Andy's Afternoon Amble

August 2026

Andy the ant wakes on the wrong surface and cannot tell. Walk the labelled kitchen floor, watch the cage close around him, and find the exact odds he ever finds out. puzzle rules ↗

Andy can't measure how long he's been walking, and he can't see the curvature. He has exactly one instrument: a memory of every turn he's taken. This is the floor as he reads it.

The only difference between the two worlds

A black face is a triangle up there, and a hexagon down here

Everything else about the two surfaces is identical. White hexagon, three white neighbours, three choices each step: back, left, right. Turning the same way twice in a row means one thing in both worlds: you are walking around a black face. The only question is how many steps that takes.

On the tetrahedron
3 steps to close the loop
On the kitchen floor
6 steps to close the loop
The dashed wedges on the left are the 60° that won't fit. Three hexagons and a triangle can't lie flat around a corner, and that missing angle is precisely the curvature Andy is too small to notice, and it is why his triangle closes in three steps while the kitchen's black hexagon needs six. Every discovery he can ever make traces back to this one discrepancy.

The board

Four labels, forced everywhere

The tetrahedron has only four white hexagons. So at every moment, Andy's turn record pins him to one of four places: no ambiguity, no fuzziness. Replay that same record on the kitchen floor and every white tile here inherits a label: H, A, B or C, meaning this is the tile Andy would believe he's standing on.

The labels below aren't a choice I made. Start with Andy's home and propagate by turn-following, and each tile's label is forced. It closes up consistently across the whole infinite plane, which is itself the fact that makes the rest of the puzzle work.

H A A H H B B C C B A H H A A H B C C B B C C H H A A H H A C B B C C B B C H A A H H A A H H B C C B B C C B H H A A H H A C B B C C B B A H H A A H C C B B C H A A H H 1 2 3
Black hexagonA suspected bottomless pit. Andy never steps here.
A, B, CAndy believes he's on a hexagon that isn't home. He's right to keep walking.
The real homePheromones. Reaching it ends the amble.
A decoy homeHis model says H. His nose says nothing is here.
The shortest catchOut, then right, right: home on the sphere, a decoy here.
Twenty-four decoys are visible here and the pattern runs on forever, but Andy can only ever reach twelve of them, for the reason the next section makes visible. The three nearest sit exactly three steps away, among nine tiles at that distance, so on his third step he is standing on a decoy with probability 2/9. That is the earliest he can possibly find out, and the traced walk is one of the six ways it happens.

How to read it

Discovery is a contradiction, never a suspicion

Andy is never gradually convinced. He walks, and at each tile his model reports a name. As long as it reports A, B or C, nothing can happen. He expects no pheromones and finds none, which is exactly what the tetrahedron would have given him. A five-hundred-step amble is perfectly ordinary on the sphere, so length tells him nothing, ever.

The instant his model reports H, one of two things is true. He's on the pheromones, the amble ends, and he has learned nothing. Or he's on a decoy, the tile is bare, and he knows with certainty where he is not.

Notice the asymmetry, and check it on the board: every tile carrying the real home's pheromones is labelled H. The model can produce a false H, but never a false A, B or C under his feet. Andy can be fooled in exactly one direction.

So the whole puzzle collapses into a race on this board. Andy leaves home and wanders. Sooner or later he lands on a red tile, some red tile, since he is guaranteed to hit one. If it's the one he started on, the afternoon ends quietly.

p is the probability that the first red tile he touches is not the one he left.

The walls

Every red tile is a wall, and the walls make a cage

Here is the consequence nobody expects from an infinite floor. A red tile always ends the story: either the amble is over, or Andy has already learned the truth. So for the purposes of this question, red tiles are not tiles he passes through. They are walls.

Take them off the board and see what's left. The floor doesn't stay in one piece. It shatters into separate rings of six white hexagons, each ring wrapped neatly around a single black hexagon. No ring touches another.

Andy's home sits on the corner where three of these rings meet, one per doorway. His first step picks a ring, and that is a life sentence, because the only way out of a ring is through a red tile, and stepping on a red tile is the end. He will spend his entire afternoon on six hexagons.

B C C B A H H A A C C B B C H A A H H A C B B C C B B A A H H A A H B C C B B C C H A A H H A B B C C B A H H A A C B B C
The three ringsSix tiles each, and Andy's first step chooses one of them for good.
A doorEvery ring tile has exactly one, leading out to a red tile.
The home doorOne of the six. He came in through it, and it is his only way to a quiet afternoon.
The other five doorsEvery one of them opens onto a decoy.
One ring is drawn out in full; the other two are identical to it under the three-fold symmetry about home, so it makes no difference which one he picks. Read the labels around the drawn ring and you get A, B, C, A, B, C, which is Andy's imagined ant walking his little triangle twice while the real one goes round a hexagon once. That doubling is the whole deception in a single loop. Together the three rings account for exactly twelve reachable decoys; the rest of the infinite floor is behind walls he can never cross.

The board, running

Watch an afternoon go by

Everything above is a claim about a walk nobody has taken yet. Here is the walk. A real ant steps around the real kitchen floor, and a phantom ant walks the tetrahedron beside him, taking the same turn every time. The afternoon ends the first moment the phantom says H, and the only question left is whether the tile underneath is bare.

