<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[MKLab - RECREATIONAL MATHS]]></title>
		<link>https://mklab.gr/</link>
		<description><![CDATA[MKLab - https://mklab.gr]]></description>
		<pubDate>Sat, 17 Oct 2026 17:51:18 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[How to solve the Rubik’s Cube]]></title>
			<link>https://mklab.gr/showthread.php?tid=2316</link>
			<pubDate>Thu, 01 Oct 2026 19:40:32 +0300</pubDate>
			<dc:creator><![CDATA[<a href="https://mklab.gr/member.php?action=profile&uid=1">mklabgr</a>]]></dc:creator>
			<guid isPermaLink="false">https://mklab.gr/showthread.php?tid=2316</guid>
			<description><![CDATA[The article by Jørgen Veisdal presents a beginner-friendly method for solving the <span style="font-weight: bold;" class="mycode_b">Rubik’s Cube</span> in eight stages. It begins by explaining the basic notation used for cube movements—top, bottom, left, right, front, and back, together with clockwise and counter-clockwise rotations. The method emphasizes that although the cube initially appears extremely difficult, a systematic sequence of moves makes it manageable. The first objective is to create a <span style="font-weight: bold;" class="mycode_b">white cross</span>, initially positioning the four white edge pieces around the yellow center and then transferring them to the white face while ensuring that their other colors match the corresponding center pieces.<br />
<br />
The next stages complete the <span style="font-weight: bold;" class="mycode_b">white face and middle layer</span>. First, the white corner pieces are inserted into their correct positions using simple right- or left-handed algorithms, producing a complete white bottom layer. The solver then places the four remaining edge pieces into the middle layer, using slightly longer algorithms depending on whether an edge must move to the right or left. These operations are designed to preserve the already completed bottom layer. At this point, the first two layers of the cube are solved, providing a stable foundation for completing the remaining yellow layer. <br />
<br />
The final stages focus on the <span style="font-weight: bold;" class="mycode_b">yellow face and the remaining edges</span>. The solver first creates a yellow cross on the upper face by repeatedly applying an algorithm according to the current yellow pattern. The yellow corners are then oriented until the entire upper face becomes yellow, while the completed lower layers remain intact. The seventh step rearranges the upper-layer edges so that one complete side is obtained; the final algorithm then positions the remaining three displaced edges. Once this sequence is completed correctly, the entire Rubik’s Cube is solved. <br />
<br />
Overall, the article's main idea is that solving the Rubik’s Cube does not require discovering a solution from scratch: it requires <span style="font-weight: bold;" class="mycode_b">breaking the problem into smaller, repeatable subproblems</span>. The eight-step method progresses from simple positioning to increasingly structured algorithms, allowing each completed layer to be preserved while solving the next. The approach illustrates an important mathematical and computational principle: a complicated system can become tractable when it is decomposed into a sequence of well-defined transformations and procedures.<br />
<br />
<a href="https://www.cantorsparadise.com/how-to-solve-the-rubiks-cube-8d5d3f8f3d80" target="_blank" rel="noopener" class="mycode_url">ARTICLE</a>]]></description>
			<content:encoded><![CDATA[The article by Jørgen Veisdal presents a beginner-friendly method for solving the <span style="font-weight: bold;" class="mycode_b">Rubik’s Cube</span> in eight stages. It begins by explaining the basic notation used for cube movements—top, bottom, left, right, front, and back, together with clockwise and counter-clockwise rotations. The method emphasizes that although the cube initially appears extremely difficult, a systematic sequence of moves makes it manageable. The first objective is to create a <span style="font-weight: bold;" class="mycode_b">white cross</span>, initially positioning the four white edge pieces around the yellow center and then transferring them to the white face while ensuring that their other colors match the corresponding center pieces.<br />
<br />
