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The dataset generation failed
Error code:   DatasetGenerationError
Exception:    TypeError
Message:      Couldn't cast array of type
struct<A: list<item: string>, B: list<item: string>, C: list<item: string>, ortho: list<item: string>, orthocenter_approx: list<item: double>, source_dataset: string, source_index: int64, task_type: string, difficulty: struct<min_coord: int64, max_coord: int64>, angle_ABC_degrees: double, incircle_radius_exact: string, incircle_radius_approx: double>
to
{'source_dataset': Value('string'), 'source_index': Value('int64'), 'difficulty': {'length': Value('int64')}}
Traceback:    Traceback (most recent call last):
                File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 1887, in _prepare_split_single
                  writer.write_table(table)
                File "/usr/local/lib/python3.12/site-packages/datasets/arrow_writer.py", line 675, in write_table
                  pa_table = table_cast(pa_table, self._schema)
                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 2272, in table_cast
                  return cast_table_to_schema(table, schema)
                         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 2224, in cast_table_to_schema
                  cast_array_to_feature(
                File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 1795, in wrapper
                  return pa.chunked_array([func(chunk, *args, **kwargs) for chunk in array.chunks])
                                           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "/usr/local/lib/python3.12/site-packages/datasets/table.py", line 2092, in cast_array_to_feature
                  raise TypeError(f"Couldn't cast array of type\n{_short_str(array.type)}\nto\n{_short_str(feature)}")
              TypeError: Couldn't cast array of type
              struct<A: list<item: string>, B: list<item: string>, C: list<item: string>, ortho: list<item: string>, orthocenter_approx: list<item: double>, source_dataset: string, source_index: int64, task_type: string, difficulty: struct<min_coord: int64, max_coord: int64>, angle_ABC_degrees: double, incircle_radius_exact: string, incircle_radius_approx: double>
              to
              {'source_dataset': Value('string'), 'source_index': Value('int64'), 'difficulty': {'length': Value('int64')}}
              
              The above exception was the direct cause of the following exception:
              
              Traceback (most recent call last):
                File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 1347, in compute_config_parquet_and_info_response
                  parquet_operations = convert_to_parquet(builder)
                                       ^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 980, in convert_to_parquet
                  builder.download_and_prepare(
                File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 884, in download_and_prepare
                  self._download_and_prepare(
                File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 947, in _download_and_prepare
                  self._prepare_split(split_generator, **prepare_split_kwargs)
                File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 1736, in _prepare_split
                  for job_id, done, content in self._prepare_split_single(
                                               ^^^^^^^^^^^^^^^^^^^^^^^^^^^
                File "/usr/local/lib/python3.12/site-packages/datasets/builder.py", line 1919, in _prepare_split_single
                  raise DatasetGenerationError("An error occurred while generating the dataset") from e
              datasets.exceptions.DatasetGenerationError: An error occurred while generating the dataset

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question
string
answer
string
metadata
dict
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# A# #A B# B# B# A# A# #B A# Return the final state of the program.
A# B# B# A# A# A#
{ "source_dataset": "ab", "source_index": 0, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A B# #B #A A# #B #B A# #B Return the final state of the program.
#A #B #B #B A# A#
{ "source_dataset": "ab", "source_index": 1, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B A# B# #B B# #A A# B# A# A# Return the final state of the program.
#B B# A# B# A# A#
{ "source_dataset": "ab", "source_index": 2, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #B #B #A A# #A #A A# A# #B Return the final state of the program.
#A #B #B #A #A #B A# A#
{ "source_dataset": "ab", "source_index": 3, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #B A# B# B# A# A# A# #A A# Return the final state of the program.
#B A# A# B# B# A# A# A#
{ "source_dataset": "ab", "source_index": 4, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# #B #B #A #A #B #B A# #B Return the final state of the program.
#A #B #B #A #B #B #B A#
{ "source_dataset": "ab", "source_index": 5, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A B# #A B# #B B# B# A# #B B# Return the final state of the program.
#A #A B# B# A# B#
{ "source_dataset": "ab", "source_index": 6, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A #B A# #A A# A# #A B# #B Return the final state of the program.
#B A#
{ "source_dataset": "ab", "source_index": 7, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A #A B# #B #A A# #A B# A# Return the final state of the program.
#B #A #A #A B# A#
{ "source_dataset": "ab", "source_index": 8, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# B# B# B# #A #B #B #A #A #B Return the final state of the program.
#A #A #A B#
{ "source_dataset": "ab", "source_index": 9, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# #B #A #B A# B# B# #B B# Return the final state of the program.
#A #B #B A# B# B#
{ "source_dataset": "ab", "source_index": 10, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #B #A #B A# A# B# #A B# Return the final state of the program.
