#include <bits/stdc++.h>
using namespace std;
struct debugger {
  template <typename T>
  debugger& operator,(const T& v) {
    cerr << v << " ";
    return *this;
  }
} dbg;
long long gcd(long long a, long long b) {
  return ((b == 0) ? a : gcd(b, a % b));
}
long long lcm(long long a, long long b) { return (a * b) / gcd(a, b); }
struct point {
  double x, y;
  point() { x = y = 0.0; }
  point(double _x, double _y) : x(_x), y(_y) {}
};
struct vec {
  double x, y;
  vec(double _x, double _y) : x(_x), y(_y) {}
};
vec toVec(point a, point b) { return vec(b.x - a.x, b.y - a.y); }
vec scale(vec v, double s) { return vec(v.x * s, v.y * s); }
point translate(point p, vec v) { return point(p.x + v.x, p.y + v.y); }
double dist(point p1, point p2) { return hypot(p1.x - p2.x, p1.y - p2.y); }
double dot(vec a, vec b) { return (a.x * b.x + a.y * b.y); }
double norm_sq(vec v) { return v.x * v.x + v.y * v.y; }
double distToLine(point p, point a, point b, point& c) {
  vec ap = toVec(a, p), ab = toVec(a, b);
  double u = dot(ap, ab) / norm_sq(ab);
  c = translate(a, scale(ab, u));
  return dist(p, c);
}
double angle(point a, point o, point b) {
  vec oa = toVec(o, a), ob = toVec(o, b);
  return acos(dot(oa, ob) / sqrt(norm_sq(oa) * norm_sq(ob)));
}
double cross(vec a, vec b) { return a.x * b.y - a.y * b.x; }
bool ccw(point p, point q, point r) {
  return cross(toVec(p, q), toVec(p, r)) > 0;
}
bool collinear(point p, point q, point r) {
  return fabs(cross(toVec(p, q), toVec(p, r))) < 1e-9;
}
point pts[100000];
int main() {
  double min_val = 1e18, d;
  int n, min_indx;
  point c;
  cin >> n;
  for (int i = 0; i < n; ++i) scanf("%lf%lf", &pts[i].x, &pts[i].y);
  int a_indx = 0, b_indx;
  double mini = 1e18;
  for (int i = 1; i < n; ++i)
    if ((d = dist(pts[i], pts[a_indx])) < mini) mini = d, b_indx = i;
  for (int i = 1; i < n; ++i) {
    d = distToLine(pts[i], pts[a_indx], pts[b_indx], c);
    if (d < min_val && d > 1e-9) min_val = d, min_indx = i;
  }
  cout << a_indx + 1 << " " << b_indx + 1 << " " << min_indx + 1 << endl;
  return 0;
}
