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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 datasetNeed help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.
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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