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        SHUNTING PUZZLES 
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        | SHUNTING, as
        defined by the Oxford English Dictionary,
        primarily describes the act of     "pushing or pulling a train or part
        of a train from the main line to a siding or from one
        line of rails to another: their train had been shunted
        into a siding". While this
        conforms to British and Australian usage, its equivalent
        in North American railway terminology as used by the US
        Department of Transportation is SWITCHING.  
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                John
                Vaughan photograph, (c) Adrian Wymann collection 
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                Commonly, this is done by
                purpose-built shunting locomotives, but in remote
                or less frequently visited locations, shunting
                duties are performed by the same locomotive used
                to haul the train on the mainline. Such is the scene at the
                Parkandillack china clay works in Cornwall in
                February 1982, where Class 37 135 (a Co-Co
                locomotive weighing no less than 102 tons) is
                shunting its train, while illustrating at the
                same time that shunting almost always involves a
                lot of legwork by railway staff. 
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        |   Evidently, the terms shunting
        and switching denote the same procedure and are
        completely interchangeable; the heading of this page,  
        SHUNTING
        PUZZLES, can
        therefore also be read as SWITCHING
        PUZZLES. | 
    
    
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                 My favourite definition
                of PUZZLE
                actually has a few layers of dust to it, as it
                comes from the 1911 edition of the Encyclopedia
                Britannica. However, as puzzles aren't new,
                it still captures the essence in a miraculously
                short sentence: 
                
                    "PUZZLE:     a perplexing question,
                    particularly a mechanical toy or other device
                    involving some constructional problem, to be
                    solved by the exercise of patience or
                    ingenuity."    
                 
                Clearly,
                this is something real railways and railroads
                would like to keep to a minimum in daily
                operations. The two concepts are only brought
                together voluntarily in  the field of railway
                modelling (model
                railroading) where shunting puzzles
                can generally be described as being reasonably
                compact layouts which - by way of definition
                through their name - have two basic
                characteristics: 
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                 First
                of all, they are concerned with shunting, meaning
                that they are conceived and built to allow
                rolling stock to be moved around on an
                appropriate track layout with sidings. On its
                own, this is simply the definition of a shunting
                layout. | 
             
            
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                 Secondly,
                this shunting is not done according to
                spontaneous decisions of the operator but rather
                follows a framework of set rules which create a
                shunting order (usually by random selection of
                both the cars to be shunted and where they are to
                go), i.e. the operator is told what to do. This
                deliberately introduces a range of more or less
                complex and therefore difficult initial
                constellations of the rolling stock which is to
                be shunted, and thus creates the challenge of
                successfully tackling the given shunting order.
                It is this second aspect which is the key element
                in turning a shunting layout into a shunting
                puzzle. | 
             
         
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        A third characteristic, although
        arguably a matter of taste, is that shunting puzzles
        provide the most fun and sustained interest in operating
        per square inch of model railway layout ... 
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 Shunting in
        progress in the sidings at Little Bazeley, a 00 scale UK shunting puzzle
        based on Inglenook Sidings 
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         It will
        probably never be possible to determine where and when a
        railway modeller first had the idea to turn a shunting
        layout into a shunting puzzle. Most certainly, it was
        someone who was looking for ways to make operating the
        layout more fun, and probably also someone who liked
        playing games. The first example I know of is Alan
        Wright's way of operating his Wright Lines layout
        in the 1950s, ultimately leading up to his classic Inglenook
        Sidings, but there are bound to be earlier
        instances. The other "classic" switching puzzle
        is the Timesaver, devised by famed US modeller
        John Allen in the early 1970s. 
        The
        aim and purpose of this website is to illustrate and
        explain how different shunting puzzles work and how best
        to build and operate them. Over the years - not the least
        thanks to the rise of the internet - many variations and
        new types of model railway shunting puzzles have been
        conceived and successfully built and operated by a
        growing number of increasingly enthusiastic modellers.
        However, no matter if you are a complete newcomer to the
        subject or a seasoned shunting puzzler, it is always a
        good idea to look to the two classic shunting puzzles for
        information and inspiration. 
         All model railway
        shunting puzzles generally belong to one of two different
        types of puzzles: sequential movement
        (where a pre-determined order needs to be formed) and distributional
        ordering (where items must be placed where
        they belong). 
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                DISTRIBUTIONAL
                ORDERING 
                SHUNTING PUZZLE 
                Solving a distributional ordering
                puzzle requires you to distribute individual
                elements of a puzzle in such a way that they end
                up being in what has been pre-determined as their
                correct place. 
                BEST
                KNOWN EXAMPLE: 
                JOHN
                ALLEN'S 
                 TIMESAVER 
                  
