there, when it falls apart here?</p>
<p>Because in those problems, the question itself named the random quantity. Alice and Bob each arrive at a uniformly random <em>time</em>, and the two axes of our square <em>were</em> those arrival times. The stick was broken at uniformly random <em>positions</em>, and the square’s axes <em>were</em> those positions. “Every point is equally likely” was not an extra assumption we slipped in; it was the problem statement, redrawn as a picture.</p>
<p>Bertrand’s question names no such quantity. “A random chord” does not say whether the endpoints, the distance, or the midpoint should be spread evenly, so the problem has no single answer until we decide.</p>
<blockquote class="blockquote">
<p><em>Before measuring any area, ask which quantity the problem says is random. Once that is fixed, the geometry takes care of the rest.</em></p>
</blockquote>


</section>

 ]]></description>
  <category>probability</category>
  <category>geometry</category>
  <guid>https://kanithakalam.com/posts/bertrand-paradox/</guid>
  <pubDate>Tue, 22 Sep 2026 18:30:00 GMT</pubDate>
  <media:content url="https://kanithakalam.com/posts/bertrand-paradox/fig2_three_ways.png" medium="image" type="image/png" height="55" width="144"/>
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  <title>The Geometry of a Missed Connection</title>
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<p>Two friends, Alice and Bob, agree to meet at a local café sometime between 12:00 PM and 1:00 PM. Each will arrive at a completely random time within that hour.</p>
<p>Neither of them is especially patient. Whoever arrives first will wait exactly 15 minutes. If the other person hasn’t shown up by then, they leave.</p>
<p>What are the chances they actually get their coffee together?</p>
<div id="fig-timelines" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-timelines-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/missed-connection/fig1_timelines.png" class="img-fluid figure-img" style="width:95.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-timelines-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;1: Two possible lunch hours. Each dot is an arrival and each shaded bar is a 15-minute wait. On top, Bob walks in while Alice is still waiting. Below, Alice’s window has closed long before Bob arrives.
</figcaption>
</figure>
</div>
<section id="the-trap" class="level2">
<h2 class="anchored" data-anchor-id="the-trap">The Trap</h2>
<p>At first, this sounds like a nightmare of moving targets. Alice’s and Bob’s arrival times are completely independent of each other; neither one knows or cares when the other shows up. But <em>whether they meet</em> depends on both times at once, and the 15-minute window slides along with whoever happens to arrive first. Trying to track that sliding window with brute-force arithmetic or case-by-case calculus feels like trying to nail jelly to a wall.</p>
<p>But if we stop treating this as a problem about <em>time</em> and start treating it as a problem about <em>space</em>, the answer simply draws itself.</p>
</section>
<section id="mapping-time-to-space" class="level2">
<h2 class="anchored" data-anchor-id="mapping-time-to-space">Mapping Time to Space</h2>
<p>Imagine a square graph. Let the horizontal axis be Alice’s arrival time, measured in minutes after 12:00, from 0 to 60. Let the vertical axis be Bob’s arrival time, also from 0 to 60.</p>
<p>Every possible pair of arrival times is now just a single point inside this <img src="https://latex.codecogs.com/png.latex?60%20%5Ctimes%2060"> square. If Alice arrives at 12:20 and Bob at 12:30, that whole lunch hour becomes the point <img src="https://latex.codecogs.com/png.latex?(20,%2030)">. Because both arrivals are independent and uniformly random, every point in the square is equally likely, so probability becomes a matter of measuring area. The total area is</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A60%20%5Ctimes%2060%20=%203600.%0A"></p>
<div id="fig-point" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-point-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/missed-connection/fig2_point.png" class="img-fluid figure-img" style="width:70.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-point-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;2: Time becomes space. One lunch hour, with Alice at 12:20 and Bob at 12:30, is one point in the square.
</figcaption>
</figure>
</div>
<p>When do they actually meet? Exactly when the gap between their arrival times is 15 minutes or less:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%7Cx%20-%20y%7C%20%5Cle%2015,%0A"></p>
<p>where <img src="https://latex.codecogs.com/png.latex?x"> is Alice’s arrival and <img src="https://latex.codecogs.com/png.latex?y"> is Bob’s. On our graph, this “safe zone” is a diagonal strip running from the bottom-left corner to the top-right, bounded by the lines <img src="https://latex.codecogs.com/png.latex?y%20=%20x%20+%2015"> and <img src="https://latex.codecogs.com/png.latex?y%20=%20x%20-%2015">.</p>
<div id="fig-strip" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-strip-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/missed-connection/fig3_strip.png" class="img-fluid figure-img" style="width:70.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-strip-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;3: The meeting strip. Every point between the two orange lines is a lunch hour where the gap between arrivals is at most 15 minutes.
