the ramaz mathematical publication

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Xevex Fall 2020 The Ramaz Mathematical Publication Editors Akiva Shlomovich ‘21 Sophia Rein ‘21 Rachel Freilich ‘22 Eric Kalimi ‘22 Contributors Benjamin Meyer Yazdi ‘22 Daniel Kalimi ‘23 Ariella Golobrodsky ‘24 Jenny Davis ‘23 Finley Horowitz ‘22 Spencer Rubenstein ‘21 Rebecca Kalimi ‘23

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Page 1: The Ramaz Mathematical Publication

Xevex   Fall 2020  

     

 

The Ramaz Mathematical Publication   

       

Editors   Akiva Shlomovich ‘21   Sophia Rein ‘21  Rachel Freilich ‘22  Eric Kalimi ‘22    

Contributors  Benjamin Meyer Yazdi ‘22  Daniel Kalimi ‘23  Ariella Golobrodsky ‘24  Jenny Davis ‘23  Finley Horowitz ‘22  Spencer Rubenstein ‘21  Rebecca Kalimi ‘23  

Page 2: The Ramaz Mathematical Publication

Table of Contents  

1  

The Math of Auctions   Daniel Kalimi   

… 2   

Risk and Die-Rolling Probabilities    Benjamin Meyer Yazdi   

… 3  

The Math Behind Counting Cards in BlackJack  Ariella Golobrodsky   

… 4  

The Math and Chemistry Behind Curly Hair   Sophia Rein   

… 6  

So Many M&Ms!  Rachel Freilich   

… 8  

The Physics of a Jump Shot  Jenny Davis   

… 8  

The Mathematics of Winning the Lottery   Rachel Freilich   

… 9  

How Many Chess Games are Possible?  Daniel Kalimi   

… 10    

Terrence Tao  Akiva Shlomovich   

… 11  

Numbers and Language  Finley Horowitz   

… 12  

Blaise Pascal  Daniel Kalimi   

… 13   

Probability, Expected Value, and the Argument to Move the 3-Point Line  Spencer Rubenstein   

… 14  

Artwork   Rebecca Kalimi  

… 15  

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The Math of Auctions  Daniel Kalimi   

 The earliest form of auction was in              

Ancient Greece, 500 BC where men            auctioned women to other people to marry.              Later, in the Roman Empire, it became              common for people to use auctions to              liquidate property. In America, people used            auctions in the south to sell slaves. Auctions                have since evolved to more exclusively sell              art or jewelry and to encourage people to                donate more money at charitable events.  

 In the world of mathematics, when            

discussing auctions, the name John Nash            usually springs to mind. He is famous for                coming up with the Nash equilibrium which              states that in any competitive situation            where both participants are rational, and            both know that the other is rational, then                there is always a best strategy. A commonly                used example to explain the Nash            equilibrium is the prisoner dilemma. In this              famous example, two prisoners who can’t            communicate are told that they can either              betray the other person by testifying against              them or remain quiet. If they both betray                each other, they both get 3 years in prison, if                    they both remain silent, they both get 1 year                  in prison, and if one betrays, and the other is  

silent then the one who betrayed gets set                free and the other one gets 5 years in prison.                    The Nash equilibrium in this example is for                both players to betray each other. Even              though remaining silent leads to a better              outcome if one prisoner is silent and the                other betrays, one prisoner's outcome is            worse.  

 Another mathematician, Thomas      

Palfrey, used the Nash equilibrium to study              the math of auctions. At the time, there was                  an argument over the reason for            overbidding; some said that it was because              people valued the satisfaction of winning, and              others said that it was because people would                rather overbid than lose an item. Palfrey did                an experiment where he held an auction and                he told the people participating the value of                every item. Each person would get only one                bet, and if they ended up winning the item at                    a lower price than its assigned value, they get                  to keep the difference. In this experiment,              most people overbid, which proved that the              primary reason for overbidding was the fear              that they would lose the item to another                person. In every auction, there is the perfect                balance between making a profit and losing              the item to another bidder.  

