"...the great feature of the book is that anyone can read it without excessive head scratching...You'll find plenty here to keep you occupied, amused, and informed. Buy, dip in, wallow." -IAN STEWART, NEW SCIENTIST "...a delightful look at numbers and their roles in everything from language to flowers to the imagination." -SCIENCE NEWS "...a fun and fascinating tour of numerical topics and concepts. It will have readers contemplating ideas they might never have thought were understandable or even possible." -WISCONSIN BOOKWATCH "This popularization of number theory looks like another classic." -LIBRARY JOURNAL
Start with a single shape. Repeat it in some way—translation, reflection over a line, rotation around a point—and you have created symmetry. Symmetry is a fundamental phenomenon in art, science, and nature that has been captured, described, and analyzed using mathematical concepts for a long time. Inspired by the geometric intuition of Bill Thurston and empowered by his own analytical skills, John Conway, with his coauthors, has developed a comprehensive mathematical theory of symmetry that allows the description and classification of symmetries in numerous geometric environments. This richly and compellingly illustrated book addresses the phenomenological, analytical, and mathematical aspects of symmetry on three levels that build on one another and will speak to interested lay people, artists, working mathematicians, and researchers.
The main themes. This book is mainly concerned with the problem of packing spheres in Euclidean space of dimensions 1,2,3,4,5, . . . . Given a large number of equal spheres, what is the most efficient (or densest) way to pack them together? We also study several closely related problems: the kissing number problem, which asks how many spheres can be arranged so that they all touch one central sphere of the same size; the covering problem, which asks for the least dense way to cover n-dimensional space with equal overlapping spheres; and the quantizing problem, important for applications to analog-to-digital conversion (or data compression), which asks how to place points in space so that the...
This book investigates the geometry of quaternion and octonion algebras. Following a comprehensive historical introduction, the book illuminates the special properties of 3- and 4-dimensional Euclidean spaces using quaternions, leading to enumerations of the corresponding finite groups of symmetries. The second half of the book discusses the less familiar octonion algebra, concentrating on its remarkable "triality symmetry" after an appropriate study of Moufang loops. The authors also describe the arithmetics of the quaternions and octonions. The book concludes with a new theory of octonion factorization. Topics covered include the geometry of complex numbers, quaternions and 3-dimensional groups, quaternions and 4-dimensional groups, Hurwitz integral quaternions, composition algebras, Moufang loops, octonions and 8-dimensional geometry, integral octonions, and the octonion projective plane.
ONAG, as the book is commonly known, is one of those rare publications that sprang to life in a moment of creative energy and has remained influential for over a quarter of a century. Originally written to define the relation between the theories of transfinite numbers and mathematical games, the resulting work is a mathematically sophisticated but eminently enjoyable guide to game theory. By defining numbers as the strengths of positions in certain games, the author arrives at a new class, the surreal numbers, that includes both real numbers and ordinal numbers. These surreal numbers are applied in the author's mathematical analysis of game strategies. The additions to the Second Edition present recent developments in the area of mathematical game theory, with a concentration on surreal numbers and the additive theory of partizan games.
With the advent of computer programs such as SketchPad, many high school students and amateur mathematicians are rediscovering interesting facts and theorems about triangles. The authors have created a nearly encyclopedoc collection of known and not so known aspects of the subject and present them in a beautifully illustrated triangular volume
In the quarter of a century since three mathematicians and game theorists collaborated to create Winning Ways for Your Mathematical Plays, the book has become the definitive work on the subject of mathematical games. Now carefully revised and broken down into four volumes to accommodate new developments, the Second Edition retains the original's wealth of wit and wisdom. The authors' insightful strategies, blended with their witty and irreverent style, make reading a profitable pleasure. In Volume 2, the authors have a Change of Heart, bending the rules established in Volume 1 to apply them to games such as Cut-cake and Loopy Hackenbush. From the Table of Contents: - If You Can't Beat 'Em, Join 'Em! - Hot Bottles Followed by Cold Wars - Games Infinite and Indefinite - Games Eternal--Games Entailed - Survival in the Lost World
A world-famous mathematician explores Moore's theory of experiments, Kleene's theory of regular events and expressions, Kleene algebras, the differential calculus of events, factors and the factor matrix, and the theory of operators. Additional subjects include context-free languages, communicative regular algebra, axiomatic questions, and logical problems. Solutions to problems. 1971 edition.
Winner of the 2017 JPBM Communications Award for Expository and Popular Books. "A delightful meta-biography--playful indeed--of a brilliant iconoclast.Â?? --James Gleick, author of The Information John Horton Conway is a singular mathematician with a lovely loopy brain. He is Archimedes, Mick Jagger, Salvador Dali, and Richard Feynman all rolled into one--he boasts a rock star's charisma, a slyly bent sense of humor, a polymath's promiscuous curiosity, and an insatiable compulsion to explain everything about the world to everyone in it. At Cambridge, Conway wrestled with "Monstrous Moonshine," discovered the aptly named surreal numbers, and invented the cult classic Game of Life--more than ...