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A simple magic square game demonstrating nonclassical correlations was introduced by P.K. Aravind [3] based on a series of papers by N. David Mermin [4] [5] and Asher Peres [6] and Adán Cabello [7] [8] that developed simplifying demonstrations of Bell's theorem. The game has been reformulated to demonstrate quantum pseudo-telepathy. [9]
A geometric magic square, often abbreviated to geomagic square, is a generalization of magic squares invented by Lee Sallows in 2001. [1] A traditional magic square is a square array of numbers (almost always positive integers ) whose sum taken in any row, any column, or in either diagonal is the same target number .
[5] [6] [7] However, if all the numbers are used and no player gets exactly 15, the game is a draw. [5] [6] The game is identical to tic-tac-toe, as can be seen by reference to a 3x3 magic square: if a player has selected three numbers which can be found in a line on a magic square, they will add up to 15. If they have selected any other three ...
Sallows is an expert on the theory of magic squares [1] and has invented several variations on them, including alphamagic squares [2] [3] and geomagic squares. [4] The latter invention caught the attention of mathematician Peter Cameron who has said that he believes that "an even deeper structure may lie hidden beyond geomagic squares" [5]
The following 28 pages use this file: Alphamagic square; Antimagic square; Associative magic square; Eight queens puzzle; Geometric magic square; Latin square
The number zero for n = 6 is an example of a more general phenomenon: associative magic squares do not exist for values of n that are singly even (equal to 2 modulo 4). [3] Every associative magic square of even order forms a singular matrix, but associative magic squares of odd order can be singular or nonsingular. [4]
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It is only necessary that the rules for the operations are defined. The puzzle can be realized entirely in virtual space or as a set of mathematical statements. In fact, there are some puzzles that can only be realized in virtual space. An example is the 4-dimensional 3×3×3×3 tesseract puzzle, simulated by the MagicCube4D software.