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Risk and Die-Rolling Probabilities  Benjamin Meyer Yazdi  

 Risk, a strategic world-domination        

board game, is known and beloved by many.                The goal of the game is to conquer all                  countries on the map, which is done by                invading adjacent, enemy owned countries.   

The livelihood of one's soldiers is            determined by rolling six-sided dice. Each            die represents a single soldier’s battle            performance, which may lead to its own              death or the death of an enemy soldier.  

The defender can roll two dice for              any given battle round unless there's only              one troop in that country, in which case only                  one die is rolled. The attacker may roll the                  number of troops attacking, which is minus              one of the troops in the attacking country,                with a maximum of three dice per round                allowed.  

The players engaged in battle roll            their respective amount of dice and then              match the highest and second-highest (if            applicable) rolls against each other. For every              match where the attacker’s dice show a              higher number, the attacker can take one of                the opponent’s soldiers engaged in battle off              the board (indicating its death). If the paired                dice show the defenders, the defender may              do the same to the attacker.  

In playing the game, much strategy is              derived from the probability of winning a              battle. This can help decide how many              troops to fortify countries with, or whether              to attack an opponent. To do this, most                people use empirical data, which often leads   

to a surprising loss. However, the            days of guessing the odds are over! Thanks                to Jason A. Osbourne at North Carolina              State University, we now have a definitive              solution and know the probability of winning              a battle for different numbers of attacking              and defending troops.  

By introducing the Markov Chain and            transition probability matrices, Osbourne        was able to mathematically find the            probability of an attacker winning a battle for                different numbers of troops on each side of                the battle-field, as shown in the table below.                Note that in the table, “A” stands for                attacker, and “D” stands for defender.  

 As you can see, the attacker has a                

considerably better chance of winning a            given battle than the defender. Most notably,              when both players engaged in battle have an                equal number of troops greater than five, the                figure shows the probability of the attacker              winning is more than 50%. Logically speaking,              this means that the attacker should be more                aggressive than one might originally assume.            Now, the next time you play Risk with your                  family or friends, make sure to use this                information and win!    

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The Math Behind Counting  Cards in BlackJack  

Ariella Golobrodsky    

“People, please. We had a total of 76                cards that came out of the deck.              Twenty-three were high cards with the value              of minus one. Seventeen were neutral with              no value at all, and the rest were low cards                    with the value of plus one. How could you                  lose the count?” exclaimed Mickey Rosa            from the famous Hollywood debut, “21.” 21              is a movie based on a true story where five                    MIT undergraduates devise a system using            card counting to beat all major casinos in LA                  at blackjack to make over 3 million dollars in                  one year. After watching this movie about              the art of counting cards in blackjack, the                viewer is left with the impression that              counting cards is an ability only for the                mathematically talented. Well, truthfully, it is            not.   

Counting cards is a method used to              ensure victory for the player in blackjack.              Blackjack is a popular game usually played in                casinos between one dealer, and one or              more players. Each player’s goal is to beat                the dealer. The game begins with the dealer                giving himself and each player 2 cards. All                cards are facing upwards except for one of                the dealer’s cards. The player makes their              first move; they have two choices: either ask                for another card (“hit”) or not (“stand”).              The goal of the game is to have cards that                    add up to, but do not go over, 21. If the                      player is dealt a 10 and an Ace from the                    start they got a blackjack and automatically   

win the game. If the player’s cards add up to                    more than 21 or the dealer’s cards value                closer to 21, then the dealer wins the game.   

In Blackjack, low cards are good for              the dealer because they keep him safe. The                dealer’s goal is to wait for the player to reach                    over 21 and keep the value of their cards                  around 16 or 17 to stay safe. The player                  wants high cards because the player’s goal is                to get high cards to increase their chances of                  beating the dealer. Obviously, the removal of              aces from the deck hurts the player              tremendously because he or she will no              longer have a chance to get a Blackjack. But                  what about all the other cards in between?                How are the player’s chances of winning              affected by the removal of other cards?     

