Problem Solving Through Recreational Mathematics
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Problem Solving Through Recreational Mathematics
''Problem Solving Through Recreational Mathematics'' is a textbook in mathematics on problem solving techniques and their application to problems in recreational mathematics, intended as a textbook for general education courses in mathematics for liberal arts education students. It was written by Bonnie Averbach and Orin Chein, published in 1980 by W. H. Freeman and Company, and reprinted in 2000 by Dover Publications. Audience and reception ''Problem Solving Through Recreational Mathematics'' is based on mathematics courses taught by the authors, who were both mathematics professors at Temple University. It follows a principle in mathematics education popularized by George Pólya, of focusing on techniques for mathematical problem solving, motivated by the idea that by doing mathematics rather than being told about its "history, culture, or applications", liberal arts education students (for whom this might be their only college-level mathematics course) can gain a better id ...
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Mathematics
Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics with the major subdisciplines of number theory, algebra, geometry, and analysis, respectively. There is no general consensus among mathematicians about a common definition for their academic discipline. Most mathematical activity involves the discovery of properties of abstract objects and the use of pure reason to prove them. These objects consist of either abstractions from nature orin modern mathematicsentities that are stipulated to have certain properties, called axioms. A ''proof'' consists of a succession of applications of deductive rules to already established results. These results include previously proved theorems, axioms, andin case of abstraction from naturesome basic properties that are considered true starting points of ...
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Diophantine Equation
In mathematics, a Diophantine equation is an equation, typically a polynomial equation in two or more unknowns with integer coefficients, such that the only solutions of interest are the integer ones. A linear Diophantine equation equates to a constant the sum of two or more monomials, each of degree one. An exponential Diophantine equation is one in which unknowns can appear in exponents. Diophantine problems have fewer equations than unknowns and involve finding integers that solve simultaneously all equations. As such systems of equations define algebraic curves, algebraic surfaces, or, more generally, algebraic sets, their study is a part of algebraic geometry that is called ''Diophantine geometry''. The word ''Diophantine'' refers to the Hellenistic mathematician of the 3rd century, Diophantus of Alexandria, who made a study of such equations and was one of the first mathematicians to introduce symbolism into algebra. The mathematical study of Diophantine problems that Di ...
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Tic Tac Toe
Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row is the winner. It is a solved game, with a forced draw assuming best play from both players. Gameplay Tic-tac-toe is played on a three-by-three grid by two players, who alternately place the marks X and O in one of the nine spaces in the grid. In the following example, the first player (''X'') wins the game in seven steps: There is no universally-agreed rule as to who plays first, but in this article the convention that X plays first is used. Players soon discover that the best play from both parties leads to a draw. Hence, tic-tac-toe is often played by young children who may not have discovered the optimal strategy. Because of the s ...
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Perfect Information
In economics, perfect information (sometimes referred to as "no hidden information") is a feature of perfect competition. With perfect information in a market, all consumers and producers have complete and instantaneous knowledge of all market prices, their own utility, and own cost functions. In game theory, a sequential game has perfect information if each player, when making any decision, is perfectly informed of all the events that have previously occurred, including the "initialization event" of the game (e.g. the starting hands of each player in a card game).Archived aGhostarchiveand thWayback Machine Perfect information defined at 0:25, with academic sources and . Perfect information is importantly different from complete information, which implies common knowledge of each player's utility functions, payoffs, strategies and "types". A game with perfect information may or may not have complete information. Games where some aspect of play is ''hidden'' from opponents - su ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players take turns changing in defined ways or ''moves'' to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field. C ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by those of other participants. In the 21st century, game theory applies to a wide range of behavioral relations; it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum game and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathema ...
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Hamiltonian Cycle
In the mathematical field of graph theory, a Hamiltonian path (or traceable path) is a path in an undirected or directed graph that visits each vertex exactly once. A Hamiltonian cycle (or Hamiltonian circuit) is a cycle that visits each vertex exactly once. A Hamiltonian path that starts and ends at adjacent vertices can be completed by adding one more edge to form a Hamiltonian cycle, and removing any edge from a Hamiltonian cycle produces a Hamiltonian path. Determining whether such paths and cycles exist in graphs (the Hamiltonian path problem and Hamiltonian cycle problem) are NP-complete. Hamiltonian paths and cycles are named after William Rowan Hamilton who invented the icosian game, now also known as ''Hamilton's puzzle'', which involves finding a Hamiltonian cycle in the edge graph of the dodecahedron. Hamilton solved this problem using the icosian calculus, an algebraic structure based on roots of unity with many similarities to the quaternions (also invented by Hami ...