</figcaption>
</figure>
</div>
</section>
<section id="the-corners-of-failure" class="level2">
<h2 class="anchored" data-anchor-id="the-corners-of-failure">The Corners of Failure</h2>
<p>Measuring that diagonal strip directly is a bit awkward. Measuring the region where they <em>fail</em> to meet, however, is easy.</p>
<p>The parts of the square outside the strip form two right triangles, one in the top-left corner and one in the bottom-right:</p>
<ul>
<li>The <strong>top-left triangle</strong> is where <img src="https://latex.codecogs.com/png.latex?y%20%3E%20x%20+%2015">: Bob arrives more than 15 minutes after Alice. <strong>Bob is too late</strong>, and Alice has already left. Both of its legs are 45 minutes long.</li>
<li>The <strong>bottom-right triangle</strong> is where <img src="https://latex.codecogs.com/png.latex?x%20%3E%20y%20+%2015">: Alice arrives more than 15 minutes after Bob. <strong>Alice is too late</strong>. It also has two legs of 45 minutes.</li>
</ul>
<div id="fig-corners" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-corners-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/missed-connection/fig4_corners.png" class="img-fluid figure-img" style="width:72.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-corners-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;4: The corners of failure. Each hatched triangle has two legs of 45 minutes, and together they hold every lunch hour where the two friends miss each other.
</figcaption>
</figure>
</div>
<p>The area of each triangle is half its base times its height:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Ctfrac%7B1%7D%7B2%7D%20%5Ctimes%2045%20%5Ctimes%2045%20=%201012.5.%0A"></p>
<p>Together, the total “failure area” is <img src="https://latex.codecogs.com/png.latex?2%20%5Ctimes%201012.5%20=%202025">.</p>
</section>
<section id="the-answer" class="level2">
<h2 class="anchored" data-anchor-id="the-answer">The Answer</h2>
<p>To find the success area, subtract the failures from the whole square:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A3600%20-%202025%20=%201575.%0A"></p>
<p>Divide that favorable area by the total area:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0AP(%5Ctext%7Bmeet%7D)%20=%20%5Cfrac%7B1575%7D%7B3600%7D%20=%20%5Cfrac%7B7%7D%7B16%7D%20=%2043.75%5C%25.%0A"></p>
<blockquote class="blockquote">
<p><em>By turning time into a square, a moving-target probability problem reduces to finding the area of two triangles. No calculus required.</em></p>
</blockquote>
</section>
<section id="chasing-the-extremes" class="level2">
<h2 class="anchored" data-anchor-id="chasing-the-extremes">Chasing the Extremes</h2>
<p>Before trusting any answer, it helps to push the problem to its limits and see whether the picture still makes sense.</p>
<p><strong>What if neither friend waits at all?</strong> Then they meet only if they arrive at <em>exactly</em> the same instant. The strip shrinks to the thin diagonal line <img src="https://latex.codecogs.com/png.latex?y%20=%20x">, which has no area. The two failure triangles swell until they fill the entire square. The probability of meeting is <img src="https://latex.codecogs.com/png.latex?0">.</p>
<p><strong>What if each friend is willing to wait the full 60 minutes?</strong> Then whoever arrives first is still sitting there when the other walks in, no matter what. The strip widens until it swallows the whole square, the failure triangles shrink to nothing, and the probability is <img src="https://latex.codecogs.com/png.latex?1">.</p>
<p>So as patience grows from 0 to 60 minutes, the chance of meeting climbs steadily from certain failure to certain success, and a 15-minute wait lands them at <img src="https://latex.codecogs.com/png.latex?7/16">, just short of a coin flip.</p>
</section>
<section id="your-turn" class="level2">
<h2 class="anchored" data-anchor-id="your-turn">Your Turn</h2>
<p>Replace the 15 minutes with any waiting time <img src="https://latex.codecogs.com/png.latex?w">, anywhere from 0 to 60. What is the probability that Alice and Bob meet now? Your two failure triangles still do all the work, and your formula should agree with both extremes above.</p>
<p>And once you have it, one more question. How patient do Alice and Bob need to be to have a <em>better than even</em> chance of getting that coffee?</p>


</section>

 ]]></description>
  <category>probability</category>
  <category>geometry</category>
  <guid>https://kanithakalam.com/posts/missed-connection/</guid>
  <pubDate>Tue, 15 Sep 2026 18:30:00 GMT</pubDate>
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  <title>Break the Longer Piece. Does That Help?</title>
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<p>Last time we snapped a stick at two random points and asked whether the three pieces would form a triangle. The answer was one in four, and it came out of comparing the areas of two shaded regions on a graph. No calculus. Just shape.</p>
<p>Now change one thing.</p>
<p>Instead of dropping both break points at once, do it in two stages. Break the stick at a random point. Look at the two pieces you have. Pick <strong>the longer one</strong>, and break that at a random point along its length.</p>
<p>Same stick. Same three pieces at the end. Same triangle question.</p>
<p>Is the answer still one in four?</p>
<section id="why-you-might-expect-a-lot" class="level2">
<h2 class="anchored" data-anchor-id="why-you-might-expect-a-lot">Why you might expect a lot</h2>
<p>There is a good reason to think this should help, and it is worth saying out loud before we compute anything.</p>
<p>A triangle fails when one piece is too long — at least half the stick. In the original problem nothing stops that happening. Both breaks land wherever they like, and quite often they land close together, leaving one enormous piece and two fragments.</p>
<p>The new rule attacks exactly that failure. By always breaking the longer piece, we are deliberately going after the piece most likely to be the culprit. It feels like it ought to fix most of the trouble.</p>
<p>Hold on to that intuition. We will come back to it.</p>
</section>
<section id="setting-it-up" class="level2">
<h2 class="anchored" data-anchor-id="setting-it-up">Setting it up</h2>
<div id="fig-stages" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-stages-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/break-the-longer-piece/fig_two_stage_break.png" class="img-fluid figure-img" style="width:88.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-stages-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;1: The two stages of the break.
