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problma

Problma is a term used in online puzzle and theoretical discussion to denote a class of problems that resist conventional resolution due to self-reference, feedback between solution and problem, or shifting constraints. The word appears to be an informal blend of “problem” and a suffix that signals a specialized category, and it is not established as a formal term in mathematics, computer science, or philosophy.

Origin and usage: Problma arose in informal online communities and puzzle blogs in the late 2000s and

Characteristics: Problma instances typically feature one or more of the following: self-reference, where solving the puzzle

Classification and examples: There is no formal taxonomy for probLma; it is used as an informal label

See also: Problem, paradox, meta-puzzle, self-referential puzzle.

References: Primarily informal sources such as puzzle wikis and forum discussions; no formal peer-reviewed literature exists.

early
2010s.
Because
it
is
not
codified
in
scholarly
literature,
its
exact
origin
is
uncertain,
with
some
attributions
pointing
to
a
typographical
error
that
gained
traction
and
others
to
purposeful
coinage
to
describe
a
subset
of
meta-puzzles.
affects
the
problem
itself;
dynamic
or
adaptive
constraints
that
change
based
on
the
solver’s
actions;
ambiguous
or
multi-layered
framing
requiring
attention
to
both
content
and
form;
or
paradoxical
elements
that
complicate
straightforward
solution
paths.
for
puzzles
that
emphasize
the
relationship
between
problem
framing
and
solving.
Examples
in
discussion
threads
might
involve
questions
that
alter
rules
after
each
attempt
or
require
solving
a
problem
while
simultaneously
accounting
for
the
method
used
to
solve
it.