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Permeter Magic Polyygons Introduction

magi poligonos
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0% found this document useful (0 votes)
76 views

Permeter Magic Polyygons Introduction

magi poligonos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Perimeter Magic Polygons

In 1972, Terrel Trotter, Jr., then a math teacher in Urbana Illinois, published an article called Magic
Triangles of Order n. In 1974, he published a follow up article called Perimeter Magic Polygons. In it
he extended the concepts for Magic Triangles and generalized then to include other polygonal
shapes. Since that time, other writers have expanded on the same theme.

Perimeter Magic Polygons (PMP) refers to a regular polygon where all sides the same length and all
angles the same size. The order n of the polygon refers to the number of integers on each side of the
polygon. Consecutive whole numbers starting with 1 are placed in the perimeter positions so the
totals for all the rows is the same number.

A third order! A forth order ! A third order!


n = 3 Triangle ! n = 4 Triangle ! n = 3 Square
using 1 to 6! using 1 to 9 ! using 1 to 8
Magic Sum for ! Magic Sum for ! Magic Sum for
each side is 9 ! each side is 17 ! each side is 13
1 1 1 8 4

9 6
5 6 7 3
S = 13
S=9 4 8
S = 17
3 4 2 3 7 5 2 5 2 6

A fourth order! A third order! A third order!


n = 4 Square ! n = 3 hexagon ! n = 4 hexagon
using 1 to 12! using 1 to 19 ! using 1 to 10
Magic Sum for ! Magic Sum for ! Magic Sum for
each side is 27 ! each side is 17 ! each side is 17
1 1
3 8 10 6 9 10 6 9

4 31 10 71
1 5
S = 27 S = 14 S = 17

11 7 8 6 3 2

12 2 4 9 2 7 5 4 5 8

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Order 3 Perimeter Magic Triangles
An order 1 magic triangle would be a single number so it is not considered. The numbers 1 , 2 and 3
cannot be placed to form an order 2 magic triangle so there are no order 2 magic triangles. For this
reason we start with Order 3 magic triangles.

How many different possible magic sums does a triangle of order 3 have?

For magic perimeter polygons the number of different possible magic sums is S

S = 3n – 5 where n is the number of integers per side.


S = 3 (3) – 5 = 4
There are only 4 possible magic sums for order 3 MP Triangles

We will look at formulas that predict the possible magic sums for each permitter magic polygon but for
now we will say that the possible magic sums for order 3 triangles are 9 , 10, 11 and 12

A A A A
# # # # # # # #
9 10 11 12
C # B C # B C # B C # B

This formula does not tell you what the 4 sums are but it does tell you how many different sums there
are. After you find the 4 solutions for the magic sums of 9, 10, 11 and 12 you know that no more
exist.

There are only 4 possible order 3 magic triangles.

1 1 6 6
3 1
6 9 5 6 10 4 1
11 12 2
2 4 3 3 2 5 4 5 2 5 3 4

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Reflections
Reflections of one solution are not considered to be unique solutions. Each basic solution for a magic
triangle has one horizontal reflection. These numbers would vary for other polygons.

5 Magic triangle solutions.


5
3 These 2 solutions are
1 3 1
12 horizontal reflections of each other. 12
6 2 4 They are considered the same solution.
4 2 6

Rotations

Rotations of a solution are not considered to be unique solutions. Each basic solution for a magic
triangle has has one horizontal reflection. Each of the 2 reflections has 3 rotations for a total of 6
apparently different solutions. Any one of these six could be considered the basic solution but only
one of these 6 should be listed as a basic solution. For other polygons, these numbers would vary.

All 6 of these solutions are considered the same solution

5 Rotate 4 Rotate 6
120 degrees 120 degrees
3 1 to get 2 3 to get 1 2
12 the triangle
12 the triangle 12
4 2 6 on the right. 6 1 5 on the right. 5 3 4

5 Rotate 6 Rotate 4
120 degrees 120 degrees

1 3 to get 2 1 to get
3 2
12 the triangle 12 the triangle 12
6 2 4 on the right. 4 3 5 on the right.
5 1 6

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Complements

For any given solution, there is always a complement solution. It is obtained by subtracting each
number in a basic solution from the sum of the first and last numbers in the series. If your puzzle uses
the numbers from 1 to 6 to fill the positions on the triangle then another solution is obtained by
subtracting each number in the first basic solution from 7 (ie. The sum of the first (1) and last number
(6) used to fill the positions. This feature applies to magic squares, cubes etc.