Watch the opening move in particular. Whichever ring it lands in lights up, and Andy never leaves it: not because anything stops him, but because the way out is a red tile, and a red tile is the end of the story.

afternoons0
he found out0
observed pnot yet
exact p11/20 = 0.55
The trailEvery tile he has stepped on this afternoon, in order.
His ringChosen by the first step and never left. The other two go dark for him.
The real homeLanding here ends the afternoon quietly.
A decoyLanding here ends it too, and tells him everything.
Nothing here is staged. The board is built by the same turn-propagated labelling as the boards above, the ring is found by deleting the red tiles and flood filling what remains, and each step is a fresh uniform choice among three. Run a few by hand to get the shape of it, then run ten thousand and watch the tally settle onto 0.55. The simulation is not the answer, and it never can be: it is how you catch a sign error before you submit one.

What to do next

Working it out

  1. Redraw a corner of the board by hand. Take home and its three neighbours, walk out three or four steps following turns, and watch the labels come out forced. Until the labelling feels inevitable rather than asserted, none of the rest will sit right.
  2. Break the floor yourself. Cross out every red tile on the big board and trace what survives. You should get closed rings of six, each around one black hexagon, none of them touching. This is the step worth doing with a pencil, because it is far more convincing in your own handwriting than in mine.
  3. Convince yourself the cage holds. Every tile in a ring has two neighbours along the ring and exactly one door out, and every door opens onto a red tile. So there is no route from one ring to another that doesn't end the walk first. Andy's opening move is the only choice he ever makes about which six tiles he'll die on.
  4. Then solve one ring, not three. The three rings are the same ring under the symmetry about home, so the first step contributes nothing to average over. Six positions, and from each: one third to step left along the ring, one third right, one third out through that tile's door. He is safe only if he leaves by the door of the tile he arrived on.
  5. Solve it exactly, then check it numerically. Six unknowns, or fewer once you use the ring's own symmetry, small enough to do on paper. A few hundred thousand simulated ambles will confirm the value to three decimals in a couple of seconds. The puzzle wants exact terms, so the simulation is never the answer; it is how you catch a sign error before you submit one.

Two brackets to aim between while you work: turning straight back on the first step ends a third of all afternoons with nothing learned, so p is at most 2/3; and the step-3 catch happens on its own 2/9 of the time, so p is at least that. When you have a number, open the panel below.

Spoiler: the full solve, and the answer

Number the six ring positions 0 to 5, where 0 is the tile Andy lands on, the one whose door leads home. Let f₀ … f₅ be the probability that he eventually leaves through door 0, given that he is standing at that position right now.

One step does one of three equally likely things: he opens his own door and it's over, he moves one place around the ring, or he moves one place the other way. Only position 0 picks up a constant term, because only its door is the safe one. The ring is symmetric about position 0, so f₁ = f₅ and f₂ = f₄, which leaves four unknowns.

(1)f₀=13 + 23 f₁
(2)f₁=13 f₀ + 13 f₂
(3)f₂=13 f₁ + 13 f₃
(4)f₃=23 f₂

Read (2) aloud: from position 1, one third of the time I go out my own door and lose, contributing nothing; one third I move to position 0, one third I move to position 2. Every infinite back-and-forth Andy might take is accounted for by the unknowns sitting on the right-hand side. That is the whole reason these four lines replace an endless list of paths.

Step 1  ·  put (4) into (3)

f₂=13 f₁ + 13 × 23 f₂
f₂=13 f₁ + 29 f₂
79 f₂=13 f₁
f₂=37 f₁

Collecting the f₂ terms means reading the left one as 99 of an f₂ and subtracting 29, leaving 79. Then divide through, which is multiplying by 97.

Step 2  ·  put that into (2)

f₁=13 f₀ + 13 × 37 f₁
f₁=13 f₀ + 17 f₁
67 f₁=13 f₀
f₁=718 f₀

Step 3  ·  put that into (1)

f₀=13 + 23 × 718 f₀
f₀=13 + 727 f₀
2027 f₀=13
f₀=2760 = 920

So Andy walks out of a decoy-free afternoon 920 of the time, which is 45%.

Step 4  ·  flip it

p=1 − 920 = 1120
the probability Andy finds out
p = 1120
= 0.55

Three checks

The brackets hold. Turning straight back on the first step alone guarantees f₀ ≥ 13, so p ≤ 23. The step-3 catch alone gives p ≥ 29. And 0.222 ≤ 0.55 ≤ 0.667.

The doors account for everything. Solving the full six-by-six system without assuming any symmetry reproduces f₁ = f₅ and f₂ = f₄, and gives the chance of leaving by each door:

door 0  · home1840
doors 1 and 5740
doors 2 and 4340
door 3  · opposite240
every door4040 = 1

They sum to exactly 1, which confirms he always leaves by some door and that nothing has leaked out of the model. Note also that 18 + 7 + 7 + 3 + 3 + 2 = 40, and the five decoy doors take 22 of those 40, which is 1120 again.

Brute force agrees. Three million simulated afternoons, each a real random walk on the real hexagonal floor with a phantom ant walking the tetrahedron alongside it, stopping the moment the phantom believes it is home, returned p ≈ 0.55006.

Diagrams generated from the turn-propagated labelling, verified consistent over 216 tiles with no conflicts, which is itself the check that the four-hexagon model is well defined on the infinite floor at all. The ring structure was confirmed by deleting every decoy from a patch forty tiles across and enumerating what remained: three components around home, six tiles apiece, twelve reachable decoys, no leaks to the boundary.