</figcaption>
</figure>
</div>
<p>Let the stick have length <img src="https://latex.codecogs.com/png.latex?1"> and let the first break leave a shorter piece of length <img src="https://latex.codecogs.com/png.latex?x">. Since it is the shorter piece, <img src="https://latex.codecogs.com/png.latex?x%20%3C%20%5Ctfrac%7B1%7D%7B2%7D">. The longer piece has length <img src="https://latex.codecogs.com/png.latex?1%20-%20x">.</p>
<p>Now for the second break, and here is where the problem gets interesting.</p>
</section>
<section id="the-trap" class="level2">
<h2 class="anchored" data-anchor-id="the-trap">The trap</h2>
<p>The obvious move is to copy what worked last time: call the second break point <img src="https://latex.codecogs.com/png.latex?y">, write down the three piece lengths, and draw the picture.</p>
<p>Try it. You get pieces <img src="https://latex.codecogs.com/png.latex?x">, <img src="https://latex.codecogs.com/png.latex?y"> and <img src="https://latex.codecogs.com/png.latex?(1-x)%20-%20y">, the triangle inequality gives you three tidy conditions, and you can shade a region and measure it. It is quick, and it gives an answer of one half.</p>
<p>That answer is wrong, and the reason is worth more than the problem.</p>
<p>Comparing areas only measures probability when every point in the picture is <strong>equally likely</strong>. In the original problem it was: both breaks were uniform on the same interval, independently. Here they are not. The second break lives on the longer piece, and how long that piece is depends on where the first break landed. A given value of <img src="https://latex.codecogs.com/png.latex?y"> is not equally available for every <img src="https://latex.codecogs.com/png.latex?x"> — for small <img src="https://latex.codecogs.com/png.latex?x"> the long piece is nearly the whole stick, for <img src="https://latex.codecogs.com/png.latex?x"> near <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B2%7D"> it is only half of it.</p>
<p>So the two variables are tangled together, and the area of a region no longer tells us anything about how often we land in it.</p>
</section>
<section id="untangling-them" class="level2">
<h2 class="anchored" data-anchor-id="untangling-them">Untangling them</h2>
<p>There is a fix, and it is a small one. Instead of measuring the second break as a <em>length</em>, measure it as a <em>fraction</em>.</p>
<p>Let <img src="https://latex.codecogs.com/png.latex?y"> be the proportion of the way along the longer piece where the second break falls, so <img src="https://latex.codecogs.com/png.latex?0%20%3C%20y%20%3C%201">. Whatever the long piece happens to measure, the break is equally likely to fall anywhere along it — so <img src="https://latex.codecogs.com/png.latex?y"> is uniform on <img src="https://latex.codecogs.com/png.latex?(0,1)">, and it no longer cares what <img src="https://latex.codecogs.com/png.latex?x"> is.</p>
<p>The two variables are independent again. The picture will work again.</p>
<p>The three pieces are now</p>
<p><img src="https://latex.codecogs.com/png.latex?a%20=%20x,%20%5Cqquad%20b%20=%20y(1-x),%20%5Cqquad%20c%20=%20(1-x)(1-y)."></p>
<p>A quick check: they sum to <img src="https://latex.codecogs.com/png.latex?x%20+%20(1-x)%5Cleft%5By%20+%20(1-y)%5Cright%5D%20=%20x%20+%20(1-x)%20=%201">.</p>
</section>
<section id="applying-the-triangle-inequality" class="level2">
<h2 class="anchored" data-anchor-id="applying-the-triangle-inequality">Applying the triangle inequality</h2>
<p>Same rule as last time. A triangle forms exactly when every piece is under half. Taking them one at a time, and dividing through by <img src="https://latex.codecogs.com/png.latex?1-x"> where it helps:</p>
<p><strong>Piece <img src="https://latex.codecogs.com/png.latex?a">.</strong> From <img src="https://latex.codecogs.com/png.latex?b%20+%20c%20%3E%20a"> we get <img src="https://latex.codecogs.com/png.latex?(1-x)%20%3E%20x">, that is <img src="https://latex.codecogs.com/png.latex?x%20%3C%20%5Ctfrac%7B1%7D%7B2%7D,"> which we already knew — the first break always leaves a shorter piece.</p>
<p><strong>Piece <img src="https://latex.codecogs.com/png.latex?c">.</strong> From <img src="https://latex.codecogs.com/png.latex?a%20+%20b%20%3E%20c">: <img src="https://latex.codecogs.com/png.latex?x%20+%20y(1-x)%20%3E%20(1-x)(1-y)%20%5Cquad%5CLongrightarrow%5Cquad%20%5Cfrac%7Bx%7D%7B1-x%7D%20%3E%201%20-%202y."></p>