#B #A #B A# B# B#
{ "source_dataset": "ab", "source_index": 11, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #A #B #B #B B# #B #A #B Return the final state of the program.
#A #B #B #B #A #B
{ "source_dataset": "ab", "source_index": 12, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# B# B# #A A# B# #A A# #A #B Return the final state of the program.
B# B#
{ "source_dataset": "ab", "source_index": 13, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #B #A #B B# A# #A A# #A #A Return the final state of the program.
#B #B #A B#
{ "source_dataset": "ab", "source_index": 14, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A A# B# #A #B #A #B #B A# Return the final state of the program.
#A #B #B A#
{ "source_dataset": "ab", "source_index": 15, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# B# B# A# B# #B #B #A #A #A Return the final state of the program.
#A #A B# B#
{ "source_dataset": "ab", "source_index": 16, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# #B A# B# #A A# A# #B #B Return the final state of the program.
#B A# A# A#
{ "source_dataset": "ab", "source_index": 17, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #A B# #A B# #B #B #A A# A# Return the final state of the program.
#A #A #A #A A# A#
{ "source_dataset": "ab", "source_index": 18, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B B# B# #A #A #A A# #B #A #A Return the final state of the program.
#B #A #A #A #A B#
{ "source_dataset": "ab", "source_index": 19, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# B# #B #A #A B# B# B# A# Return the final state of the program.
#A B# B# B# B# A#
{ "source_dataset": "ab", "source_index": 20, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #B #A #A #B A# #B A# A# B# Return the final state of the program.
#B #B #A #A #B #B A# A# A# B#
{ "source_dataset": "ab", "source_index": 21, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B A# #B A# B# #A B# B# A# #B Return the final state of the program.
#B #B A# B# B# A#
{ "source_dataset": "ab", "source_index": 22, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A #A B# #B #B #B #A #B B# Return the final state of the program.
#B #A #A #B #B #A #B B#
{ "source_dataset": "ab", "source_index": 23, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A #B B# #B #A #A A# #B B# Return the final state of the program.
#B #A #A #B A# B#
{ "source_dataset": "ab", "source_index": 24, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# A# #B #B #B #A #B #B #A B# Return the final state of the program.
#B #B #B #B #B B#
{ "source_dataset": "ab", "source_index": 25, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B A# B# #B #B #A #A #B #A B# Return the final state of the program.
#B #B #A #B #A B#
{ "source_dataset": "ab", "source_index": 26, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# A# B# A# #A #A #B #B #B #B Return the final state of the program.
#B #B #B A#
{ "source_dataset": "ab", "source_index": 27, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A #B #B B# #A A# B# B# #B Return the final state of the program.
#B #B #A B# A# B#
{ "source_dataset": "ab", "source_index": 28, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# #A B# B# #A A# B# A# B# Return the final state of the program.
#A #A B# B# A# B# A# B#
{ "source_dataset": "ab", "source_index": 29, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# B# #A #A #A B# #A B# #B B# Return the final state of the program.
#A #A #A B# B# B#
{ "source_dataset": "ab", "source_index": 30, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# #B B# #B #A A# #B #B B# Return the final state of the program.
#A #B #B #B A# B#
{ "source_dataset": "ab", "source_index": 31, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A A# #A B# B# #A A# #B #B Return the final state of the program.
#A A#
{ "source_dataset": "ab", "source_index": 32, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #B #B A# #B #A A# #A A# #A Return the final state of the program.
#B #B #B #B
{ "source_dataset": "ab", "source_index": 33, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #B #B B# #A A# #B B# #A #A Return the final state of the program.
#A #B #B #A #A B#
{ "source_dataset": "ab", "source_index": 34, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #A B# B# B# A# #A #B B# B# Return the final state of the program.
#A #A B# B# B# B#
{ "source_dataset": "ab", "source_index": 35, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# #A #A #B A# B# #B B# #B Return the final state of the program.
#A A#
{ "source_dataset": "ab", "source_index": 36, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #A B# B# B# #B B# A# #A Return the final state of the program.
#A B# B# B#
{ "source_dataset": "ab", "source_index": 37, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #B #B #A #A #B #A A# #B B# Return the final state of the program.
#A #B #B #A #A #B #A #B A# B#
{ "source_dataset": "ab", "source_index": 38, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A #B #B A# B# B# #B A# #A Return the final state of the program.
#B #A #B #B A# B#
{ "source_dataset": "ab", "source_index": 39, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #A B# B# #A B# A# #B #B Return the final state of the program.
#A #A B# A#
{ "source_dataset": "ab", "source_index": 40, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #B A# B# #B A# A# B# B# B# Return the final state of the program.
