Permutational Problems 2371,2, 3, 4 5,6, 7, 8 9,10,11,12 13,14,15,161,5, 9,13 2,6,10,14 3, 7,11,15 4, 8,12,161,6,11,16 2,5,12,15 3, 8, 9,14 4, 7,10,131,7,12,14 2,8,11,13 3, 5,10,16 4, 6, 9,151,8,10,15 2,7, 9,16 3, 6,12,13 4, 5,11,14For n = 17 there are 68 games. We can put the 17thplayer in the first four tournaments of the table for 16 players,making them tournaments for 5 players. The othertournaments in the table remain unchanged.If the number of players is 4k + 2 or 4k+ 3 this methodcannot be used, and the number of games becomes very large.We shall give tables for n = 6,7, 10, and 11.For n = 6 we have 15 isolated games: 1,2-3,4; 1,3--4,6;1,5-2,4; 1,6--4,5; 2,5-3,6; 1,2-5,6; 1,4-2,6; 1,5-3,u;2,3-4,6; 2,6--4,5; 1,3-2,5; 1,4-3,5; 1,6-2,3; 2,4-3,5;3,4-5,6.For n = 7 there are 21 games, or 7 tournaments of 4 playerseach: 1,2,3,4; 1,2,5,6; 1,3,5,7; 1,4,6,7; 3,4,5,6:2,4,5,7; 2,3,6,7.For n = 10 there are 45 games, or 15 tournaments of 4players each: 1,3,5,6; 4,6,7,8; 1,2,6,8; 1,2,4,7; 5,7,8,9;2,3,7,9; 2,3,5,8; 1,8,9,10; 3,4,8,10; 1,3,4,9; 2,6,9,10;4,5,6,9; 2,4,5,10; 3,6,7,10; 1,5,7,10.For n = 11 there are 55 games, or 11 tournaments of 5players each: 1,2,4,7,11; 1,2,3,5,8; 2,6,7,8,10; 2,3,4,6,9;3,7,8,9,11; 3,4,5,7,10; 1,4,8,9,10; 4,5,6,8,11; 2,5,9,10,11;1,5,6,7,9; 1,3,6,10,11.
CHAPTER TENTHE PROBLEM OF THE QUEENSMATHEMATICS owes many interesting problems to the gameof chess. Indeed the game itself is a single enormously complicatedmathematical problem that. has never been - andprobably never will be - completely solved. In this chapterand the next we shall deal with certain problems suggestedby the game, but we hasten to assure any of ourreaders who do not play chess that each of these problemswill be restated in nontechnical language, and that no knowledgeof chess is involved in their solution.The problem from which this chapter derives its name isthat of placing eight queens on a chessboard so that no oneof them can take any other in a single move. This is a particularcase of the more general problem: On a square arrayof n 2 cells place n objects, one on each of n different cells, insuch a way that no two of them lie on the same row, column,or diagonal.Since the problem is again one of arranging objects on thecells of a square array, as was the problem of magic squares,we shall use much of the terminology and many of the ideasof Chapter Seven. In particular, n is the order of the problem,and rows and columns will be referred to indifferentlyas orthogonals. However, the term diagonal will usually berestricted to mean a main diagonal or one of the two connectedpieces of a broken diagonal. The diagonals which goupward from left to right will be called upward diagonals,the others downward diagonals. The array of cells on whichthe objects are to be placed will be called a chessboard oforder n.~38
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MathematicalRecreationsMAURICE KRAI
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TOMR. DANNIE HEINEMANwho encouraged
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8 Mathematical RecreationsMr. W. W.
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10 ContentsPAGECHAPTER SEVEN.1. Def
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CHAPTER ONEMATHEMATICS WITHOUT NUMB
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M athematics Without Numbers 15he r
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Mathematic8 without Numbers 17word
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Mathematics witlwut Numbers 19way a
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Mathematics without Numbers 21~ I(h
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Ancient and Curious Problemsto the
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Ancient and Curious Problems 25Any
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Ancient and Curious ProblemsSolutio
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Ancient and Curious Problems 29Semp
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A ncient and Curious Problems 31Ans
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Ancient and Curious Problems 33monk
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SolutionNo.Ancient and Curious Prob
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Ancient and Curiou8 Problemab+da+ci
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Ancient and Curious Problems 89and
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Ancient and Curious Problems 41t =
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thenA ncient and Curious Problemsx-
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Numerical Pastimes 45desired number
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Numerical Pastimes 47Mr. Thebault g
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Numerical Pastimes 49threes I find
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Numerical Pastimes(3) 16ab + c = 16
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Numerical Pastimes 53If the standar
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Numerical Pastimes 55consists of k
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Numerical Pastimes 57sponding to th
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Numerical Pastimes 592. Think of a
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Numerical Pastimes 61the result. Or
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Numerical Pastimes 68If we subtract
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ABCDEFGHIJKLM IIN 0 P Q R STU V W x
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Numerical Pastimes 67progressions.