<p><strong>Piece <img src="https://latex.codecogs.com/png.latex?b">.</strong> From <img src="https://latex.codecogs.com/png.latex?a%20+%20c%20%3E%20b">: <img src="https://latex.codecogs.com/png.latex?x%20+%20(1-x)(1-y)%20%3E%20y(1-x)%20%5Cquad%5CLongrightarrow%5Cquad%20%5Cfrac%7Bx%7D%7B1-x%7D%20%3E%202y%20-%201."></p>
<p>Look at those last two. They are the same statement twice, once for each sign. A number beats both a quantity and its negative exactly when it beats the absolute value, so together they say</p>
<p><img src="https://latex.codecogs.com/png.latex?%5Cleft%7C%5C,2y%20-%201%5C,%5Cright%7C%20%3C%20%5Cfrac%7Bx%7D%7B1-x%7D."></p>
<p>Unwrapping the absolute value and tidying up:</p>
<p><img src="https://latex.codecogs.com/png.latex?%5Cfrac%7B1%7D%7B2%7D%20-%20%5Cfrac%7B1%7D%7B2%7D%5C!%5Cleft(%5Cfrac%7Bx%7D%7B1-x%7D%5Cright)%20%5C;%3C%5C;%20y%20%5C;%3C%5C;%0A%5Cfrac%7B1%7D%7B2%7D%20+%20%5Cfrac%7B1%7D%7B2%7D%5C!%5Cleft(%5Cfrac%7Bx%7D%7B1-x%7D%5Cright)."></p>
<p>So <img src="https://latex.codecogs.com/png.latex?y"> has to land in a band centred on <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B2%7D"> — cutting the long piece exactly in half — and that band has width</p>
<p><img src="https://latex.codecogs.com/png.latex?%5Cfrac%7Bx%7D%7B1-x%7D."></p>
<p>This is already telling us the story. If the first break barely nicked the end, <img src="https://latex.codecogs.com/png.latex?x"> is tiny, the band is almost nothing, and you would have to halve the long piece with near-perfect accuracy to get a triangle. If the first break landed near the middle, <img src="https://latex.codecogs.com/png.latex?x"> is close to <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B2%7D">, the band is the full height, and <em>every</em> second break works.</p>
</section>
<section id="the-picture" class="level2">
<h2 class="anchored" data-anchor-id="the-picture">The picture</h2>
<p>Plot <img src="https://latex.codecogs.com/png.latex?x"> horizontally from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B2%7D">, and <img src="https://latex.codecogs.com/png.latex?y"> vertically from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?1">. Every possible outcome is a point in that rectangle, and now — with <img src="https://latex.codecogs.com/png.latex?y"> measured as a fraction — every point really is equally likely.</p>
<div id="fig-band" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-band-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/break-the-longer-piece/fig_variant_band.png" class="img-fluid figure-img" style="width:78.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-band-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;2: The sample space in green, the favourable band in orange.
</figcaption>
</figure>
</div>
<p>The green rectangle is everything that can happen. The orange band is everything that gives a triangle: pinched to a point at the left, opening to full height at the right.</p>
<p>The rectangle has area <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B2%7D">, and that is what we divide by — the same move as last time. Then, the first break could equally have landed on either side of the middle, and we chose to call the shorter piece <img src="https://latex.codecogs.com/png.latex?x">. That convention throws away half of the possibilities, exactly as insisting <img src="https://latex.codecogs.com/png.latex?x%20%3C%20y"> threw away half the square in the previous problem. So</p>
<p><img src="https://latex.codecogs.com/png.latex?P(%5Ctext%7Btriangle%7D)%20=%20%5Cfrac%7B%5Ctext%7Borange%20area%7D%7D%7B%5Ctfrac%7B1%7D%7B2%7D%7D."></p>
</section>
<section id="where-the-method-finally-strains" class="level2">
<h2 class="anchored" data-anchor-id="where-the-method-finally-strains">Where the method finally strains</h2>
<p>Last time the orange region was a triangle, and the area of a triangle is <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B2%7D%5Ctimes%5Ctext%7Bbase%7D%5Ctimes%5Ctext%7Bheight%7D">. Anyone can finish from there.</p>
<p>This time the edges are curves. The band width <img src="https://latex.codecogs.com/png.latex?%5Cdfrac%7Bx%7D%7B1-x%7D"> is a hyperbola, and no amount of clever chopping into triangles will give its area. Adding up the widths of infinitely many infinitely thin vertical strips is precisely what an integral does:</p>