The next stages complete the <span style="font-weight: bold;" class="mycode_b">white face and middle layer</span>. First, the white corner pieces are inserted into their correct positions using simple right- or left-handed algorithms, producing a complete white bottom layer. The solver then places the four remaining edge pieces into the middle layer, using slightly longer algorithms depending on whether an edge must move to the right or left. These operations are designed to preserve the already completed bottom layer. At this point, the first two layers of the cube are solved, providing a stable foundation for completing the remaining yellow layer. <br />
<br />
The final stages focus on the <span style="font-weight: bold;" class="mycode_b">yellow face and the remaining edges</span>. The solver first creates a yellow cross on the upper face by repeatedly applying an algorithm according to the current yellow pattern. The yellow corners are then oriented until the entire upper face becomes yellow, while the completed lower layers remain intact. The seventh step rearranges the upper-layer edges so that one complete side is obtained; the final algorithm then positions the remaining three displaced edges. Once this sequence is completed correctly, the entire Rubik’s Cube is solved. <br />
<br />
Overall, the article's main idea is that solving the Rubik’s Cube does not require discovering a solution from scratch: it requires <span style="font-weight: bold;" class="mycode_b">breaking the problem into smaller, repeatable subproblems</span>. The eight-step method progresses from simple positioning to increasingly structured algorithms, allowing each completed layer to be preserved while solving the next. The approach illustrates an important mathematical and computational principle: a complicated system can become tractable when it is decomposed into a sequence of well-defined transformations and procedures.<br />
<br />
<a href="https://www.cantorsparadise.com/how-to-solve-the-rubiks-cube-8d5d3f8f3d80" target="_blank" rel="noopener" class="mycode_url">ARTICLE</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Desmos Slot Machine Animation]]></title>
			<link>https://mklab.gr/showthread.php?tid=2207</link>
			<pubDate>Sat, 26 Sep 2026 22:58:01 +0300</pubDate>
			<dc:creator><![CDATA[<a href="https://mklab.gr/member.php?action=profile&uid=1">mklabgr</a>]]></dc:creator>
			<guid isPermaLink="false">https://mklab.gr/showthread.php?tid=2207</guid>
			<description><![CDATA[The Desmos Slot Machine animation is a mathematical simulation of a slot machine, created using Desmos. It uses mathematical expressions, animated variables and geometric shapes to reproduce the appearance and operation of a traditional slot machine.<br />
<br />
The animation features a machine with three rows of symbols, including lemons, watermelons, horseshoes, sevens, hearts, cherries and bells. These symbols are displayed in a rectangular frame, with a SPIN button below it. The symbols are arranged in three columns and three rows, resembling a conventional slot machine.<br />
<br />
The project demonstrates how mathematics can be used to create interactive animations without traditional programming. Desmos combines functions, inequalities, polygons and animated variables to draw the machine and control its behavior. It is an example of how mathematical graphing software can be used for both visualization and simple game development. <br />
<br />
<a href="https://www.desmos.com/calculator/rk1f7srowm" target="_blank" rel="noopener" class="mycode_url">ANIMATION</a>]]></description>
			<content:encoded><![CDATA[The Desmos Slot Machine animation is a mathematical simulation of a slot machine, created using Desmos. It uses mathematical expressions, animated variables and geometric shapes to reproduce the appearance and operation of a traditional slot machine.<br />
<br />
The animation features a machine with three rows of symbols, including lemons, watermelons, horseshoes, sevens, hearts, cherries and bells. These symbols are displayed in a rectangular frame, with a SPIN button below it. The symbols are arranged in three columns and three rows, resembling a conventional slot machine.<br />
<br />
The project demonstrates how mathematics can be used to create interactive animations without traditional programming. Desmos combines functions, inequalities, polygons and animated variables to draw the machine and control its behavior. It is an example of how mathematical graphing software can be used for both visualization and simple game development. <br />
<br />
<a href="https://www.desmos.com/calculator/rk1f7srowm" target="_blank" rel="noopener" class="mycode_url">ANIMATION</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[River Crossing Riddles]]></title>
