Magic Square

source:
http://mathworld.wolfram.com
A magic square is a square array of numbers consisting of the distinct
positive integers 1, 2, …,

arranged such that the sum of the

numbers in any horizontal, vertical, or
main
diagonal line is always the same number (Kraitchik 1942, p. 142;
Andrews 1960, p. 1; Gardner 1961, p. 130; Madachy 1979, p. 84; Benson
and Jacoby 1981, p. 3; Ball and Coxeter 1987, p. 193), known as the
magic constant
If every number in a magic square is subtracted from

,
another magic square is obtained called the complementary magic square.
A square consisting of consecutive numbers starting with 1 is sometimes
known as a “normal” magic square.

The unique normal square of order three was known to the ancient Chinese, who called it the
Lo Shu. A version of the order-4 magic square with the numbers 15 and 14 in adjacent middle columns in the bottom row is called
Dürer’s magic square. Magic squares of order 3 through 8 are shown above.
The
magic constant for an

th order general magic square starting with an
integer 
and with entries in an increasing
arithmetic series with difference

between terms is
(Hunter and Madachy 1975).
It is an unsolved problem to determine the number of magic squares of
an arbitrary order, but the number of distinct magic squares (excluding
those obtained by rotation and reflection) of order

, 2, … are 1, 0, 1, 880, 275305224, … (Sloane’s
A006052;
Madachy 1979, p. 87). The 880 squares of order four were enumerated by
Frénicle de Bessy in 1693, and are illustrated in Berlekamp
et al. (1982, pp. 778-783). The number of

magic squares was computed by R. Schroeppel in 1973. The number of

squares is not known, but Pinn and Wieczerkowski (1998) estimated it to be

using Monte Carlo simulation and methods from statistical mechanics.
Methods for enumerating magic squares are discussed by Berlekamp
et al. (1982) and on the MathPages website.
A square that fails to be magic only because one or both of the main diagonal sums do not equal the
magic constant is called a
semimagic square. If
all diagonals (including those obtained by wrapping around) of a magic square sum to the
magic constant, the square is said to be a
panmagic square (also called a diabolic square or pandiagonal square). If replacing each number

by its square

produces another magic square, the square is said to be a
bimagic square (or doubly magic square). If a square is magic for

,

, and

, it is called a
trimagic square (or trebly magic square). If all pairs of numbers symmetrically opposite the center sum to

, the square is said to be an
associative magic square.
Squares that are magic under multiplication instead of addition can be constructed and are known as
multiplication magic squares. In addition, squares that are magic under both addition
and multiplication can be constructed and are known as
addition-multiplication magic squares (Hunter and Madachy 1975).

Kraitchik (1942) gives general techniques of constructing
even and
odd squares of order

. For
odd,
a very straightforward technique known as the Siamese method can be
used, as illustrated above (Kraitchik 1942, pp. 148-149). It begins by
placing a 1 in the center square of the top row, then incrementally
placing subsequent numbers in the square one unit above and to the
right. The counting is wrapped around, so that falling off the top
returns on the bottom and falling off the right returns on the left.
When a square is encountered that is already filled, the next number is
instead placed
below the previous one and the method continues as
before. The method, also called de la Loubere’s method, is purported to
have been first reported in the West when de la Loubere returned to
France after serving as ambassador to Siam.
A generalization of this method uses an “ordinary vector”

that gives the offset for each noncolliding move and a “break vector”

that gives the offset to introduce upon a collision. The standard Siamese method therefore has ordinary vector (1,

and break vector (0, 1). In order for this to produce a magic square,
each break move must end up on an unfilled cell. Special classes of
magic squares can be constructed by considering the absolute sums

,

,

, and

. Call the set of these numbers the sumdiffs (sums and differences). If all sumdiffs are
relatively prime to

and the square is a magic square, then the square is also a
panmagic square.
This theory originated with de la Hire. The following table gives the
sumdiffs for particular choices of ordinary and break vectors.
ordinary vector |
break vector |
sumdiffs |
magic squares |
panmagic squares |
(1, ) |
(0, 1) |
(1, 3) |
 |
none |
(1, ) |
(0, 2) |
(0, 2) |
 |
none |
(2, 1) |
(1, ) |
(1, 2, 3, 4) |
 |
none |
(2, 1) |
(1, ) |
(0, 1, 2, 3) |
 |
 |
(2, 1) |
(1, 0) |
(0, 1, 2) |
 |
none |
(2, 1) |
(1, 2) |
(0, 1, 2, 3) |
 |
none |

A second method for generating magic squares of
odd order has been discussed by J. H. Conway under the name of the “lozenge” method. As illustrated above, in this method, the
odd numbers are built up along diagonal lines in the shape of a
diamond in the central part of the square. The
even
numbers that were missed are then added sequentially along the
continuation of the diagonal obtained by wrapping around the square
until the wrapped diagonal reaches its initial point. In the above
square, the first diagonal therefore fills in 1, 3, 5, 2, 4, the second
diagonal fills in 7, 9, 6, 8, 10, and so on.

An elegant method for constructing magic squares of
doubly even order

is to draw

s through each

subsquare and fill all squares in sequence. Then replace each entry

on a crossed-off diagonal by

or, equivalently, reverse the order of the crossed-out entries. Thus in the above example for

, the crossed-out numbers are originally 1, 4, …, 61, 64, so entry 1 is replaced with 64, 4 with 61, etc.

A very elegant method for constructing magic squares of
singly even order

with

(there is no magic square of order 2) is due to J. H. Conway, who calls it the “LUX” method. Create an array consisting of

rows of

s, 1 row of Us, and

rows of

s, all of length

. Interchange the middle U with the L above it. Now generate the magic square of order

using the Siamese method centered on the array of letters (starting in
the center square of the top row), but fill each set of four squares
surrounding a letter sequentially according to the order prescribed by
the letter. That order is illustrated on the left side of the above
figure, and the completed square is illustrated to the right. The
“shapes” of the letters L, U, and X naturally suggest the filling order,
hence the name of the algorithm.
Variations on magic squares can also be constructed using letters
(either in defining the square or as entries in it), such as the
alphamagic square and
templar magic square.

Various numerological properties have also been associated with magic
squares. Pivari associates the squares illustrated above with Saturn,
Jupiter, Mars, the Sun, Venus, Mercury, and the Moon, respectively.
Attractive patterns are obtained by connecting consecutive numbers in
each of the squares (with the exception of the Sun magic square).
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