What the Snack Machine Knows
Three short lessons on the maths inside a snack machine: the one number it remembers, why largest-coin-first change works for coins and not for every token, and how much to stock when nobody knows the demand.
Spark & Whetstone · sparkwhetstone.org/learn/what-the-snack-machine-knows · CC BY-NC-SA 4.0. Answers are at the end, so you can try each question first.
Lesson 1. The machine remembers one number
An exact-change snack machine keeps track of a single thing: how much money has gone in so far. That number is its state. A coin is an input that moves it to the next state, and a coin that would carry it past the price is refused. When the state equals the price, the snack drops.
Drawn out, that is a finite automaton, the first machine in most introductions to computer science. A machine selling a $1.25 snack on quarters has six states: 0, 25, 50, 75, 100 and 125 cents. Change the coins and some states become dead ends. On dimes alone no state can ever reach $1.25, because 125 is not a multiple of 10.
Children meet this on CodeRealm by putting coins into a pretend machine and finding which coins strand them. Adding a nickel fixes every dead end: 5 divides 125 and every gap on the way.
Question. An exact-change machine sells a snack for 90¢ and takes only 20¢ coins. How many of its states can still reach the price?
- None of them
- Only the last one
- All of them
Say it back. In your own words: what is the one thing a snack machine has to remember, and what makes a dead end?
Lesson 2. Largest coin first
When a machine owes you 41¢ it gives a quarter, a dime, a nickel and a penny: the largest coin that fits, then the largest that fits in what is left. For US coins that greedy rule always gives the fewest coins. Mathematicians call such a coin system canonical.
Not every token set is canonical. A machine paying in tokens worth 1, 3 and 4 that owes 6 gives 4 + 1 + 1 by the greedy rule, three tokens, when 3 + 3 is two. The rule that never loses works backwards: the fewest for an amount is one more than the fewest for the amount minus some token, whichever token makes that smallest.
Children on CodeRealm compare the two rules on a table of amounts and find exactly where greed goes wrong.
Question. A machine pays change in tokens worth 1, 4 and 5 and owes you 8. What is the fewest tokens it can give?
- 4
- 8
- 2
Say it back. In your own words: why does largest-coin-first work for coins in your pocket but not for every token set?
Lesson 3. Stocking under uncertainty
A sandwich slot is filled once a week, and nobody knows the week’s demand in advance. Stock too few and a sale is missed; stock too many and a sandwich is thrown away. Each mistake has a price: a missed sale costs the profit it would have made, a wasted sandwich costs what it cost to buy.
The newsvendor rule says: stock enough to cover demand with probability (cost of a miss) ÷ (cost of a miss + cost of waste). If a sandwich costs 75¢ and sells for $1.50 with nothing back for leftovers, the two costs are equal and the aim is a half: stock the middle of the demand range. If leftovers can be sold off for 50¢, waste gets cheaper, the aim rises to three quarters, and the stock goes up.
The same rule sits behind how many papers a newsstand orders, which is where it got its name. LedgerQuest has older children move the salvage value and watch the stock move with it.
Question. Muffins cost 50¢ and sell for $2.00; unsold ones are thrown away. What chance of covering the week’s demand should the stock aim for?
- About three quarters
- About a half
- About a quarter
Say it back. In your own words: what are the two mistakes a stocker can make, and how do their costs set the stock?
At the table: The shoebox machine
Players: Two to four, ages 6 and up. You'll need: A shoebox, a handful of coins, a card for the state, a few wrapped snacks or tokens as the goods.
- One player is the machine. Write the price on the box and keep the money-so-far on the card, starting at 0.
- The others put in one coin at a time. The machine updates the card, and refuses any coin that would go past the price.
- When the card equals the price, hand over the snack and reset the card to 0. Then change the coins the machine takes, and find a price nobody can reach.
- Swap who is the machine. Talk about what the card is: the only thing the machine knows.
Answers
- None of them — Ninety is not a multiple of twenty, so 0, 20, 40, 60 and 80 are all dead ends. The machine can never vend.
- 2 — Four plus four is two tokens. Greedy grabs the five first and is left filling three with ones.
- About three quarters — A missed sale loses $1.50 of profit and a wasted muffin loses the 50¢ it cost. 1.50 ÷ (1.50 + 0.50) = 0.75, so the stock sits three quarters of the way up the demand range.