			<link>https://mklab.gr/showthread.php?tid=2203</link>
			<pubDate>Sat, 26 Sep 2026 02:36:19 +0300</pubDate>
			<dc:creator><![CDATA[<a href="https://mklab.gr/member.php?action=profile&uid=1">mklabgr</a>]]></dc:creator>
			<guid isPermaLink="false">https://mklab.gr/showthread.php?tid=2203</guid>
			<description><![CDATA[The <span style="font-weight: bold;" class="mycode_b">River Crossing Riddles</span> collection on Problems.cc presents a set of classic logic puzzles in which people, animals, objects, or groups must cross a river while obeying specific constraints. The puzzles typically involve a limited-capacity boat and rules governing who can travel together, what can be left unattended, or how many crossings are possible. Their difficulty comes from recognizing that a seemingly simple sequence of crossings requires careful planning and often temporarily moving people or objects in the “wrong” direction.<br />
<br />
The central mathematical and logical skill is <span style="font-weight: bold;" class="mycode_b">state-space reasoning</span>: each configuration of the people and objects on the two riverbanks represents a possible state, while each legal boat trip represents a transition between states. Solving a riddle therefore amounts to finding a valid sequence of transitions from the initial state to the desired final state without ever violating the constraints. This makes river-crossing puzzles useful introductions to <span style="font-weight: bold;" class="mycode_b">problem-solving, combinatorial reasoning, algorithms, graph search, and optimization</span>, as well as engaging classroom activities for developing systematic rather than trial-and-error reasoning.<br />
<br />
<br />
<a href="https://www.problems.cc/library/river-crossing-riddles" target="_blank" rel="noopener" class="mycode_url">RCR</a>]]></description>
			<content:encoded><![CDATA[The <span style="font-weight: bold;" class="mycode_b">River Crossing Riddles</span> collection on Problems.cc presents a set of classic logic puzzles in which people, animals, objects, or groups must cross a river while obeying specific constraints. The puzzles typically involve a limited-capacity boat and rules governing who can travel together, what can be left unattended, or how many crossings are possible. Their difficulty comes from recognizing that a seemingly simple sequence of crossings requires careful planning and often temporarily moving people or objects in the “wrong” direction.<br />
<br />
The central mathematical and logical skill is <span style="font-weight: bold;" class="mycode_b">state-space reasoning</span>: each configuration of the people and objects on the two riverbanks represents a possible state, while each legal boat trip represents a transition between states. Solving a riddle therefore amounts to finding a valid sequence of transitions from the initial state to the desired final state without ever violating the constraints. This makes river-crossing puzzles useful introductions to <span style="font-weight: bold;" class="mycode_b">problem-solving, combinatorial reasoning, algorithms, graph search, and optimization</span>, as well as engaging classroom activities for developing systematic rather than trial-and-error reasoning.<br />
<br />
<br />
<a href="https://www.problems.cc/library/river-crossing-riddles" target="_blank" rel="noopener" class="mycode_url">RCR</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Recreational mathematics]]></title>
			<link>https://mklab.gr/showthread.php?tid=2197</link>
			<pubDate>Fri, 25 Sep 2026 21:21:19 +0300</pubDate>
			<dc:creator><![CDATA[<a href="https://mklab.gr/member.php?action=profile&uid=1">mklabgr</a>]]></dc:creator>
			<guid isPermaLink="false">https://mklab.gr/showthread.php?tid=2197</guid>
			<description><![CDATA[Recreational mathematics is mathematics pursued primarily for <span style="font-weight: bold;" class="mycode_b">entertainment, curiosity, exploration, and intellectual enjoyment</span>, rather than solely for professional research or formal education. It is a broad field that includes puzzles, games, mathematical magic, art, patterns, competitions, and intriguing mathematical curiosities. Many recreational problems require little advanced mathematics, making them accessible to students, amateurs, and the general public while still encouraging sophisticated mathematical thinking.<br />
<br />