   

In Peter Griffins, The Theory of            Blackjack , he calculates the effect of the              removal of cards in a one-deck game. His                chart explains how when certain cards are              dealt the player is at an advantage, and when                  other cards are dealt the player is at a                  disadvantage. Above, we see this chart that   

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tells us when low cards (2-6) are dealt out                  the player has an advantage, when cards 7                and 8 are dealt out they give the player a                    slight advantage, but when high cards (9-A)              are dealt out the player is at a big                  disadvantage. Each card dealt out alters the              player’s chances of winning by different            amounts. How did he calculate these values?  

This chart was created using          probability. For example, let’s say one deck is                being played. To figure out the probability of                being dealt a certain card we use a                probability formula. “ x ” represents any card,            and “ nx ” the number of cards with the value                  x that were already dealt out to players or                  the dealer “ nv ” represents the total number              of cards that were dealt out. The image                below shows the probability formula for            receiving a specific card while playing a game                with one deck of cards  

 Imagine playing one on one with the              

dealer and you have a Queen, 2, 4, and an                    Ace which adds up to 17, and the dealer’s                  face-up card is 4. To reach the value of 21,                    you are going to need a 4, what is the                    probability of getting that card?. x=4,            because that is the desired card, nx=2              because there were 2 cards valued 4 that                were dealt out, and nv=5 because there have                been 5 face-up cards dealt out in total.                Below is the formula, and the probability of                getting a 4 on your next turn.     

.   

Using this probability formula, we can            understand how one would be able to              calculate the probability of getting a certain              card during the game. We also know that                ideally, the player wants to be dealt with high                  cards to get a blackjack, or to reach the                  value of 21. So, if the player wants a 9, 10, or                        11, the more of those cards left in the deck,                    the higher his chances of winning, as seen                above. The more of any card left in the deck                    the higher your chances of obtaining it. And,                the more low-value cards dealt out, the              more of a chance the player has to be dealt a                      high-value card. This is how Peter Griffin              created the “effects of the removal” chart.              For example, removing one 10 from the              deck decreases the chances of getting 21 will                be significantly lower, specifically .51% lower.            This is because there is less of a probability                  to pick a high card, and eventually reach 21,                  without that 10 cards.   

Of course, not everyone playing          blackjack will be able to calculate or              memorize these percentages, and therefore          in 1963, mathematician Harvey Dubner          created the Hi-Lo system to help a player                decide if they should Hit or Stand. He                grouped the cards into two groups: High              cards and Low cards. Low cards range from                2-6 and were the cards that gave you a great                    advantage if dealt out. Cards 7 and 8 had a                    minimal positive effect on the game, as seen                in the “Effects of removal” chart, so they                were left out of the Low group. And High   

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cards, the cards of greatest value to the                player, were 9-A and had a negative effect on                  the players game if dealt out. The system                assigns Low cards with a +1 value when                dealt out, and High cards with a -1 value                  when dealt out. And now, all you need to do                    is keep the count. The way you do this is by                      adding up all the cards that have been dealt                  so far and using the point value system. The                  higher your sum is the more of a chance you                    have of winning, an indication to Hit, and the                  lower your count is the more likely you’re                going to lose. So counting cards is really not                  as complicated as it seems in the movie 21.                  Using the Hi-Lo system, anyone can do it,                even if they can’t understand the math              behind it! The only downside is that you may                  get caught and get banned from casinos, so                be careful!  

 

The Math & Chemistry Behind  Curly Hair   Sophia Rein   

 Have you ever looked in the mirror              

at your frizzy curls and wondered how math                could possibly explain the chaos? I have!              Turns out that your unruly kinks can be                dissected mathematically (and chemically) in          the same way that we describe DNA helices  

and other oscillating waves.   Human hair is surprisingly complex,          

composed of many elegant symmetries. On a              microscopic level, hair is composed of a              Keratin protein backbone, which is made up              of long amino acid chains. Keratin, similar to                most fibrous proteins, aligns itself in an alpha                helix conformation (a-helix, for short). As            you can see in the diagram below, in an                  a-helix conformation peptide bonds sit          comfortably on the inside of the spiral chain.                Hydrogen bonds — the orange circles —              align themselves on the outside of the spiral,                parallel to the axis of the helix.   