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Numerical Pastimes 691 (n + d - 2)!
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Numerical Pastimes 71Two or more pr
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Numerical Pastimes 73= 8. m2(m + 1)
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Numerical Pastimes 75Thus, in order
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Numerical Pastimes 778. AUTOMORPHIC
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Numerical Pastimes 79primality has
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Numerical Pastimes 81products with
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Numerical Pastimes 838. QUI)TRO UVE
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Numerical Pastimes 85There are many
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Numerical Pastimes 87if a player A
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Numerical Pastimes 893. CHINESE RIN
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Numerical Pastimes 91rings. If the
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Numerical Pastimes 93others getting
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CHAPTER FOURARITHMETICO-GEOMETRICAL
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SinceArithmetico-Geometrical Questi
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A rithmetico-Geometrical Questions
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Arithmetico-Geometrical Questions 1
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Arithmetico-Geometrical Questions 1
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Arithmetico-Geometrical Questions 1
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Arithmetico-Geometrical Questions 1
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CHAPTER FIVETHE CALENDARTIME can be
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The Calendar111MONTHMJanua~ .......
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The Calendar 113scale). For the mon
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The Calendar 115"other point." In a
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CHAPTER SIXPROBABILITIESTHE serious
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Probabilities 119possibilities prod
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Probabilitiesl~lone suit will not b
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Probabilities 123into some one of w
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Probabilities 1~5Finally, the proba
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Probabilities 127It is clear that t
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Probabilities 129deck is usually no
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Probabilitiesunpartments, so that t
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Probabilities 133from the pieces. T
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x·whence ~ = S + g.Piwins, we must
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Probabilities 137with a throw of ta
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Probabilities 139do. Does there exi
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Probabilities 141staking .1 of what
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Magic Squares 143fore we can readil
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Magic Squares 145change of rows may
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Magic Squares 147b + h = c + g = d
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Magic Squares 149fill in the remain
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Magic Squares 15101-1 -1-1-1-1 "-1-
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Magic Squares 153in one-, two-, or
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Magic Squares 155We shall call the
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Magic Squares 157tinct in the modul
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Magic Squares 159shows how this met
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that is,Magic Squaresb+p-Iu+p-1w ==
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Magic Squares 163semimagic if t, u,
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Magic Squares 16541, and 14. Hence
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Magic Squares 167There are no regul
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Magic Squares 169One can also borde
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Magic Squares 171element of the giv
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Magic Squares173113 124 119 126 1 1
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Magic Squares 175possible to form a
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Magic Squares 177square of order 12
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Magic Squares 17912. EULER (GRAECO-
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Magic Squares 181themselves must th
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Magic Squares 183Figure 58. If (Fig
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Magic Squares 185must take. You can
- Page 186 and 187: Magic Squares 187From this one can
- Page 188 and 189: Magic Squares 189number of distinct
- Page 190 and 191: Magic Squares 191We may remark in p
- Page 192 and 193: CHAPTER EIGHTGEOMETRIC RECREATIONS1
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- Page 224 and 225: Permutational Problemsget onto the
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- Page 266 and 267: CHAPTER TWELVEGAMES1. POSITIONAL GA
- Page 268 and 269: Games 269The checker man moves one
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- Page 274 and 275: Game8 275(16 moves for the 8 pawns
- Page 276 and 277: Games 277rules of play, or the piec
- Page 278 and 279: Games 279The centaur, which combine
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Games ~87that White can always win,
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Games 289if Black), the guide alone
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Games 291Here are a few games. (W s
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Games ~98units. The strength of a s
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Games '295end of the game. When all
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Games 297first one to be unable to
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Games 299draw. In case of tie the o
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Games 301in the original game, exce
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Games 303initially the cubes are se
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Games 805aspects of the theory of p
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Games 307n (> 1) objects are even,
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Games 309the two sets of pawns inte
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Games 311Grasshopper is a variant o
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Games 313one tries to construct squ
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Games 315umn, one takes that opport
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GamesRl Bl ~ B2 R3 B3 ~ B4~ B3 Rl B
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Games 319cards by pairs in order an
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Games 321up after the fifth deal in
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Games 3~3of the cuts, we find that
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THE FALSE COIN. 825Hence we can ide
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Index 827Composite magic squares, 1
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Needle problem, 132Negative digits,