Perimeter Magic Polygons

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Perimeter Magic Polygons In, Terrel Trotter, Jr., then a math teacher in Urbana Illinois, published an article called Magic Triangles of Order n. In, 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. onsecutive whole numbers starting with are placed in the perimeter positions so the totals for all the rows is the same number. third order! forth order! third order! n = Triangle! n = Triangle! n = Square using to! using to! using to Magic Sum for! Magic Sum for! Magic Sum for each side is! each side is! each side is S = S = S = fourth order! third order! third order! n = Square! n = hexagon! n = hexagon using to! using to! using to 0 Magic Sum for! Magic Sum for! Magic Sum for each side is! each side is! each side is 0 0 S = S = 0 S = 0 Joseph Eitel Page of! amagicclassroom.com

Order Perimeter Magic Triangles n order magic triangle would be a single number so it is not considered. The numbers, and cannot be placed to form an order magic triangle so there are no order magic triangles. For this reason we start with Order magic triangles. How many different possible magic sums does a triangle of order have? For magic perimeter polygons the number of different possible magic sums is S S = n where n is the number of integers per side. S = () = There are only possible magic sums for order 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 triangles are, 0, and B 0 B B B This formula does not tell you what the sums are but it does tell you how many different sums there are. fter you find the solutions for the magic sums of, 0, and you know that no more exist. There are only possible order magic triangles. 0 0 Joseph Eitel Page of! amagicclassroom.com

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. Magic triangle solutions. These solutions are horizontal reflections of each other. They are considered the same solution. 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 reflections has rotations for a total of apparently different solutions. ny one of these six could be considered the basic solution but only one of these should be listed as a basic solution. For other polygons, these numbers would vary. ll of these solutions are considered the same solution Rotate 0 degrees to get the triangle on the right. Rotate 0 degrees to get the triangle on the right. Rotate 0 degrees Rotate 0 degrees to get to get the triangle the triangle on the right. on the right. 0 Joseph Eitel Page of! amagicclassroom.com

omplements 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 to to fill the positions on the triangle then another solution is obtained by subtracting each number in the first basic solution from (ie. The sum of the first () and last number () used to fill the positions. This feature applies to magic squares, cubes etc. If the integers used are from to then add the first and last numbers in the sequence to get Solution s complement solution can be found by subtracting each number in solution from Basic Solution Basic Solution B Basic Solution 0 0 Basic Solution D 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. 0 Joseph Eitel Page of! amagicclassroom.com

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:. Place the lowest vertex number at the top, Letter. Then move clockwise around the polygon.. Enter vertex numbers in ascending (low to high) order.. Enter the side numbers. Where there are more then side numbers use ascending order.. rrange the list of solutions in ascending order of the top vertex and ascending order of the other vertex. Order Triangles solutions in list order: 0 Basic Solution B, B and are the vertex numbers. The other numbers are between the vertex. vertex vertex vertex Magic Vertex B sum sum.. 0.. 0 Joseph Eitel Page of! amagicclassroom.com

Order Perimeter Magic Triangles For magic perimeter polygons the number of different possible magic sums is S S = n where n is the number of integers per side. S = () = There are only possible magic sums for order 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 triangles the possible magic sums are,,, 0,, and per side. We find that magic sums of and do not exist. The formula S = n where n is the number of integers per side find the possible magic sums for an order n magic polygon. nother 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 th order triangle with S = or, and, rd order pentagon with S = or. It is unfortunate that the first exception is the second example we look at. Basic Solution S =? B, B and are the vertex numbers. The numbers between vertex and B are listed between and B. The numbers between vertex B and are listed between B and. The numbers between vertex and are listed at the end vertex vertex vertex Magic Vertex B sum sum Examples of the first solutions! S = S = S = 0 Joseph Eitel Page of! amagicclassroom.com

The Basic Solutions To Order Perimeter Magic Triangles Note that there are no solutions with magic sums of and. The number of solutions for each sum should be symmetrical. Sum 0 of solutions = S =? B, B and are the vertex numbers. The numbers between vertex and B are listed between and B. The numbers between vertex B and are listed between B and. The numbers between vertex and are listed at the end vertex vertex vertex magic vertex B sum sum Solution.!!!!!!!!!!! Solution.!!!!!!!!!!! Solution.!!!!!!!!!!! Solution.!!!!!!!!!!! Solution.!!!!!!!!!!! 0 Solution.!!!!!!!!!! 0! Solution.!!!!!!!!!!! Solution.!!!!!!!!!! 0! Solution.!!!!!!!!!!! Solution 0.!!!!!!!!!!! Solution.!!!!!!!!!! 0! Solution.!!!!!!!!!!! Solution.!!!!!!!!!!! Solution.!!!!!!!!!!! Solution.!!!!!!!!!! 0! Solution.!!!!!!!!!! 0! Solution.!!!!!!!!!!! Solution.!!!!!!!!!!! 0 Joseph Eitel Page of! amagicclassroom.com