#B #B A# A# A# B# B# B#
{ "source_dataset": "ab", "source_index": 41, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# #B A# #A B# #B #B #A B# Return the final state of the program.
#A #B #B B#
{ "source_dataset": "ab", "source_index": 42, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# #A B# B# #B #A B# #B B# Return the final state of the program.
#A B# B# B#
{ "source_dataset": "ab", "source_index": 43, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A A# A# #A #B A# A# #B #B Return the final state of the program.
#B #B #B A# A# A#
{ "source_dataset": "ab", "source_index": 44, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# B# A# #A #A #A A# #A A# #A Return the final state of the program.
#A #A B# B#
{ "source_dataset": "ab", "source_index": 45, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B B# #A B# A# A# #A #B B# B# Return the final state of the program.
#B #A B# A# B# B#
{ "source_dataset": "ab", "source_index": 46, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A B# #A A# B# #B #A B# #A Return the final state of the program.
#A #A B# B#
{ "source_dataset": "ab", "source_index": 47, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# #B #A #A #B #A #A #B #A Return the final state of the program.
#A #B #A #A #B #A
{ "source_dataset": "ab", "source_index": 48, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# B# B# #B #B #B #B #B #A B# Return the final state of the program.
#B #B #B B#
{ "source_dataset": "ab", "source_index": 49, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A A# #B B# A# #A A# A# A# Return the final state of the program.
#B #A #B A# B# A# A# A#
{ "source_dataset": "ab", "source_index": 50, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A A# A# #A B# B# #B A# B# Return the final state of the program.
#B #A A# B# A# B#
{ "source_dataset": "ab", "source_index": 51, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# #A #A #B A# #B #A #A #B Return the final state of the program.
#A #B #A #B
{ "source_dataset": "ab", "source_index": 52, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B A# B# A# A# #A B# A# B# Return the final state of the program.
A# B# A# B# A# B#
{ "source_dataset": "ab", "source_index": 53, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #A #B B# A# #A A# A# B# #B Return the final state of the program.
#A #A #B B# A# A#
{ "source_dataset": "ab", "source_index": 54, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #A A# A# A# A# #A #A A# Return the final state of the program.
#A A# A# A#
{ "source_dataset": "ab", "source_index": 55, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# #A #B A# #B #A A# #B B# Return the final state of the program.
#A #B #B #B A# B#
{ "source_dataset": "ab", "source_index": 56, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #B B# B# B# B# B# A# #A #B Return the final state of the program.
#B #B B# B# B# B#
{ "source_dataset": "ab", "source_index": 57, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #B B# #B #A #B A# A# A# Return the final state of the program.
#B #A #B A# A# A#
{ "source_dataset": "ab", "source_index": 58, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #A #B A# B# B# #A #B B# #A Return the final state of the program.
#A #A B# B#
{ "source_dataset": "ab", "source_index": 59, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #A B# B# #B #A #B A# B# #B Return the final state of the program.
#A #A B# A#
{ "source_dataset": "ab", "source_index": 60, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B B# A# A# #B #B #A A# #B A# Return the final state of the program.
#B #B #B A# A# A#
{ "source_dataset": "ab", "source_index": 61, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# B# B# #B #A A# B# A# B# A# Return the final state of the program.
B# A# B# A# B# A#
{ "source_dataset": "ab", "source_index": 62, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# A# #A #A #A B# #A B# B# Return the final state of the program.
#A #A #A B# B# B#
{ "source_dataset": "ab", "source_index": 63, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B A# #B A# #A A# B# #B #A #B Return the final state of the program.
#B #B #B A#
{ "source_dataset": "ab", "source_index": 64, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #B #A B# #B A# #A #A A# Return the final state of the program.
#B #A #A A#
{ "source_dataset": "ab", "source_index": 65, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# #B #A #B B# A# #A B# B# Return the final state of the program.
#B B# B# B#
{ "source_dataset": "ab", "source_index": 66, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A B# #B #B A# A# B# #B #A A# Return the final state of the program.
#A #B A# A#
{ "source_dataset": "ab", "source_index": 67, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B B# #B #B #A A# #B #A A# A# Return the final state of the program.
#B #B #A #B A# A#
{ "source_dataset": "ab", "source_index": 68, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #A #B B# #B #B B# B# #B B# Return the final state of the program.
#A #B B# B#
{ "source_dataset": "ab", "source_index": 69, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A #B #B B# #A B# #B A# #B Return the final state of the program.
#B #A #B #B #A A#
{ "source_dataset": "ab", "source_index": 70, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A A# #B #A B# #B A# A# #A Return the final state of the program.
#B A#
{ "source_dataset": "ab", "source_index": 71, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# A# #A B# A# B# #A A# #A #A Return the final state of the program.