 Sulfur is scattered throughout the          

amino acid chains in human hair. When two                Keratin strands are adjacent to one another,              the Sulfur molecules interact. Specifically, the            -SH bonds in Cystine groups form disulfide              bonds (S-S) between the two strands            through oxidation, a chemical process in            which electrons are given away. As shown in                the diagram below, this chemical reaction            ties the two Keratin strands together into a                microscopic helical pattern. When enough          hair bonds into helical formation, the pattern              becomes macroscopic - visible to the naked              eye. Generally, the more Sulfur there is in                your hair’s amino acid chains, the   

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curlier your hair will be.    

   

There are other factors aside from            Sulfur levels that contribute to the degree of                curliness in hair. For starters, the shape of                hair follicles can have a large impact.              Teardrop-shaped follicles produce much        curlier hair than cylindrical follicles because            the hair grows out of the scalp at a larger                    angle. Similarly, the diagram below shows            that as the angle of emergence from the                scalp increases, the strand of hair becomes              curlier. The cross-sectional geometry of hair            strands also plays a role in curliness.              Cylindrical hair strands are typically straight,            oval hair strands are usually wavy and a                cross section shaped like a flattened oval will                almost always result in tight kinks. The              diagram below also outlines different cross            sections and their resulting hair types. This              occurs because the shape of the cross              section will tilt the circumference of the hair                strand, resulting in varying degrees of curls.    

   

 Like every three-dimensional helix        

pattern in nature, the coils in hair can be                  described with vectors. Specifically, we can            use the following parametric equations in            three dimensions to describe a curl’s spiral:   x(t) = a⋅cos(ωt), y(t) = a⋅sin(ωt), z(t) = t  In this function, ‘a' is the radius of the helix, a                      measure of how far in each direction the                helix reaches. The sine and cosine functions              create a circle of radius 'a' and Omega (ω) is                    the angular frequency, a measure of the              helix’s rotation rate. Specifically, the Omega            refers to the angular displacement per unit              time of change that the helix undergoes.    

In the end, no amount of hair              products or treatments can overpower your            hair’s natural structure. But, I do have some                beauty tips! If you are looking to tame your                  curls, I recommend allowing gravity to weigh              down your hair. You can really make use of                  gravity’s hair care benefits by wetting your              hair to increase its weight. On the flip side, if                    you would like a frizzy perm try placing                positively charged magnets next to your hair.              Your hair has a strong negative charge              because of all the Sulfur, so it will be                  attracted to the positive magnets and jump              towards them. With Chemistry and Math by              your side, you’ll never have another bad hair                day!  

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So Many M&Ms!  Rachel Freilich   

 The Fermi Method is an estimation            

technique, founded by Enrico Fermi, used to              estimate absolutely anything. Scientists use          the Fermi Method in conjunction with other              techniques to roughly determine quantities.  

An example of a fermi problem            would be: How many packets of M&Ms are                required to make a single line of M&Ms with                  a distance of 100 meters?   

1. Each packet of M&Ms has 30 pieces              of chocolate   

2. Each M&M has a diameter of 1 cm  3. There are 100 cm in a meter   4. It would take 10,000 M&Ms to make              

a single line with a distance of 100                meters  

5. 333 packs of M&Ms would be            required to make a single line with a                distance of 100 meters  

The Fermi Method of estimation can be used                to solve ridiculous, crazy, and efficient            problems.  

wrist, releasing the ball. He scores, bringing              the game into overtime. This action might              look effortless, but it takes a lot of practice                  to make the perfect jump shot. One needs                not only intense skill, but also a strong                understanding of how the mechanics of a              jump shot work.  

Most basically, the jump shot has four              parts. First, the player must plant his feet                shoulder width apart with the dominant foot              marginally in front of the other. Next, the                player must bend his knees and lift his arms.                  Both elbows must start somewhat on the              side of the body. The elbow of the arm                  which is guiding the ball should face directly                at the basket the entire time. After getting                into this position, the player must jump.              Once he is in the highest point of the arc, he                      must release the ball with a swift flick of the                    wrist.   

