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"Magical Mathematics reveals the secrets of amazing, fun-to-perform card tricks--and the profound mathematical ideas behind them--that will astound even the most accomplished magician. Persi Diaconis and Ron Graham provide easy, step-by-step instructions for each trick, explaining how to set up the effect and offering tips on what to say and do while performing it. Each card trick introduces a new mathematical idea, and varying the tricks in turn takes readers to the very threshold of today's mathematical knowledge. For example, the Gilbreath principle--a fantastic effect where the cards remain in control despite being shuffled--is found to share an intimate connection with the Mandelbrot set. Other card tricks link to the mathematical secrets of combinatorics, graph theory, number theory, topology, the Riemann hypothesis, and even Fermat's last theorem. Diaconis and Graham are mathematicians as well as skilled performers with decades of professional experience between them. In this book they share a wealth of conjuring lore, including some closely guarded secrets of legendary magicians. Magical Mathematics covers the mathematics of juggling and shows how the I Ching connects to the history of probability and magic tricks both old and new. It tells the stories--and reveals the best tricks--of the eccentric and brilliant inventors of mathematical magic. Magical Mathematics exposes old gambling secrets through the mathematics of shuffling cards, explains the classic street-gambling scam of three-card monte, traces the history of mathematical magic back to the thirteenth century and the oldest mathematical trick--and much more"-
Mathematical card effects offer both beginning and experienced magicians an opportunity to entertain with a minimum of props. Featuring mostly original creations, Mathematical Card Magic: Fifty-Two New Effects presents an entertaining look at new mathematically based card tricks. Each chapter contains four card effects, generally starting with simple applications of a particular mathematical principle and ending with more complex ones. Practice a handful of the introductory effects and, in no time, you’ll establish your reputation as a "mathemagician." Delve a little deeper into each chapter and the mathematics gets more interesting. The author explains the mathematics as needed in an easy-to-follow way. He also provides additional details, background, and suggestions for further explorations. Suitable for recreational math buffs and amateur card lovers or as a text in a first-year seminar, this color book offers a diverse collection of new mathemagic principles and effects.
This book gives a lively development of the mathematics needed to answer the question, “How many times should a deck of cards be shuffled to mix it up?” The shuffles studied are the usual ones that real people use: riffle, overhand, and smooshing cards around on the table. The mathematics ranges from probability (Markov chains) to combinatorics (symmetric function theory) to algebra (Hopf algebras). There are applications to magic tricks and gambling along with a careful comparison of the mathematics to the results of real people shuffling real cards. The book explores links between shuffling and higher mathematics—Lie theory, algebraic topology, the geometry of hyperplane arrangements, stochastic calculus, number theory, and more. It offers a useful springboard for seeing how probability theory is applied and leads to many corners of advanced mathematics. The book can serve as a text for an upper division course in mathematics, statistics, or computer science departments and will be appreciated by graduate students and researchers in mathematics, statistics, and computer science, as well as magicians and people with a strong background in mathematics who are interested in games that use playing cards.
Over the past 20 years, the theory of groups in particular simplegroups, finite and algebraic has influenced a number of diverseareas of mathematics. Such areas include topics where groups have beentraditionally applied, such as algebraic combinatorics, finitegeometries, Galois theory and permutation groups, as well as severalmore recent developments.
Find new twists on knotted molecules, the hangman's paradox, cat's cradle, gambling, peg solitaire, pi and e in this book.
There are many distinct pleasures associated with computer programming. Craftsmanship has its quiet rewards, the satisfaction that comes from building a useful object and making it work. Excitement arrives with the flash of insight that cracks a previously intractable problem. The spiritual quest for elegance can turn the hacker into an artist. There are pleasures in parsimony, in squeezing the last drop of performance out of clever algorithms and tight coding. The games, puzzles, and challenges of problems from international programming competitions are a great way to experience these pleasures while improving your algorithmic and coding skills. This book contains over 100 problems that have appeared in previous programming contests, along with discussions of the theory and ideas necessary to attack them. Instant onlinegrading for all of these problems is available from two WWW robot judging sites. Combining this book with a judge gives an exciting new way to challenge and improve your programming skills. This book can be used for self-study, for teaching innovative courses in algorithms and programming, and in training for international competition. The problems in this book have been selected from over 1,000 programming problems at the Universidad de Valladolid online judge. The judge has ruled on well over one million submissions from 27,000 registered users around the world to date. We have taken only the best of the best, the most fun, exciting, and interesting problems available.
Did you know that games and puzzles have given birth to many of today's deepest mathematical subjects? Now, with Douglas Ensley and Winston Crawley's Introduction to Discrete Mathematics, you can explore mathematical writing, abstract structures, counting, discrete probability, and graph theory, through games, puzzles, patterns, magic tricks, and real-world problems. You will discover how new mathematical topics can be applied to everyday situations, learn how to work with proofs, and develop your problem-solving skills along the way. Online applications help improve your mathematical reasoning. Highly intriguing, interactive Flash-based applications illustrate key mathematical concepts and help you develop your ability to reason mathematically, solve problems, and work with proofs. Explore More icons in the text direct you to online activities at www.wiley.com/college/ensley. Improve your grade with the Student Solutions Manual. A supplementary Student Solutions Manual contains more detailed solutions to selected exercises in the text.
This book explains the origins of over 1500 mathematical terms used in English.