Magical Mathematics
The Mathematical Ideas That Animate Great Magic Tricks
About the book
Magical Mathematics reveals several rich mathematical ideas that can be used to drive several magical effects with cards and more. The book is roughly in two parts, the first focused on card magic and the rest focused on magic with other artifacts, juggling, and several cool stories. In this reading we went over the first half (up to chapter 7).
Prerequisites
Basic comfort with mathematical reasoning. No prior experience with magic is required!
The original session pages carried interactive card demos (Hummer shuffles, de Bruijn windows, Gilbreath riffles, perfect shuffles). Those are being collected into a separate library of card interactives; the pages here are text summaries and will link to the interactives when the library is ready.
Sessions
- 1 Mar Royal Hummer
- 2 Mar Back to Magic
- 4 Mar DeBruijn with Color Patterns
- 5 Mar 2D deBruijn Patterns
- 6 Mar DNA Sequence Analysis + Middle Layer Graph Conjecture
- 7 Mar deBruijn Variant: LMH + Color Pattern Derivation
- 8 Mar deBruijn Variant: Suit Grouping Variation
- 9 Mar Gilbreath - Lie Detector
- 10 Mar Dealing Two Impressive Poker Hands
- 11 Mar Counting Gilbreath Permutations + Ultimate Principle
- 12 Mar Reverse Perfect Shuffle Application: Finding Partner Card
- 13 Mar Perfect Shuffles