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Euler Tour
In graph theory, an Eulerian trail (or Eulerian path) is a trail in a finite graph that visits every edge exactly once (allowing for revisiting vertices). Similarly, an Eulerian circuit or Eulerian cycle is an Eulerian trail that starts and ends on the same vertex. They were first discussed by Leonhard Euler while solving the famous Seven Bridges of Königsberg problem in 1736. The problem can be stated mathematically like this: :Given the graph in the image, is it possible to construct a path (or a cycle; i.e., a path starting and ending on the same vertex) that visits each edge exactly once? Euler proved that a necessary condition for the existence of Eulerian circuits is that all vertices in the graph have an even degree, and stated without proof that connected graphs with all vertices of even degree have an Eulerian circuit. The first complete proof of this latter claim was published posthumously in 1873 by Carl Hierholzer. This is known as Euler's Theorem: :A connected gra ...
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Graph Theory
In mathematics, graph theory is the study of ''graphs'', which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of '' vertices'' (also called ''nodes'' or ''points'') which are connected by '' edges'' (also called ''links'' or ''lines''). A distinction is made between undirected graphs, where edges link two vertices symmetrically, and directed graphs, where edges link two vertices asymmetrically. Graphs are one of the principal objects of study in discrete mathematics. Definitions Definitions in graph theory vary. The following are some of the more basic ways of defining graphs and related mathematical structures. Graph In one restricted but very common sense of the term, a graph is an ordered pair G=(V,E) comprising: * V, a set of vertices (also called nodes or points); * E \subseteq \, a set of edges (also called links or lines), which are unordered pairs of vertices (that is, an edge is associated with t ...
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Cryptarithm
Verbal arithmetic, also known as alphametics, cryptarithmetic, cryptarithm or word addition, is a type of mathematical game consisting of a mathematical equation among unknown numbers, whose digits are represented by letters of the alphabet. The goal is to identify the value of each letter. The name can be extended to puzzles that use non-alphabetic symbols instead of letters. The equation is typically a basic operation of arithmetic, such as addition, multiplication, or division. The classic example, published in the July 1924 issue of Strand Magazine by Henry Dudeney, is: \begin & & \text & \text & \text & \text \\ + & & \text & \text & \text & \text \\ \hline = & \text & \text & \text & \text & \text \\ \end The solution to this puzzle is O = 0, M = 1, Y = 2, E = 5, N = 6, D = 7, R = 8, and S = 9. Traditionally, each letter should represent a different digit, and (as an ordinary arithmetic notation) the leading digit of a multi-digit number must not be ...
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Numeral System
A numeral system (or system of numeration) is a writing system for expressing numbers; that is, a mathematical notation for representing numbers of a given set, using Numerical digit, digits or other symbols in a consistent manner. The same sequence of symbols may represent different numbers in different numeral systems. For example, "11" represents the number ''eleven'' in the decimal numeral system (used in common life), the number ''three'' in the binary numeral system (used in computers), and the number ''two'' in the unary numeral system (e.g. used in Tally marks, tallying scores). The number the numeral represents is called its value. Not all number systems can represent all numbers that are considered in the modern days; for example, Roman numerals have no zero. Ideally, a numeral system will: *Represent a useful set of numbers (e.g. all integers, or rational numbers) *Give every number represented a unique representation (or at least a standard representation) *Reflec ...
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Chinese Remainder Theorem
In mathematics, the Chinese remainder theorem states that if one knows the remainders of the Euclidean division of an integer ''n'' by several integers, then one can determine uniquely the remainder of the division of ''n'' by the product of these integers, under the condition that the divisors are pairwise coprime (no two divisors share a common factor other than 1). For example, if we know that the remainder of ''n'' divided by 3 is 2, the remainder of ''n'' divided by 5 is 3, and the remainder of ''n'' divided by 7 is 2, then without knowing the value of ''n'', we can determine that the remainder of ''n'' divided by 105 (the product of 3, 5, and 7) is 23. Importantly, this tells us that if ''n'' is a natural number less than 105, then 23 is the only possible value of ''n''. The earliest known statement of the theorem is by the Chinese mathematician Sun-tzu in the '' Sun-tzu Suan-ching'' in the 3rd century CE. The Chinese remainder theorem is widely used for computing with lar ...
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