<p><img src="https://latex.codecogs.com/png.latex?%5Ctext%7Borange%20area%7D%20=%20%5Cint_0%5E%7B1/2%7D%20%5Cfrac%7Bx%7D%7B1-x%7D%5C,dx."></p>
<p>Substituting <img src="https://latex.codecogs.com/png.latex?u%20=%201%20-%20x">, so that <img src="https://latex.codecogs.com/png.latex?x%20=%201%20-%20u"> and <img src="https://latex.codecogs.com/png.latex?dx%20=%20-du">, and noting that <img src="https://latex.codecogs.com/png.latex?x%20=%200"> gives <img src="https://latex.codecogs.com/png.latex?u%20=%201"> while <img src="https://latex.codecogs.com/png.latex?x%20=%20%5Ctfrac%7B1%7D%7B2%7D"> gives <img src="https://latex.codecogs.com/png.latex?u%20=%20%5Ctfrac%7B1%7D%7B2%7D">:</p>
<p><img src="https://latex.codecogs.com/png.latex?%5Cint_0%5E%7B1/2%7D%5Cfrac%7Bx%7D%7B1-x%7D%5C,dx%20=%20%5Cint_%7B1/2%7D%5E%7B1%7D%5Cfrac%7B1-u%7D%7Bu%7D%5C,du%0A=%20%5Cint_%7B1/2%7D%5E%7B1%7D%5Cleft(%5Cfrac%7B1%7D%7Bu%7D%20-%201%5Cright)du%20=%20%5CBig%5B%5Cln%20u%20-%20u%5CBig%5D_%7B1/2%7D%5E%7B1%7D."></p>
<p><img src="https://latex.codecogs.com/png.latex?=%20(0%20-%201)%20-%20%5Cleft(%5Cln%5Ctfrac%7B1%7D%7B2%7D%20-%20%5Ctfrac%7B1%7D%7B2%7D%5Cright)%20=%20%5Cln%202%20-%20%5Ctfrac%7B1%7D%7B2%7D%0A%5Capprox%200.1931."></p>
<p>Dividing by the sample space:</p>
<p><img src="https://latex.codecogs.com/png.latex?P(%5Ctext%7Btriangle%7D)%20=%20%5Cfrac%7B%5Cln%202%20-%20%5Ctfrac%7B1%7D%7B2%7D%7D%7B%5Ctfrac%7B1%7D%7B2%7D%7D%0A=%202%5Cln%202%20-%201%20%5Capprox%200.3863."></p>
</section>
<section id="about-two-in-five" class="level2">
<h2 class="anchored" data-anchor-id="about-two-in-five">About two in five</h2>
<p>So the answer moved from <img src="https://latex.codecogs.com/png.latex?0.25"> to roughly <img src="https://latex.codecogs.com/png.latex?0.386">.</p>
<p>It did help. Deliberately attacking the piece most likely to ruin things does improve your odds, by more than half again. But look how modest that is against the intuition we started with. The new rule felt like it should fix most of the failures. It fixes a little over a third of them, and the majority of attempts still end with three pieces that will not close.</p>
<p>The reason is visible in the picture. Breaking the longer piece protects you against one failure — the long piece staying long — but it does nothing about the other. If the first break leaves a very short piece, that piece is <em>already</em> too short to reach across, and no amount of care with the second break can rescue it. That whole left-hand region of the rectangle is lost before the second break is even made.</p>
</section>
<section id="the-fingerprint" class="level2">
<h2 class="anchored" data-anchor-id="the-fingerprint">The fingerprint</h2>
<p>One last thing, and it is the part I like most.</p>
<p>The answer contains a logarithm. Snap a stick, snap it again, and <img src="https://latex.codecogs.com/png.latex?%5Cln%202"> falls out.</p>
<p>Logarithms do not come out of the areas of triangles. They cannot. If your region has straight edges, you can always finish with school geometry and you will always get an answer built from ordinary arithmetic. The moment a logarithm appears, it is proof that something curved was involved.</p>
<p>So that <img src="https://latex.codecogs.com/png.latex?%5Cln%202"> is not decoration. It is a fingerprint — evidence, left at the scene, that this problem was never going to yield to the method that solved the first one. And you could have predicted it before computing anything, simply by noticing that the width of the band was <img src="https://latex.codecogs.com/png.latex?%5Cdfrac%7Bx%7D%7B1-x%7D"> rather than something straight.</p>
<p>That is worth carrying forward. The shape of an answer often tells you what kind of argument had to produce it.</p>


</section>

 ]]></description>
  <category>probability</category>
  <category>geometry</category>
  <guid>https://kanithakalam.com/posts/break-the-longer-piece/</guid>
  <pubDate>Sat, 05 Sep 2026 18:30:00 GMT</pubDate>
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<p>Imagine a perfectly straight stick.</p>
<p>Pick two points at random along its length. Snap it at both. You now have three pieces.</p>
<p>Lay them end to end. Do they close into a triangle?</p>
<p>Sometimes they will. Sometimes they won’t. The interesting question is: <strong>how often?</strong></p>
