Recreational Mathematics
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Recreational Mathematics
Recreational mathematics is mathematics carried out for recreation (entertainment) rather than as a strictly research and application-based professional activity or as a part of a student's formal education. Although it is not necessarily limited to being an endeavor for amateurs, many topics in this field require no knowledge of advanced mathematics. Recreational mathematics involves mathematical puzzles and games, often appealing to children and untrained adults, inspiring their further study of the subject. The Mathematical Association of America (MAA) includes recreational mathematics as one of its seventeen Special Interest Groups, commenting: Mathematical competitions (such as those sponsored by mathematical associations) are also categorized under recreational mathematics. Topics Some of the more well-known topics in recreational mathematics are Rubik's Cubes, magic squares, fractals, logic puzzles and mathematical chess problems, but this area of mathematics inc ...
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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 t ...
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Multiplayer Game
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. ...
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Juggling
Juggling is a physical skill, performed by a juggler, involving the manipulation of objects for recreation, entertainment, art or sport. The most recognizable form of juggling is toss juggling. Juggling can be the manipulation of one object or many objects at the same time, most often using one or two hands but also possible with feet. Jugglers often refer to the objects they juggle as ''props''. The most common props are balls, clubs, or rings. Some jugglers use more dramatic objects such as knives, fire torches or chainsaws. The term ''juggling'' can also commonly refer to other prop-based manipulation skills, such as diabolo, plate spinning, devil sticks, poi, cigar boxes, contact juggling, hooping, yo-yo, and hat manipulation. Etymology The words ''juggling'' and ''juggler'' derive from the Middle English ''jogelen'' ("to entertain by performing tricks"), which in turn is from the Old French '' jangler''. There is also the Late Latin form ''joculare'' of Latin ' ...
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Hamming Codes
In computer science and telecommunication, Hamming codes are a family of linear error-correcting codes. Hamming codes can detect one-bit and two-bit errors, or correct one-bit errors without detection of uncorrected errors. By contrast, the simple parity code cannot correct errors, and can detect only an odd number of bits in error. Hamming codes are perfect codes, that is, they achieve the highest possible rate for codes with their block length and minimum distance of three. Richard W. Hamming invented Hamming codes in 1950 as a way of automatically correcting errors introduced by punched card readers. In his original paper, Hamming elaborated his general idea, but specifically focused on the Hamming(7,4) code which adds three parity bits to four bits of data. In mathematical terms, Hamming codes are a class of binary linear code. For each integer there is a code-word with block length and message length . Hence the rate of Hamming codes is , which is the highest possi ...
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Standard 52-card Deck
The standard 52-card deck of French-suited playing cards is the most common pack of playing cards used today. In English-speaking countries it is the only traditional pack used for playing cards; in many countries of the world, however, it is used alongside other traditional, often older, standard packs with different suit systems such as those with German-, Italian-, Spanish- or Swiss suits. The most common pattern of French-suited cards worldwide and the only one commonly available in Britain and the United States is the English pattern pack. The second most common is the Belgian-Genoese pattern, designed in France, but whose use spread to Spain, Italy, the Ottoman Empire, the Balkans and much of North Africa and the Middle East.''Pattern Sheet 80''
at i-p-c-s.org. Retrieved 23 August 2020.
In addition to those, there are other major int ...
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Combinatorics
Combinatorics is an area of mathematics primarily concerned with counting, both as a means and an end in obtaining results, and certain properties of finite structures. It is closely related to many other areas of mathematics and has many applications ranging from logic to statistical physics and from evolutionary biology to computer science. Combinatorics is well known for the breadth of the problems it tackles. Combinatorial problems arise in many areas of pure mathematics, notably in algebra, probability theory, topology, and geometry, as well as in its many application areas. Many combinatorial questions have historically been considered in isolation, giving an ''ad hoc'' solution to a problem arising in some mathematical context. In the later twentieth century, however, powerful and general theoretical methods were developed, making combinatorics into an independent branch of mathematics in its own right. One of the oldest and most accessible parts of combinatorics is ...