If the integers used are from 1 to 6


then add the first and last numbers in the sequence to get 7

Solution A’s complement solution can be found by


subtracting each number in solution A from 7
Basic
Basic 7–1
Solution A Solution B
1
1 6
7–6 6 9 5 7–5
1
6 9 5
7–2 2 3 7–3 12 2
4
2 4 3 7–4 5 3 4

Basic
Basic 7–1
Solution C Solution D
1
1 6
7–6 6 10 4 7–4
6 10 4 1 3
7–3 3 2 5 7–5 11
3 2 5 7–2 4 5 2

Use complements to save time finding solutions

For polygons of higher orders, with many solutions, it is necessary to only find solutions for the
smallest half of the possible sums. The higher magic sums may then be obtained simply by finding
the complements of these lower solutions.

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A standard form for listing solutions

Many Perimeter Magic Polygons puzzles have an answer list with the solutions in whatever order
they were found. There is no attempt to decide which of the repeated solutions will be chosen to
represent that set of equivalent solutions.

There are many ways to list magic perimeter solutions. Some people list by side totals or vertex
totals. For polygons with few solutions, this step is not important. However, as the number of
solutions increases, an organized list is necessary in order to prevent duplicate answers. One
common way to order the solutions is given below.

To facilitate putting polygon solutions in order:


1. Place the lowest vertex number at the top, Letter A
2. Then move clockwise around the polygon.
3. Enter vertex numbers in ascending (low to high) order.
4. Enter the side numbers. Where there are more then 2 side numbers use ascending order.
5. Arrange the list of solutions in ascending order of the top vertex and ascending order of the
other vertex.

Order 3 Triangles solutions in list order:

1 1 2 4

5 9 6 4 10 6 3 5 2 3
11 12
3 4 2 5 2 3 6 1 4 6 1 5

A, B and C are the vertex numbers.


Basic The other 3 numbers are between the vertex.
Solution
vertex vertex vertex Magic Vertex
A A B C sum sum
1. 1 6 2 4 3 5 9 6
# # 2. 1 6 3 2 5 4 10 9
11 3. 2 5 4 1 6 3 11 12
C # B 4. 4 3 5 1 6 2 12 15

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Order 4 Perimeter Magic Triangles
For magic perimeter polygons the number of different possible magic sums is S

S = 3n – 5 where n is the number of integers per side.


S = 3 (4) – 5 = 7
There are only 7 possible magic sums for order 3 MP Triangles
We will look at formulas that predict the possible magic sums for each permitter magic polygon but for
now we will say that for order 4 triangles the possible magic sums are 17, 18 , 19, 20, 21 , 22 and
23 per side. We find that magic sums of 18 and 22 do not exist.

The formula S = 3n – 5 where n is the number of integers per side find the possible magic sums
for an order n magic polygon. Another set of formulas will tell us a range for the possible sums. On
very rare occasions, there may be no solution for a particular value of S. However, only two such
cases are known.
They are for a 4th order triangle with S = 18 or 22,
and,
rd
3 order pentagon with S = 15 or 18.
It is unfortunate that the first exception is the second example we look at.

A, B and C are the vertex numbers.


Basic
The 2 numbers between vertex A and B are listed between A and B.
Solution
The 2 numbers between vertex B and C are listed between B and C.
A The 2 numbers between vertex C and A are listed at the end

# # vertex vertex vertex Magic Vertex


A B C sum sum
# # 1 5 9 2 4 8 3 6 7 17 6
S=?
1 6 8 2 5 7 3 4 9 19 6
C # # B
1 5 9 4 6 2 7 3 8 19 12

Examples of the first 3 solutions


1 5 9 2 4 8 3 6 7! 1 6 8 2 5 7 3 4 9 1 5 9 4 2 6 7 3 8
1 1 1

7 5 9 6 8 5

6 9 4 8 3 9
S = 17 S = 17 S = 19
3 8 4 2 3 7 5 2 7 6 2 4
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The 18 Basic Solutions To Order 4 Perimeter Magic Triangles
Note that there are no solutions with magic sums of 18 and 22. The number of solutions for each
sum should be symmetrical.