The field encompasses an unusually wide range of mathematical topics. Famous examples include <span style="font-weight: bold;" class="mycode_b">Rubik's Cubes, magic squares, fractals, logic puzzles, chess problems, cellular automata, number theory, and combinatorial games</span>. For example, a magic square of order &#36;n&#36; contains the integers &#36;1,\ldots,n^2&#36; arranged so that every row, column, and often the two main diagonals have the same sum. That sum is &#36;M=\frac{n(n^2+1)}{2}&#36;. Recreational mathematics therefore provides a natural meeting point between arithmetic, algebra, geometry, combinatorics, probability, algorithms, and computer science.<br />
<br />
Its history is long and closely connected with the development of popular mathematics. Fibonacci's <span style="font-style: italic;" class="mycode_i">Liber Abaci</span> included mathematical puzzles such as the famous rabbit problem, which leads to the Fibonacci sequence &#36;F_n=F_{n-1}+F_{n-2}&#36;. Later traditions included mathematical diaries, puzzle books, magic squares, and eventually modern puzzles such as Sudoku. In the twentieth century, figures such as <span style="font-weight: bold;" class="mycode_b">Martin Gardner, Henry Dudeney, Sam Loyd, Raymond Smullyan, D. R. Kaprekar, and John Conway</span> played major roles in popularizing mathematical recreation. Conway's <span style="font-style: italic;" class="mycode_i">Game of Life</span>, for example, demonstrates how simple local rules can generate remarkably complex global behavior.<br />
<br />
Recreational mathematics also has important connections to <span style="font-weight: bold;" class="mycode_b">education and mathematical creativity</span>. A puzzle can require experimentation, conjecture, logical deduction, pattern recognition, proof, and algorithmic thinking without initially feeling like conventional mathematics. Mathematical games can be studied through combinatorial game theory, while mathematical magic can exploit combinatorics, probability, and coding theory. Even activities such as origami, juggling, string figures, fractal generation, and mathematical art contain substantial mathematical structure. This makes recreational mathematics particularly valuable as a way of presenting mathematics as something to <span style="font-weight: bold;" class="mycode_b">explore and discover</span>, rather than simply a collection of procedures.<br />
<br />
Key Takeaways<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Recreational mathematics = mathematics for curiosity, enjoyment, and exploration.</span><br />
</li>
<li>It includes <span style="font-weight: bold;" class="mycode_b">puzzles, games, mathematical magic, fractals, number theory, geometry, and patterns</span>.<br />
</li>
<li>Many problems are accessible without advanced mathematics but can lead to deep mathematical ideas.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mathematical games</span> connect naturally to combinatorics and game theory.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mathematical magic</span> can use combinatorics, probability, and coding theory.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Fibonacci numbers</span> originated in a recreational-style problem in <span style="font-style: italic;" class="mycode_i">Liber Abaci</span>: &#36;F_n=F_{n-1}+F_{n-2}&#36;.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Magic squares</span> connect recreational puzzles with algebra and combinatorics.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Conway's Game of Life</span> demonstrates how simple rules can produce complex behavior.<br />
</li>
<li>Recreational mathematics has a long tradition involving figures such as <span style="font-weight: bold;" class="mycode_b">Fibonacci, Dudeney, Loyd, Gardner, Smullyan, Kaprekar, and Conway</span>.<br />
</li>
<li>It provides a powerful bridge between <span style="font-weight: bold;" class="mycode_b">formal mathematics, creativity, problem-solving, and mathematical education</span>.<br />
</li>
<li>Activities such as <span style="font-weight: bold;" class="mycode_b">origami, fractals, juggling, and mathematical art</span> show that mathematics extends beyond traditional calculations.<br />
</li>
<li>For classroom use, recreational mathematics can turn abstract concepts into <span style="font-weight: bold;" class="mycode_b">investigations, challenges, conjectures, and discoveries</span>.<br />
</li>
</ul>
<br />
<a href="https://en.wikipedia.org/wiki/Recreational_mathematics" target="_blank" rel="noopener" class="mycode_url">ARTICLE</a> / <a href="https://drive.google.com/file/d/1kjch9wnmCyhU3-VJppsPOfFF9ZJiNdRK/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">PDF</a>]]></description>