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 = n. 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 ND k are BOTH ODD ] then Minimum Magic Sum = k n k n + k + n Minimum Magic Sum = kn kn + k + n + If [ n is ODD ND k EVEN ] then and Maximum Magic Sum = kn k + n and Maximum Magic Sum S = k n k + n These formulas indicate the range of possible magic sums that may be found. On occasions, there is no solution for a particular value of S. They are for a th order triangle with S = or, and a rd order pentagon with S = or. Perimeter Magic Triangles Here is summary information on orders to perimeter magic triangles.!! Triangle of Order " " " " " " Minimum S!!!!!! Maximum S!! *!!!! Integers used!!!!!! Number of basic solutions!!!?!?!?!?! Note: * For order triangles there are no solutions with sums of or. There are only possible order magic triangles. 0 0 Joseph Eitel Page of! amagicclassroom.com

Perimeter Magic Squares This table shows relevant information for sided PMPs. Squares of Order!!!!!! Minimum S!!!!!! 0 Maximum S!! 0!!!! Integers used!!!! 0!! Number of basic solutions!!?!?!?!?!? These are the basic solutions for an order square. ny other solutions are rotations or reflections of these Perimeter Magic Pentagons This table shows relevant information for sided PMPs. Squares of Order!!!!!! Minimum S!!!!!! Maximum S!!! 0!!! Integers used! 0!! 0!! 0! Number of basic solutions!! 0?!?!?!?!? There are the basic solutions for an order pentagon. ny other solutions are rotations or reflections of these 0 Joseph Eitel Page of! amagicclassroom.com

Method for onstructing 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. ount counter clockwise in order, placing the numbers in the middle locations between the vertex. Pentagon Example Start at the top with a. 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.. start. skip vertex and put a here S =. skip vertex and put a here. skip vertex and put a here. skip vertex and put a here Place the next number () in on the side that is past, Move counter clockwise numbering the next space between the vertex in order. 0. count counter clockwise to fill in the middle numbers 0. count counter clockwise to fill in the middle numbers. put a here in the side past the S =. count counter clockwise to fill in the middle numbers. count counter clockwise to fill in the middle numbers 0 Joseph Eitel Page 0 of! amagicclassroom.com

sided Polygon Example S = 0 sided Polygon Example 0 S = 0 Joseph Eitel Page of! amagicclassroom.com

Magic Stars Magic Stars are normally considered to be,,... pointed stars that are drawn with lines connecting some or all of the outer vertex points of the star. The 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 pointed star on the left below has the numbers to placed at the intersections of the line segments joining the vertex in such a way that the numbers on each of the segments add to The pointed star on the right below has the numbers to placed at the intersections of the line segments joining all the vertex in such a way that the numbers on each of the segments add to S = 0 0 S = It can be proven that no star polygons with fewer than points exist, and the construction of a normal (uses the number to n) -pointed magic star turns out to be impossible. The smallest examples of normal magic stars are therefore -pointed stars. 0 Joseph Eitel Page of! amagicclassroom.com

Order- Magic Star haracteristics. The magic sum(s) for each line is for all solutions. Order- is the lowest order magic star possible using the consecutive numbers to n.. 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,.. The Order- star is the only magic star that does not have at least one continuous pattern. The 0 Basic solutions for a point Magic Star L I B J H G F E D K B D E F G H I J K L 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Joseph Eitel Page of! amagicclassroom.com

ny solution in the basic set of 0 cannot be rotated or reflected to find one of the other solutions. Each of the 0 basic solutions in this set can be transformed into other solutions by switching given vertex numbers. This produces 0 total solutions. Basic Solution L I B J H G F E D Start with Solution Switch L and F I and G J and E B and D to get New Solution K Start with Solution Switch and I and J G and E H and K to get New Solution Start with Solution Switch and H L and B F and D and K to get New Solution 0 Joseph Eitel Page of! amagicclassroom.com

Basic Solution New Solution 0 Start with Switch the and and and and to get 0 0 Basic Solution New Solution 0 Start with Switch the and and and 0 and to get 0 Basic Solution New Solution 0 0 Start with Switch the and 0 and and and to get 0 Joseph Eitel Page of! amagicclassroom.com

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 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 ubes and Tetrahedron are used with students. Face Magic ubes of Order The numbers to have been placed on the vertices of the cube below. There are numbers on each edge of the cube so the cube is order. The numbers on every face of the cube add up to. S = The sum of the numbers on each of the faces of the cube add to! Top face! Bottom Face! + + + =! + + + =!! Front face! Back Face! + + + =! + + + =! Left face! Right Face! + + + =! + + + =! The set of,,, must be placed on one face and the set,,, 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. ll have face sums of. There are different basic solutions based the these pairs. There are another solutions based on rotations. 0 Joseph Eitel Page of! amagicclassroom.com

Basic Order Magic ubes It was proven in that there are four basic magic cubes of order. These are called basic cubes because no one of them may be transformed to another one by rotations and reflections. Each of the basic solutions may be shown in other variations using rotations or reflections. ny Magic ube larger than order is too complex for classroom.. Edge Magic Tetrahedrons of Order There are no order- edge magic tetrahedrons. There are no order- edge magic tetrahedrons using consecutive integers from to 0 so there are no normal tetrahedrons we can construct with students. Orders larger than are too complex for classroom use. 0 Joseph Eitel Page of! amagicclassroom.com