Sum 17 19 20 21 23
# of solutions 2 4 6 4 2 = 18
A

# # A, B and C are the vertex numbers.


The 2 numbers between vertex A and B are listed between A and B.
# # The 2 numbers between vertex B and C are listed between B and C.
S=?
The 2 numbers between vertex C and A are listed at the end
C # # B
vertex vertex vertex magic vertex
A # # B # # C # # sum sum
Solution 1.! 1! 5! 9! 2! 4! 8! 3! 6 ! 7! 17 ! 6
Solution 2. ! 1 !5 ! 9 ! 4! 2 ! 6 ! 7 ! 3 ! 8 ! 19 ! 12
Solution 3. ! 1 ! 6 ! 8! 2! 5 ! 7 ! 3 ! 4 ! 9 ! 17 ! 6
Solution 4. ! 1 !6 ! 8 ! 4 ! 3 ! 5 ! 7 ! 2 ! 9 ! 19 ! 12
Solution 5. ! 1 !6 ! 8 ! 5! ! 2 ! 4 ! 9 ! 7 ! 3 ! 20
Solution 6. ! 2 !4 ! 9 ! 5 ! 1 ! 6 ! 8 ! 3 ! 7 ! 20! 15
Solution 7. ! 2 !5 ! 9 ! 3 ! 1 ! 8 ! 7 ! 4 ! 6 ! 19 ! 12
Solution 8. ! 2 !6 ! 7 ! 5 ! 3 ! 4 ! 8 ! 1 ! 9 ! 20 ! 15
Solution 9. ! 2 !6 ! 8 ! 3 ! 4 ! 5 ! 7 ! 1 ! 9 ! 19 ! 12
Solution 10. ! 3 !2 ! 9 ! 7 ! 1 ! 5 ! 8 ! 4 ! 6 ! 21 ! 18
Solution 11. ! 3 !4 ! 8 ! 5 ! 2 ! 6 ! 7 ! 1 ! 9 ! 20 ! 15
Solution 12. ! 3 !4 ! 8 ! 6 ! 1 ! 5 ! 9 ! 2 ! 7 ! 21 ! 18
Solution 13. ! 3 !5 ! 6 ! 7 ! 2 ! 4 ! 8 ! 1 ! 9 ! 21 ! 18
Solution 14. ! 3 ! 5 ! 7 ! 6 ! 2 ! 4 ! 9 ! 1 ! 8 ! 21 ! 18
Solution 15. ! 4 ! 2 ! 9 ! 5 ! 1 ! 8 ! 6! 3 ! 7 ! 20 ! 15
Solution 16. ! 4 ! 3 ! 8 ! 5 ! 2 ! 7 ! 6 ! 1 ! 9 ! 20 ! 15
Solution 17. ! 7 ! 2 ! 6 ! 8 ! 1 ! 5 ! 9 ! 3 ! 4 ! 23 ! 24
Solution 18. ! 7 ! 3 ! 5 ! 8 ! 2 ! 4 ! 9 ! 1 ! 6 ! 23 ! 24

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A formula for finding the number of possible magic sums for a magic polygon.

The number of possible sums for a polygon of order n is S = 3n – 5.

A formula for finding the range of magic sums for any magic permitter polygon

k   = the number of sides of the polygon n   = the number of integers per side (the order)

There are two formulas for finding the range of sums, depending on the values of n and k.

If [ n is even ] or [ n AND k are BOTH ODD ] then


k • n 2 − 2k • n + 2k + n kn 2 − 2k + n
Minimum Magic Sum = and Maximum Magic Sum =
2 2

If [ n is ODD AND k EVEN ] then


kn 2 − 2kn + 2k + n + 1 k • n 2 − 2k + n − 1
Minimum Magic Sum = and Maximum Magic Sum S =
2 2

These formulas indicate the range of possible magic sums that may be found. On 2 occasions,
there is no solution for a particular value of S. They are for a 4th order triangle with S = 18 or 22,
and a 3rd order pentagon with S = 15 or 18.

Perimeter Magic Triangles

Here is summary information on orders 3 to 8 perimeter magic triangles.  !


!
Triangle of Order " 3" 4" 5" 6" 7" 8
Minimum S ! 9! 17! 28! 42! 59! 79
Maximum  S ! 12! 23 * ! 37 ! 64! 74! 97
Integers used! 1–6! 1–9! 1–12! 1–15! 1–18! 1–21
Number of
basic solutions! 4! 18! 1356?! ?! ?! ?!

Note: * For order 4 triangles there are no solutions with sums of 18 or 22.