			<content:encoded><![CDATA[Recreational mathematics is mathematics pursued primarily for <span style="font-weight: bold;" class="mycode_b">entertainment, curiosity, exploration, and intellectual enjoyment</span>, rather than solely for professional research or formal education. It is a broad field that includes puzzles, games, mathematical magic, art, patterns, competitions, and intriguing mathematical curiosities. Many recreational problems require little advanced mathematics, making them accessible to students, amateurs, and the general public while still encouraging sophisticated mathematical thinking.<br />
<br />
The field encompasses an unusually wide range of mathematical topics. Famous examples include <span style="font-weight: bold;" class="mycode_b">Rubik's Cubes, magic squares, fractals, logic puzzles, chess problems, cellular automata, number theory, and combinatorial games</span>. For example, a magic square of order &#36;n&#36; contains the integers &#36;1,\ldots,n^2&#36; arranged so that every row, column, and often the two main diagonals have the same sum. That sum is &#36;M=\frac{n(n^2+1)}{2}&#36;. Recreational mathematics therefore provides a natural meeting point between arithmetic, algebra, geometry, combinatorics, probability, algorithms, and computer science.<br />
<br />
Its history is long and closely connected with the development of popular mathematics. Fibonacci's <span style="font-style: italic;" class="mycode_i">Liber Abaci</span> included mathematical puzzles such as the famous rabbit problem, which leads to the Fibonacci sequence &#36;F_n=F_{n-1}+F_{n-2}&#36;. Later traditions included mathematical diaries, puzzle books, magic squares, and eventually modern puzzles such as Sudoku. In the twentieth century, figures such as <span style="font-weight: bold;" class="mycode_b">Martin Gardner, Henry Dudeney, Sam Loyd, Raymond Smullyan, D. R. Kaprekar, and John Conway</span> played major roles in popularizing mathematical recreation. Conway's <span style="font-style: italic;" class="mycode_i">Game of Life</span>, for example, demonstrates how simple local rules can generate remarkably complex global behavior.<br />
<br />
Recreational mathematics also has important connections to <span style="font-weight: bold;" class="mycode_b">education and mathematical creativity</span>. A puzzle can require experimentation, conjecture, logical deduction, pattern recognition, proof, and algorithmic thinking without initially feeling like conventional mathematics. Mathematical games can be studied through combinatorial game theory, while mathematical magic can exploit combinatorics, probability, and coding theory. Even activities such as origami, juggling, string figures, fractal generation, and mathematical art contain substantial mathematical structure. This makes recreational mathematics particularly valuable as a way of presenting mathematics as something to <span style="font-weight: bold;" class="mycode_b">explore and discover</span>, rather than simply a collection of procedures.<br />
<br />
Key Takeaways<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Recreational mathematics = mathematics for curiosity, enjoyment, and exploration.</span><br />
</li>
<li>It includes <span style="font-weight: bold;" class="mycode_b">puzzles, games, mathematical magic, fractals, number theory, geometry, and patterns</span>.<br />
</li>
<li>Many problems are accessible without advanced mathematics but can lead to deep mathematical ideas.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mathematical games</span> connect naturally to combinatorics and game theory.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mathematical magic</span> can use combinatorics, probability, and coding theory.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Fibonacci numbers</span> originated in a recreational-style problem in <span style="font-style: italic;" class="mycode_i">Liber Abaci</span>: &#36;F_n=F_{n-1}+F_{n-2}&#36;.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Magic squares</span> connect recreational puzzles with algebra and combinatorics.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Conway's Game of Life</span> demonstrates how simple rules can produce complex behavior.<br />
</li>
<li>Recreational mathematics has a long tradition involving figures such as <span style="font-weight: bold;" class="mycode_b">Fibonacci, Dudeney, Loyd, Gardner, Smullyan, Kaprekar, and Conway</span>.<br />
