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 any location (in the center square of the top row in the above
example), 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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