#include <bits/stdc++.h>
using namespace std;
double gen(double x, double y, double z) { return log(log(x)) + z * log(y); }
double gen(double x, double y) { return log(log(x)) + log(y); }
vector<pair<double, string> > genall(double x, double y, double z) {
  vector<pair<double, string> > r;
  if (x > 1.) {
    r.push_back(pair<double, string>(gen(x, y, z), "x^y^z"));
    r.push_back(pair<double, string>(gen(x, z, y), "x^z^y"));
    r.push_back(pair<double, string>(gen(x, y * z), "(x^y)^z"));
  }
  if (y > 1.) {
    r.push_back(pair<double, string>(gen(y, x, z), "y^x^z"));
    r.push_back(pair<double, string>(gen(y, z, x), "y^z^x"));
    r.push_back(pair<double, string>(gen(y, x * z), "(y^x)^z"));
  }
  if (z > 1.) {
    r.push_back(pair<double, string>(gen(z, x, y), "z^x^y"));
    r.push_back(pair<double, string>(gen(z, y, x), "z^y^x"));
    r.push_back(pair<double, string>(gen(z, x * y), "(z^x)^y"));
  }
  return r;
}
int main() {
  double x, y, z;
  cin >> x >> y >> z;
  if (x <= 1. && y <= 1. && z <= 1.) {
    vector<pair<double, string> > r;
    if (x == 1.) {
      cout << "x^y^z" << endl;
      return 0;
    }
    if (y == 1.) {
      cout << "y^x^z" << endl;
      return 0;
    }
    if (z == 1.) {
      cout << "z^x^y" << endl;
      return 0;
    }
    auto v1 = genall(1. / x, y, z);
    auto v2 = genall(x, 1. / y, z);
    auto v3 = genall(x, y, 1. / z);
    r.insert(r.end(), v1.begin(), v1.end());
    r.insert(r.end(), v2.begin(), v2.end());
    r.insert(r.end(), v3.begin(), v3.end());
    auto it =
        min_element(r.begin(), r.end(),
                    [](pair<double, string> lhs, pair<double, string> rhs) {
                      return lhs.first < rhs.first;
                    });
    cout << it->second << endl;
  } else {
    auto v = genall(x, y, z);
    auto it =
        max_element(v.begin(), v.end(),
                    [](pair<double, string> lhs, pair<double, string> rhs) {
                      return lhs.first < rhs.first;
                    });
    cout << it->second << endl;
  }
  return 0;
}