There are only 4 possible order 3 magic triangles.

1 1 6 6
3 1
6 9 5 6 10 4 1
11 12 2
2 4 3 3 2 5 4 5 2 5 3 4

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Perimeter Magic Squares
This table shows relevant information for 4 sided PMPs.

Squares of Order! 3! 4! 5! 6! 7! 8
Minimum S! 12! 22! 37! 55! 78! 104
Maximum  S ! 15! 30! 48! 71! 97! 128
Integers used! 8! 12! 16! 20! 24! 28
Number of
basic solutions! 6! 146? ! ?! ?! ?! ?

These are the 6 basic solutions for an order 3 square. Any other solutions are rotations or reflections
of these 6

Perimeter Magic Pentagons

This table shows relevant information for 4 sided PMPs.


Squares of Order! 3! 4! 5! 6! 7! 8
Minimum S! 14! 27! 45! 68! 96! 129
Maximum  S ! 19! 37! 60! 88! 121! 159
Integers used! 10! 15! 20! 25! 30! 35
Number of
basic solutions! 6! 6074? ! ?! ?! ?! ?

There are the 6 basic solutions for an order 3 pentagon . Any other solutions are rotations or
reflections of these 6

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A Method for Constructing Odd Order PMPs

Start at the top and number every other vertex until your next move is blocked
Place the next number in the middle of the side past where you are at.
Count counter clockwise in order, placing the numbers in the middle locations between the vertex.

Pentagon Example
Start at the top with a 1.
Move clockwise skipping a vertex each time and numbering the next vertex.
Do this until the next step will land on a vertex that already has a number on it.
In this case you stop at 5.
1. start
1

3. skip 1 vertex
and put a 2 here 3 41 4. skip 1 vertex
S = 14 and put a 4 here

5. skip 1 vertex 5 2 2. skip 1 vertex


and put a 5 here and put a 2 here

Place the next number (6) in on the side that is past 5,


Move counter clockwise numbering the next space between the vertex in order.

10. count counter clockwise 1


to fill in the middle numbers 9. count counter clockwise
10 9 to fill in the middle numbers
3 41
S = 14
6. put a 6 here
6 8 8. count counter clockwise
in the side past
to fill in the middle numbers
the 5
5 7 2
7. count counter clockwise
to fill in the middle numbers

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7 sided Polygon Example

1 1
14 13
4 5 4 5

8 12
S = 19
7 2 7 2

9 11

3 6 3 10 6

9 sided Polygon Example

1 1
18 17
5 6
5 6

10 16

9 2 9 2
S = 24
11 15

4 7 4 7
12 14
8 3 8 13 3

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Magic Stars

Magic Stars are normally considered to be 5 , 6, 7 ... pointed stars that are drawn with lines
connecting some or all of the outer vertex points of the star. The 6 pointed star on the left below is
the star most commonly used with students. It does not connect all of the outer vertex points like the
star on the right.

The 6 pointed star on the left below has the numbers 1 to 12 placed at the intersections of the line
segments joining the vertex in such a way that the 4 numbers on each of the 6 segments add to 26

The 6 pointed star on the right below has the numbers 1 to 18 placed at the intersections of the line
segments joining all the vertex in such a way that the 5 numbers on each of the 9 segments add to 44

1 1
S = 44

7 9 2 8 4 912 9 19 2

10 15

10 S = 26 11 18 13 8

11 16
6 5 3 12 5 7 17 14 3

4 4
It can be proven that no star polygons with fewer than 5 points exist, and the construction of a normal
(uses the number 1 to n) 5-pointed magic star turns out to be impossible. The smallest examples of
normal magic stars are therefore 6-pointed stars.

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Order-6 Magic Star Characteristics
1. The  magic sum(S) for each line is 26 for all solutions

2. Order-6 is the lowest order magic star possible using the consecutive numbers 1 to n.

4. It is the only order star where there are solutions that have all the vertex points summing to the
magic sum. There are six such solutions,.