</li>
<li>It provides a powerful bridge between <span style="font-weight: bold;" class="mycode_b">formal mathematics, creativity, problem-solving, and mathematical education</span>.<br />
</li>
<li>Activities such as <span style="font-weight: bold;" class="mycode_b">origami, fractals, juggling, and mathematical art</span> show that mathematics extends beyond traditional calculations.<br />
</li>
<li>For classroom use, recreational mathematics can turn abstract concepts into <span style="font-weight: bold;" class="mycode_b">investigations, challenges, conjectures, and discoveries</span>.<br />
</li>
</ul>
<br />
<a href="https://en.wikipedia.org/wiki/Recreational_mathematics" target="_blank" rel="noopener" class="mycode_url">ARTICLE</a> / <a href="https://drive.google.com/file/d/1kjch9wnmCyhU3-VJppsPOfFF9ZJiNdRK/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">PDF</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Zebra Puzzle]]></title>
			<link>https://mklab.gr/showthread.php?tid=2131</link>
			<pubDate>Thu, 24 Sep 2026 00:29:17 +0300</pubDate>
			<dc:creator><![CDATA[<a href="https://mklab.gr/member.php?action=profile&uid=1">mklabgr</a>]]></dc:creator>
			<guid isPermaLink="false">https://mklab.gr/showthread.php?tid=2131</guid>
			<description><![CDATA[The <span style="font-weight: bold;" class="mycode_b">Zebra Puzzle</span> is a famous logic puzzle involving five houses arranged in a row. Each house has a different color, nationality, pet, drink, and cigarette brand. Fifteen clues establish relationships among these attributes—for example, the Englishman lives in the red house, the Ukrainian drinks tea, and the green house is immediately to the right of the ivory house. The challenge is to use logical deduction to determine the complete arrangement and answer two questions: <span style="font-weight: bold;" class="mycode_b">Who drinks water, and who owns the zebra?</span><br />
<br />
The puzzle is commonly called <span style="font-weight: bold;" class="mycode_b">Einstein's Puzzle</span> or <span style="font-weight: bold;" class="mycode_b">Einstein's Riddle</span>, although there is no evidence that Albert Einstein created it; the famous version was published in <span style="font-style: italic;" class="mycode_i">Life International</span> in 1962. Its unique solution identifies the Norwegian as the water drinker and the Japanese as the owner of the zebra. <br />
<br />
Beyond being a recreational logic problem, the Zebra Puzzle has become an example of a <span style="font-weight: bold;" class="mycode_b">constraint satisfaction problem</span>, and it has been used to test computer algorithms and, more recently, the logical-reasoning abilities of large language models.<br />
<br />
<a href="https://en.wikipedia.org/wiki/Zebra_Puzzle" target="_blank" rel="noopener" class="mycode_url">PUZZLE</a>]]></description>
			<content:encoded><![CDATA[The <span style="font-weight: bold;" class="mycode_b">Zebra Puzzle</span> is a famous logic puzzle involving five houses arranged in a row. Each house has a different color, nationality, pet, drink, and cigarette brand. Fifteen clues establish relationships among these attributes—for example, the Englishman lives in the red house, the Ukrainian drinks tea, and the green house is immediately to the right of the ivory house. The challenge is to use logical deduction to determine the complete arrangement and answer two questions: <span style="font-weight: bold;" class="mycode_b">Who drinks water, and who owns the zebra?</span><br />
<br />
The puzzle is commonly called <span style="font-weight: bold;" class="mycode_b">Einstein's Puzzle</span> or <span style="font-weight: bold;" class="mycode_b">Einstein's Riddle</span>, although there is no evidence that Albert Einstein created it; the famous version was published in <span style="font-style: italic;" class="mycode_i">Life International</span> in 1962. Its unique solution identifies the Norwegian as the water drinker and the Japanese as the owner of the zebra. <br />
<br />
Beyond being a recreational logic problem, the Zebra Puzzle has become an example of a <span style="font-weight: bold;" class="mycode_b">constraint satisfaction problem</span>, and it has been used to test computer algorithms and, more recently, the logical-reasoning abilities of large language models.<br />
<br />
<a href="https://en.wikipedia.org/wiki/Zebra_Puzzle" target="_blank" rel="noopener" class="mycode_url">PUZZLE</a>]]></content:encoded>
		</item>
	</channel>
</rss>