<section id="the-perfect-break" class="level2">
<h2 class="anchored" data-anchor-id="the-perfect-break">The perfect break</h2>
<p>When most people first meet this problem, the mind reaches for the most symmetric answer: break the stick into three equal pieces.</p>
<p>If the stick is 3 metres long and you snap it at the 1-metre and 2-metre marks, you get three pieces of 1 metre each. Do they form a triangle? Absolutely — a perfect equilateral one.</p>
<p>So at least one break works. Which raises the real question: what else works?</p>
<p>To find out, it helps to look at the opposite extreme — a break that fails completely.</p>
</section>
<section id="the-terrible-break" class="level2">
<h2 class="anchored" data-anchor-id="the-terrible-break">The terrible break</h2>
<p>Snap the stick so that one piece is enormous — say 90% of the total length — leaving two tiny fragments.</p>
<p>Lay the long piece flat and attach the two fragments to its ends. They dangle. They can never reach across the gap to meet each other.</p>
<p>Put the two breaks side by side and a rule starts to emerge:</p>
<blockquote class="blockquote">
<p>For the pieces to connect, no single piece can be too long.</p>
</blockquote>
<p>“Too long” is doing a lot of work in that sentence. Let’s make it precise.</p>
</section>
<section id="the-detour-rule" class="level2">
<h2 class="anchored" data-anchor-id="the-detour-rule">The detour rule</h2>
<p>Think of two points, <img src="https://latex.codecogs.com/png.latex?A"> and <img src="https://latex.codecogs.com/png.latex?B">, as two towns.</p>
<p>The edge <img src="https://latex.codecogs.com/png.latex?%7CAB%7C"> is the straight road between them — and the straight road is always the shortest one. The path from <img src="https://latex.codecogs.com/png.latex?A"> to <img src="https://latex.codecogs.com/png.latex?C"> and then <img src="https://latex.codecogs.com/png.latex?C"> to <img src="https://latex.codecogs.com/png.latex?B"> is a detour. It has to be longer.</p>
<div id="fig-triangle" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-triangle-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/broken-stick/fig1_closed_triangle.png" class="img-fluid figure-img" style="width:55.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-triangle-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;1: Closed triangle.
</figcaption>
</figure>
</div>
<p>That is the whole idea:</p>
<p><img src="https://latex.codecogs.com/png.latex?%7CAC%7C%20+%20%7CCB%7C%20%3E%20%7CAB%7C"></p>
<p>Two sides of a triangle, added together, must exceed the third. And since any of the three sides could play the role of “the straight road,” this has to hold for <strong>all three</strong> pairings at once.</p>
<p>Mathematics has a name for this: the <strong>triangle inequality</strong>.</p>
<section id="testing-it-on-the-terrible-break" class="level3">
<h3 class="anchored" data-anchor-id="testing-it-on-the-terrible-break">Testing it on the terrible break</h3>
<p>Take a 3-metre stick. The huge piece is 2.7 metres, and the two fragments are 15 cm each.</p>
<div id="fig-terrible" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-terrible-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/broken-stick/fig2_terrible_break.png" class="img-fluid figure-img" style="width:75.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-terrible-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;2: Terrible break example.
</figcaption>
</figure>
</div>
<p>Here <img src="https://latex.codecogs.com/png.latex?%7CAB%7C%20=%20270"> cm, <img src="https://latex.codecogs.com/png.latex?%7CAC%7C%20=%2015"> cm and <img src="https://latex.codecogs.com/png.latex?%7CCB%7C%20=%2015"> cm. Check the pairing that involves the two short pieces:</p>
<p><img src="https://latex.codecogs.com/png.latex?15%20+%2015%20=%2030%20%5Cnot%3E%20270"></p>
<p>It fails. And one failure is enough — the triangle inequality has to hold for every pairing, not just a convenient one. The other two pairings do hold here (<img src="https://latex.codecogs.com/png.latex?270%20+%2015"> is comfortably more than <img src="https://latex.codecogs.com/png.latex?15">), but that rescues nothing. A chain breaks at its weakest link.</p>
</section>
</section>
<section id="the-breaking-point" class="level2">
<h2 class="anchored" data-anchor-id="the-breaking-point">The breaking point</h2>