                 The
                classic and by far the best known shunting
                puzzle: John Allen's      Timesaver,    which was originally presented in the
                November 1972 issue of Model Railroader. 
                  
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                SEQUENTIAL
                MOVEMENT 
                SHUNTING PUZZLE 
                Solving a sequential movement
                puzzle requires you to follow a series of
                sequential movements within a set of strict rules
                in order to arrive at a predetermined result. 
                BEST
                KNOWN EXAMPLE: 
                ALAN
                WRIGHT'S 
                 INGLENOOK SIDINGS 
                  
                 The
                classic British shunting puzzle is Alan Wright's Inglenook Sidings,    which originated in 1978 but dates back
                to a scheme already used by Alan Wright on his
                1950s layout Wright Lines. 
                  
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        SHUNTING PUZZLES ON THE
        REAL RAILWAYS? 
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        | Are shunting puzzles an aspect of
        actual real-world railway operations, or are they
        something only to be found in the imaginary world of
        model railways? Railway companies
        try to run their services as smoothly and as efficiently
        as possible, and simple track layouts are one way of
        achieving this.  
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                John
                Vaughan photograph, (c) Adrian Wymann collection 
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                Model railway shunting puzzles,
                on the other hand, deliberately set up
                complications, and it is in this approach that
                the two worlds of real and model trains differ. However, there are many
                locations served by real railways that can
                provide quite a bit of head scratching for the
                shunting crew. In those cases, the only
                difference then lies with the terminology used;
                in the real world, it is called a challenge and
                not a puzzle, since it's not done for the purpose
                of entertainment. 
                The scene at the
                Parkandillack china clay works in Cornwall in
                February 1982 illustrates this nicely - in order
                to get the required shunting moves done, the
                class 37 locomotive even has to sandwich itself
                in between two rows of rolling stock. 
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        | Shunting puzzles thus do indeed
        reflect at least some aspects of the reality of actual
        railway operations. The chance distribution of rolling
        stock (as opposed to logistical requirements dictating
        where freight stock goes) could be viewed as artifical,
        but then again, as the saying amongst railway modellers
        goes, there's a prototype for everything. | 
    
    
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                A LITTLE BIT OF 
                SHUNTING PUZZLE THEORY 
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        | Model
        railway shunting puzzles are fun because they give a
        sense to running trains by posing a challenge, and
        finding the solution to this challenge is both satisfying
        and entertaining. In this respect, shunting puzzles are
        like any other puzzle. Therefore, in order to take a
        "look behind the scene" and see how shunting
        puzzles work, it is best to start with the general
        question: | 
    