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Mathemagician
A mathemagician is a mathematician who is also a magician. The term "mathemagic" is believed to have been introduced by Royal Vale Heath with his 1933 book "Mathemagic"."Mathemagic" by Royal Vale Heath and Jerome Sydney Meyer, Simon and Schuster, New York (1933) The name "mathemagician" was probably first applied to Martin Gardner, but has since been used to describe many mathematician/magicians, including Arthur T. Benjamin, Persi Diaconis, and Colm Mulcahy. Diaconis has suggested that the reason so many mathematicians are magicians is that "inventing a magic trick and inventing a theorem are very similar activities." Mathemagician is a neologism, specifically a portmanteau, that combines mathematician and magician. A great number of self-working mentalism tricks rely on mathematical principles. Max Maven often utilizes this type of magic in his performance. The Mathemagician is the name of a character in the 1961 children's book ''The Phantom Tollbooth''. He is the ruler ...
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Magic Tricks
Magic, which encompasses the subgenres of illusion, stage magic, and close up magic, among others, is a performing art in which audiences are entertained by tricks, effects, or illusions of seemingly impossible feats, using natural means. It is to be distinguished from paranormal magic which are effects claimed to be created through supernatural means. It is one of the oldest performing arts in the world. Modern entertainment magic, as pioneered by 19th-century magician Jean-Eugène Robert-Houdin, has become a popular theatrical art form. In the late 19th and early 20th centuries, magicians such as Maskelyne and Devant, Howard Thurston, Harry Kellar, and Harry Houdini achieved widespread commercial success during what has become known as "the Golden Age of Magic." During this period, performance magic became a staple of Broadway theatre, vaudeville, and music halls. Magic retained its popularity in the television age, with magicians such as Paul Daniels, David Copperfield, ...
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Cellular Automata
A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling. A cellular automaton consists of a regular grid of ''cells'', each in one of a finite number of '' states'', such as ''on'' and ''off'' (in contrast to a coupled map lattice). The grid can be in any finite number of dimensions. For each cell, a set of cells called its ''neighborhood'' is defined relative to the specified cell. An initial state (time ''t'' = 0) is selected by assigning a state for each cell. A new ''generation'' is created (advancing ''t'' by 1), according to some fixed ''rule'' (generally, a mathematical function) that determines the new state of ...
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Classical Cipher
In cryptography, a classical cipher is a type of cipher that was used historically but for the most part, has fallen into disuse. In contrast to modern cryptographic algorithms, most classical ciphers can be practically computed and solved by hand. However, they are also usually very simple to break with modern technology. The term includes the simple systems used since Greek and Roman times, the elaborate Renaissance ciphers, World War II cryptography such as the Enigma machine and beyond. In contrast, modern strong cryptography relies on new algorithms and computers developed since the 1970s. Types of classical ciphers Classical ciphers are often divided into ''transposition ciphers'' and ''substitution ciphers''. Substitution ciphers In a substitution cipher, letters (or groups of letters) are systematically replaced throughout the message for other letters (or groups of letters). A well-known example of a substitution cipher is the Caesar cipher. To encrypt a message with t ...
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Logic Puzzle
A logic puzzle is a puzzle deriving from the mathematical field of deduction. History The logic puzzle was first produced by Charles Lutwidge Dodgson, who is better known under his pen name Lewis Carroll, the author of ''Alice's Adventures in Wonderland''. In his book '' The Game of Logic'' he introduced a game to solve problems such as confirming the conclusion "Some greyhounds are not fat" from the statements "No fat creatures run well" and "Some greyhounds run well". Puzzles like this, where we are given a list of premises and asked what can be deduced from them, are known as syllogisms. Dodgson goes on to construct much more complex puzzles consisting of up to 8 premises. In the second half of the 20th century mathematician Raymond M. Smullyan continued and expanded the branch of logic puzzles with books such as '' The Lady or the Tiger?'', ''To Mock a Mockingbird'' and ''Alice in Puzzle-Land''. He popularized the " knights and knaves" puzzles, which involve knights, who al ...
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Puzzle
A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology. Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research. Etymology The ''Oxford English Dictionary'' dates the word ''puzzle'' (as a verb) to the end of the 16th century. Its earliest use documented in the ''OED'' was in a book titled ''The Voyage of Robert Dudley...to the West Indies, 1594–95, narrated by Capt. Wyatt, by himself, and by Abram Kendall, master'' (published circa 15 ...
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