<p>So where exactly is the boundary between “works” and “fails”?</p>
<p>The three pieces always add up to the whole stick — 100% of it. So ask: what if the longest piece is <em>exactly</em> half?</p>
<p>Then the other two pieces add up to exactly half as well. Try to build the triangle and they lie perfectly flat along the long piece. Two sides collapse onto the third. You get a straight line, not a triangle.</p>
<p>That is the edge. And it gives us the golden rule:</p>
<blockquote class="blockquote">
<p>A triangle forms if and only if no single piece is half the stick or longer.</p>
</blockquote>
<p>Now we can count.</p>
</section>
<section id="the-complete-solution" class="level2">
<h2 class="anchored" data-anchor-id="the-complete-solution">The complete solution</h2>
<p>Let the stick have length <img src="https://latex.codecogs.com/png.latex?1">.</p>
<p>Drop two random break points on it. Call the one nearer the left end <img src="https://latex.codecogs.com/png.latex?x">, and the other <img src="https://latex.codecogs.com/png.latex?y">. So <img src="https://latex.codecogs.com/png.latex?x%20%3C%20y"> — not because we have restricted anything, but because we are free to choose which label goes where. Both points are chosen uniformly on <img src="https://latex.codecogs.com/png.latex?(0,%201)">.</p>
<p>This gives three pieces:</p>
<p><img src="https://latex.codecogs.com/png.latex?a%20=%20x,%20%5Cqquad%20b%20=%20y%20-%20x,%20%5Cqquad%20c%20=%201%20-%20y"></p>
<p>And of course <img src="https://latex.codecogs.com/png.latex?a%20+%20b%20+%20c%20=%201">.</p>
<section id="applying-the-triangle-inequality" class="level3">
<h3 class="anchored" data-anchor-id="applying-the-triangle-inequality">Applying the triangle inequality</h3>
<p>Three conditions must hold at once:</p>
<p><img src="https://latex.codecogs.com/png.latex?a%20+%20b%20%3E%20c,%20%5Cqquad%20a%20+%20c%20%3E%20b,%20%5Cqquad%20b%20+%20c%20%3E%20a"></p>
<p>Here is the elegant part. Take the first one. Since the three pieces sum to <img src="https://latex.codecogs.com/png.latex?1">, we know that <img src="https://latex.codecogs.com/png.latex?a%20+%20b%20=%201%20-%20c">. So the condition becomes</p>
<p><img src="https://latex.codecogs.com/png.latex?1%20-%20c%20%3E%20c%20%5Cquad%20%5CLongleftrightarrow%20%5Cquad%20c%20%3C%20%5Ctfrac%7B1%7D%7B2%7D"></p>
<p>The same trick works on all three. Every condition collapses into the same statement about a single piece:</p>
<p><img src="https://latex.codecogs.com/png.latex?a%20%3C%20%5Ctfrac%7B1%7D%7B2%7D,%20%5Cqquad%20b%20%3C%20%5Ctfrac%7B1%7D%7B2%7D,%20%5Cqquad%20c%20%3C%20%5Ctfrac%7B1%7D%7B2%7D"></p>
<p>The algebra has not given us a new fact. It has handed back our golden rule — three times over. <em>No piece may reach half the stick.</em></p>
</section>
<section id="writing-this-in-terms-of-x-and-y" class="level3">
<h3 class="anchored" data-anchor-id="writing-this-in-terms-of-x-and-y">Writing this in terms of <img src="https://latex.codecogs.com/png.latex?x"> and <img src="https://latex.codecogs.com/png.latex?y"></h3>
<p>Substituting the piece lengths back in:</p>
<p><img src="https://latex.codecogs.com/png.latex?%0A%5Cbegin%7Baligned%7D%0Ac%20%3C%20%5Ctfrac%7B1%7D%7B2%7D%20%5Cquad%20&amp;%5CLongrightarrow%20%5Cquad%201%20-%20y%20%3C%20%5Ctfrac%7B1%7D%7B2%7D%20%5Cquad%20%5CLongrightarrow%20%5Cquad%20y%20%3E%20%5Ctfrac%7B1%7D%7B2%7D%20%5C%5C%5B4pt%5D%0Aa%20%3C%20%5Ctfrac%7B1%7D%7B2%7D%20%5Cquad%20&amp;%5CLongrightarrow%20%5Cquad%20x%20%3C%20%5Ctfrac%7B1%7D%7B2%7D%20%5C%5C%5B4pt%5D%0Ab%20%3C%20%5Ctfrac%7B1%7D%7B2%7D%20%5Cquad%20&amp;%5CLongrightarrow%20%5Cquad%20y%20-%20x%20%3C%20%5Ctfrac%7B1%7D%7B2%7D%20%5Cquad%20%5CLongrightarrow%20%5Cquad%20y%20%3C%20x%20+%20%5Ctfrac%7B1%7D%7B2%7D%0A%5Cend%7Baligned%7D%0A"></p>
<p>Three clean inequalities in two variables. Which means we can <em>draw</em> them.</p>
</section>
</section>
<section id="turning-probability-into-area" class="level2">
<h2 class="anchored" data-anchor-id="turning-probability-into-area">Turning probability into area</h2>
<p>Plot the two break points on a graph: <img src="https://latex.codecogs.com/png.latex?x"> on the horizontal axis, <img src="https://latex.codecogs.com/png.latex?y"> on the vertical. Both run from <img src="https://latex.codecogs.com/png.latex?0"> to <img src="https://latex.codecogs.com/png.latex?1">, so every possible pair of breaks is a single point somewhere inside a <img src="https://latex.codecogs.com/png.latex?1%20%5Ctimes%201"> square.</p>