    
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                What exactly is a puzzle? 
                Puzzles come in many forms and styles,
                such as riddles, mazes, jigsaws, blocks, rings,
                wires, and lots more. 
                  Some of the
                oldest "mechanical" puzzles come from
                China (perhaps the most familiar being the ch'i
                ch'iao t'u or Tangram), while
                possibly the best known historic European puzzle
                goes back to a tale from Ancient Greece, dating
                from 600 BC, and related by Sophocles and
                Apollodorus: The famous riddle of the Sphinx  
                which sat on Mount Phikion
                and asked the Thebans "What has one voice,
                and is four-footed, two-footed and
                three-footed?" Unless travellers gavethe
                correct answer (which was "man" - crawling in
                his infancy, walking in his prime and using a
                stick in old age) they would be killed by the
                terrible Sphinx...     
                 The origins of
                the word puzzle itself are disputed.
                It has been suggested that the verb to puzzle,
                which appears at the end of the 16th century, is
                derived from the noun apposal (meaning
                "opposition"), indicating "a
                question for solution".    
                 Others assume
                that the noun is in fact derived from the verb,
                which, in its earliest examples, means "to
                put in embarrassing material circumstances, to
                bewilder, to perplex". Some connection may
                also be found with a much earlier adjective poselet,
                meaning "confused, bewildered", which
                ceased to be used by the end of the 14th century. 
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                Sequential
                movement puzzle + trains = "the shunting
                puzzle" 
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        | Jerry Slocum & Jack
        Botermans, who are the authors of a scientific study of
        the history and principles of puzzle games (Puzzles Old
        and New, University of Washington Press, 1992), provide
        an in-depth look at sequential movement puzzles.   Sequential movement puzzles  are related
        to the well-known solitaire or peg puzzles, as well as
        the famous Rubick cube. The solution to this type of
        puzzle requires a user to follow a series of sequential
        movements within a set of strict rules in order to arrive
        at a predetermined result. Many puzzles of this type
        first appeared during the 18th and 19th century in
        Europe, often devised by mathematicians because they
        involve certain principles of topology, number theory,
        and combinatorics. However, as most of these puzzles are
        intended to be fun, they can actually be solved with a
        very basic mathematical knowledge - very often, logic and
        trial-and-error are quite sufficient. 
         One very famous such
        "mathematical puzzle" is in fact called the railway
        shunting puzzle. 
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                | There are a number of variations,
                but basically the problem which needs to be
                solved is that there are two trains facing each
                other on a single line with just one short siding
                (which won't hold one of the two equally long
                trains completely) available. In order to enable
                the two trains to pass each other and continue
                their journey, a string of sequential movements
                using the siding is required. It's quite a
                brain-teaser, which probably explains why railway
                companies all over the world took the more costly
                but easier way out and built passing sidings... | 
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                | A question which is
                often asked once the concept behind a shunting
                puzzle layout has been explained is as to the
                degree of complexity or, in other words: just how
                many possible configurations are there? The
                mathematical approach to finding out how many
                permutations a specific shunting puzzle allows
                for is fairly easy. If "n" is the total
                number of cars on the shunting puzzle layout, and
                "k" is the amount of cars which are
                selected from this, then the formula to be used
                is 
                  
                 meaning that n
                factorial is divided through the factorial
                of n minus k (the factorial of
                three, for example, is 1 x 2 x 3 = 6, and written
                as "3!"). Applied to the original
                Inglenook formula (where 5 cars are selected
                froma total of 8), the calculation is as follows: 
                  
                That
                is to say: the 8 cars can be arranged in 40,320
                different ways on the Inglenook layout, and the
                number of possible trains with five cars which
                can be made up from these is 6,720 (note that
                this calculation only takes into account the
                rolling stock present on the layout and
                disregards the distribution of the three
                "empty slots" in the sidings, as these
                are not part of the object of the puzzle itself
                and only serve as manoeuvering space; if you were
                to factor them in then the number of combinations
                rises significantly). 
                In
                other words: if you were to systematically work
                your way through these combinations, solving four
                shunting tasks in one hour, and doing that for
                three hours every evening, you would be at it for
                560 operating sessions totalling 28 hours. 
                 The true beauty of a
                shunting puzzle is the simplicity within the
                complexity: both Inglenook Sidings and
                the Timesaver have simple rules, are
                easy to understand, straightforward to build, and
                great fun to operate and solve. 
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        Further reading 
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        | Simon Blackburn is Professor of
        Pure Mathematics at the Department of Mathematics, Royal
        Holloway University of London. This article looks at the
        Inglenook Sidings from a mathematical perspective and
        answers the question when you can be sure this can always
        be done, while also addressing the problem of finding a
        solution in a minimum number of moves.  | 
    
    
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        Page
        created: 23/SEP/2002 
        Last revised: 27/JUNE/2023 
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