5. The Order-6 star is the only magic star that does not have at least one continuous pattern.

The 20 Basic solutions for a 6 point Magic Star


A

L I B J

H C

G F E D

A B C D E F G H I J K L

1 2 11 12 3 5 6 10 9 8 4 7
1 2 11 12 4 3 7 8 10 5 6 9
1 2 12 11 3 4 8 7 10 5 6 9
1 2 12 11 4 5 6 10 9 7 3 8
1 3 10 12 2 4 8 6 11 5 9 7
1 3 10 12 2 7 5 9 11 8 6 4
1 3 12 10 4 7 5 11 9 8 2 6
1 4 10 11 5 3 7 6 12 2 9 8
1 4 11 10 2 9 5 8 12 7 6 3
1 4 12 9 5 2 10 7 8 3 6 11
1 5 8 12 3 2 9 6 10 4 11 7
1 5 11 9 3 2 12 6 7 4 8 10
1 5 11 9 3 8 6 12 7 10 2 4
1 5 12 8 2 6 10 4 11 3 9 7
1 5 12 8 7 2 9 10 6 4 3 11
1 6 11 8 2 7 9 4 12 3 10 5
1 6 12 7 3 5 11 4 10 2 9 8
1 7 8 10 2 3 11 5 9 4 12 6
1 7 8 10 4 3 9 5 11 2 12 6
1 7 10 8 3 6 9 4 12 2 11 5

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Any solution in the basic set of 20 cannot be rotated or reflected to find one of the other solutions.
Each of the 20 basic solutions in this set can be transformed into 3 other solutions by switching given
vertex numbers. This produces 80 total solutions.

Basic Solution A
A

L I B J

H C

G F E D

Start with Solution A Start with Solution A Start with Solution A


Switch Switch Switch
L and F A and C A and H
I and G I and J L and B
J and E G and E F and D
B and D H and K C and K
to get New Solution A2 to get New Solution A3 to get New Solution A4

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1 1
Basic Solution A New Solution A2

7 9 2 8 Start with A 5 6 10 3
Switch the
9 and 6
10 11 10 11
7 and 5
2 and 12
8 and 3 2
6 5 3 12 9 7 8
to get A2

4 4

1 11
Basic Solution A New Solution A3

7 9 2 8 Start with A 7 8 2 9
Switch the
9 and 8
10 11 4 1
1 and 11
6 and 3
10 and 4 12
6 5 3 12 3 5 6
to get A3

4 10

1 10
Basic Solution A New Solution A4

7 9 2 8 Start with A 2 9 7 8
Switch the
1 and 10
10 11 1 4
7 and 2
4 and 11
5 and 12 5
6 5 3 12 6 12 3
to get A4

4 11

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3 Dimensional Face Magic Polyhedra

The face of any polyhedra has several vertices. If the polyhedra has n vertices you can find ways to
place the numbers from 1 to n in the vertex positions so that the sum of the numbers on the faces of
each polyhedra all add up to the same number. We call the Face Magic Polyhedra. In most cases
only Cubes and Tetrahedron are used with students.

Face Magic Cubes of Order 2

The numbers 1 to 8 have been placed on the 8 vertices of the cube below. There are 2 numbers on
each edge of the cube so the cube is order 2. The 4 numbers on every face of the cube add up to 18.

6 4
1 7
S = 18

3 5
8 2

The sum of the numbers on each of the 6 faces of the cube add to 18

! Top face! Bottom Face


! 1 + 6 + 4 + 7 = 18! 8 + 3 + 5 + 2 = 18!

! Front face! Back Face


! 1 + 7 + 2 + 8 = 18! 6 + 4 + 5 + 3 = 18

! Left face! Right Face


! 1 + 6 + 3 + 8 = 18! 7 + 4 + 5 + 2 = 18
!
The set of 1, 4 , 6, 7 must be placed on one face and the set 2 , 3 ,5 , 8 must be placed on the
opposite face These two sets can be placed on opposite faces of the cube to produce the three
basic solutions. All have face sums of 18. There are 3 different basic solutions based the these 2
pairs. There are another 3 solutions based on rotations.
3 6 5 4 5 4

8 1 8 1 8 1

5 4 3 4 2 7

2 7 2 7 3 6

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4 Basic Order 3 Magic Cubes

It was proven in 1972 that there are four basic magic cubes of order 3. These are called basic cubes
because no one of them may be transformed to another one by rotations and reflections. Each of the
4 basic solutions may be shown in 47 other variations using rotations or reflections. Any Magic Cube
larger than order 2 is too complex for classroom.

Edge Magic Tetrahedrons of Order 3

There are no order-2 edge magic tetrahedrons. There are no order-3 edge magic tetrahedrons
using consecutive integers from 1 to 10 so there are no normal tetrahedrons we can construct with
students. Orders larger than 3 are too complex for classroom use.

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