<p>But we agreed to always call the smaller number <img src="https://latex.codecogs.com/png.latex?x">. So <img src="https://latex.codecogs.com/png.latex?x%20%3C%20y"> always — and the line <img src="https://latex.codecogs.com/png.latex?y%20=%20x">, running diagonally from <img src="https://latex.codecogs.com/png.latex?(0,0)"> to <img src="https://latex.codecogs.com/png.latex?(1,1)">, splits the square in two:</p>
<ul>
<li>Below the line lie the cases where <img src="https://latex.codecogs.com/png.latex?x%20%3E%20y">. <strong>Our labelling choice threw this half away.</strong></li>
<li>Above the line lie the cases where <img src="https://latex.codecogs.com/png.latex?x%20%3C%20y">. <strong>This is our entire universe of possibilities.</strong></li>
</ul>
<p>That upper-left triangle, shaded green, is our sample space:</p>
<p><img src="https://latex.codecogs.com/png.latex?%5Ctext%7Bsample%20space%7D%20=%20%5Ctfrac%7B1%7D%7B2%7D%20%5Ctimes%201%20%5Ctimes%201%20=%200.5"></p>
<div id="fig-square" class="quarto-float quarto-figure quarto-figure-center anchored">
<figure class="quarto-float quarto-float-fig figure">
<div aria-describedby="fig-square-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
<img src="https://kanithakalam.com/posts/broken-stick/fig3_geometric_probability.png" class="img-fluid figure-img" style="width:72.0%">
</div>
<figcaption class="quarto-float-caption-bottom quarto-float-caption quarto-float-fig" id="fig-square-caption-0ceaefa1-69ba-4598-a22c-09a6ac19f8ca">
Figure&nbsp;3: Geometric probability calculation.
</figcaption>
</figure>
</div>
<p>Now shade only the points that satisfy all three conditions — <img src="https://latex.codecogs.com/png.latex?x%20%3C%20%5Ctfrac%7B1%7D%7B2%7D">, <img src="https://latex.codecogs.com/png.latex?y%20%3E%20%5Ctfrac%7B1%7D%7B2%7D">, and <img src="https://latex.codecogs.com/png.latex?y%20%3C%20x%20+%20%5Ctfrac%7B1%7D%7B2%7D">. They carve out a smaller triangle with corners at <img src="https://latex.codecogs.com/png.latex?%5Cleft(0,%20%5Ctfrac%7B1%7D%7B2%7D%5Cright)">, <img src="https://latex.codecogs.com/png.latex?%5Cleft(%5Ctfrac%7B1%7D%7B2%7D,%20%5Ctfrac%7B1%7D%7B2%7D%5Cright)"> and <img src="https://latex.codecogs.com/png.latex?%5Cleft(%5Ctfrac%7B1%7D%7B2%7D,%201%5Cright)">, shown in orange. Its two legs are each <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B2%7D"> long:</p>
<p><img src="https://latex.codecogs.com/png.latex?%5Ctext%7Bfavourable%7D%20=%20%5Ctfrac%7B1%7D%7B2%7D%20%5Ctimes%20%5Ctfrac%7B1%7D%7B2%7D%20%5Ctimes%20%5Ctfrac%7B1%7D%7B2%7D%20=%200.125"></p>
<p>And geometric probability is nothing more than a ratio of areas:</p>
<p><img src="https://latex.codecogs.com/png.latex?P(%5Ctext%7Btriangle%7D)%20=%20%5Cfrac%7B0.125%7D%7B0.5%7D%20=%20%5Cfrac%7B1%7D%7B4%7D"></p>
</section>
<section id="one-in-four" class="level2">
<h2 class="anchored" data-anchor-id="one-in-four">One in four</h2>
<p>Snap a stick at two random points, and one time in four you can build a triangle from the pieces.</p>
<p>Not one in two. Not one in three. One in four — and notice where the answer came from. We compared the size of two shaded regions. No integrals. No counting. Just area.</p>
<p>That is the quiet power of geometric probability: it takes a question about randomness and turns it into a question about shape.</p>
</section>
<section id="before-you-go" class="level2">
<h2 class="anchored" data-anchor-id="before-you-go">Before you go</h2>
<p>Here is a variant worth sitting with.</p>
<p>Instead of dropping both break points at once, do it in two stages. Break the stick at one random point. Then look at the two pieces, pick <strong>the longer one</strong>, and break <em>that</em> at a random point.</p>
<p>Same stick. Same three pieces. Same triangle question.</p>
<p>Is the answer still <img src="https://latex.codecogs.com/png.latex?%5Ctfrac%7B1%7D%7B4%7D">?</p>
<p>It is not. And the reason why is worth a post of its own.</p>


</section>

 ]]></description>
  <category>probability</category>
  <category>geometry</category>
  <guid>https://kanithakalam.com/posts/broken-stick/</guid>
  <pubDate>Thu, 03 Sep 2026 18:30:00 GMT</pubDate>
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