#A B# B# B#
{ "source_dataset": "ab", "source_index": 72, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A B# A# A# #A #A #A #A #B A# Return the final state of the program.
#A #A #A A#
{ "source_dataset": "ab", "source_index": 73, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# A# B# #B #B B# #A #B #B Return the final state of the program.
#A #B #B A#
{ "source_dataset": "ab", "source_index": 74, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# B# B# B# #B B# #B A# #A #A Return the final state of the program.
#A B# B# B#
{ "source_dataset": "ab", "source_index": 75, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #A A# #A #A A# #A #A A# #B Return the final state of the program.
#A #A #A A#
{ "source_dataset": "ab", "source_index": 76, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A B# #B A# A# #B B# B# #A #A Return the final state of the program.
#A #B B# B#
{ "source_dataset": "ab", "source_index": 77, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# B# #B A# #A B# B# #A #A #A Return the final state of the program.
#A #A #A B# B# B#
{ "source_dataset": "ab", "source_index": 78, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# B# #B B# B# #A #A B# #B A# Return the final state of the program.
#A B# B# A#
{ "source_dataset": "ab", "source_index": 79, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #A A# #A B# #B B# A# #A #B Return the final state of the program.
#A B#
{ "source_dataset": "ab", "source_index": 80, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A A# #B #A A# A# #B #A #A Return the final state of the program.
#B #B
{ "source_dataset": "ab", "source_index": 81, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# B# A# #B #A #A A# #A B# Return the final state of the program.
#A B#
{ "source_dataset": "ab", "source_index": 82, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# B# #A B# #A B# #A A# A# B# Return the final state of the program.
#A #A #A B# B# B# B# A# A# B#
{ "source_dataset": "ab", "source_index": 83, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #B B# B# #B #B B# B# B# #B Return the final state of the program.
#B A# B# B#
{ "source_dataset": "ab", "source_index": 84, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# A# A# A# #A B# #B B# #A #A Return the final state of the program.
A# B#
{ "source_dataset": "ab", "source_index": 85, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #A B# #B A# B# #A #A #A Return the final state of the program.
#A #A #A B#
{ "source_dataset": "ab", "source_index": 86, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A A# #B B# #A B# A# B# B# #A Return the final state of the program.
#A #B B# B# B# B#
{ "source_dataset": "ab", "source_index": 87, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A #B #B A# #A B# #A B# #A Return the final state of the program.
#B #A #B #B #A #A B# B#
{ "source_dataset": "ab", "source_index": 88, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #A A# #B #A A# #B A# #A A# Return the final state of the program.
#A #A #B #B A# A#
{ "source_dataset": "ab", "source_index": 89, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B B# #B A# B# A# #A A# A# B# Return the final state of the program.
#B A# B# A# A# B#
{ "source_dataset": "ab", "source_index": 90, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B #A #B #A #A A# A# #A #A #A Return the final state of the program.
#B #A #B #A #A #A
{ "source_dataset": "ab", "source_index": 91, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B B# B# A# #B A# #B B# #B B# Return the final state of the program.
#B A# A# B#
{ "source_dataset": "ab", "source_index": 92, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #A #A #B #A A# #B #A A# B# #A Return the final state of the program.
#A #A #B #A #B B#
{ "source_dataset": "ab", "source_index": 93, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: #B A# #B #B B# #B B# B# #B A# Return the final state of the program.
#B #B #B A# B# A#
{ "source_dataset": "ab", "source_index": 94, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# B# #B #A B# B# #B #A A# #B Return the final state of the program.
#A A#
{ "source_dataset": "ab", "source_index": 95, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: B# #B #B #A B# #A B# B# B# #B Return the final state of the program.
#B #A #A B# B# B#
{ "source_dataset": "ab", "source_index": 96, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #A A# #A #A #A B# #A B# #A Return the final state of the program.
#A #A #A #A B# B#
{ "source_dataset": "ab", "source_index": 97, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# A# #A A# A# B# A# B# #B #B Return the final state of the program.
A# A# A# A#
{ "source_dataset": "ab", "source_index": 98, "difficulty": { "length": 10 } }
A::B is a system with 4 tokens: `A#`, `#A`, `B#` and `#B`. An A::B program is a sequence of tokens. Example: B# A# #B #A B# To *compute* a program, we must rewrite neighbor tokens, using the rules: A# #A ... becomes ... nothing A# #B ... becomes ... #B A# B# #A ... becomes ... #A B# B# #B ... becomes ... nothing In other words, whenever two neighbor tokens have their '#' facing each-other, they must be rewritten according to the corresponding rule. Now, consider the following program: A# #B B# #B A# #A A# #A #B B# Return the final state of the program.
#B #B A# B#
{ "source_dataset": "ab", "source_index": 99, "difficulty": { "length": 10 } }
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