The mechanics of a jump shot            requires physics, geometry and psychology.          The levers used to activate the shot are a                  part of physics. The levers need the right                amount of force to activate them as dictated                by Newton’s First Law of Inertia. It states                that every object will stay at rest unless an                  outside force causes it to change its state.                The amount of potential energy created by              the first three levers allows the last lever to                  convert into kinetic energy which then            pushes the ball towards the hoop. Next is                Geometry. In order for the ball to go in the                    right direction the player must align his body                to the basket for the shot, precisely              calculating angles and distances at every            point until his release. Lastly is psychology.              The player must have confidence in his ability  

The Physics of a Jump Shot  Jenny Davis  

 The score is 101-99. The Golden            

State Warriors are down one basket with              four seconds left; the championship is at              stake. Suddenly Stephen Curry gets the ball              and plants his feet shoulder width apart and                his dominant foot slightly in front of the                other. He then bends his knees, tucks his                elbow into his body, jumps, and flicks his   

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to perform and he cannot hesitate. While it                sounds like a lot to think about in the last                    four seconds of a game, it is crucial to                  understand and practice these steps for            success. Practicing everyday like Stephen          Curry eventually creates muscle memory          that makes it as natural as counting 1, 2, 3.  

using combinatorics, there is a way to              improve your odds of winning. For example,              it will be easier to win the lottery if there                    are less balls to be drawn. Therefore, there                are less ways that a certain amount of balls                  can be chosen. Additionally, lotteries with a              smaller pick size will also increase your              chance of winning. A lottery that picks 8                balls will have less combinations than a              lottery that picks 10 balls.   

In order to calculate the odds of              winning the lottery, we use the binomial              coefficient formula:   

 Where n equals the number of balls and r                  equals the pick size.   

Therefore, in a lottery system with            49 balls where you chose 6 balls, the formula                  is:   

₉C₆  3, 83, 16₄ = 49!6!(49­6)! = 1 9 8  

In this lottery system there are 13,983,816              different combinations and one’s chance of            winning is:  

113,983,816  

If you happen to win, you should know that                  you are not just "one in a million," but "one                    in 14 million.      

The Mathematics of Winning the  Lottery   

Rachel Freilich     

The lottery remains one of the most              compelling games in the world. If you win,                you are definitely “one in a million”. Since                the lottery is a totally random game, only                math can explain the strategies of winning              the lottery.   

The chance of winning the lottery is              very slim. The odds of winning the grand                prize of the US powerball is 1 in                292,201,338 and even more miniscule for            the Mega Millions. Only one in 302.6 Million                people win the Mega Millions. In order to                win the US powerball, it would take 292                million tries. If you attempted 100 tickets a                week, it would take 2,920,000 weeks, or              56,154 years. If one would follow this trend,                they would lose their money very quickly.              Suppose a lottery ticket, on average, costs              two dollars. After only one week, you would                have already spent two hundred dollars.   

Mathematically, the only way to          elevate your chances of winning is to buy                more tickets. No machine or person can              predict the winning number before it is              revealed to the rest of the world. However,   

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How Many Chess Games are  Possible?  

Daniel Kalimi    

A well-known story having to do            with chess is the story of the person who                  created chess. Nobody knows the actual            person who created the game, but there is a                  story in which the supposed creator showed              the game to a king, and the king offered him                    any reward he wanted. A smart man, he                requested only one grain of rice that              doubled for every square on the chessboard              (1 for the first, 2 for the second, 4 for the                      third…). The king agreed, thinking it was a                small price to pay but a week later the                  treasurer told the king that once you got                halfway through the board, there would be              more grains of rice than there are in the                  entire kingdom. After going through the            entire board, the king would have to owe                the creator over 18 quintillion ( )           .8 0  1 · 1 19  grains of rice. Instead, he just killed the                inventor for trying to fool the king. This is a                    story taught to people to help understand              the power of exponential growth. This            problem is just using a chessboard, but what                about chess itself? How many possible games              are there? Is it true that there are more                  possible chess games than atoms in the              observable universe?  

 

The first real estimate of how many              possible games there are is from            mathematician Claude Shannon. He wrote a            paper in the 1950s called “How to Program                a Computer to Play Chess” and in the paper                  he gives a quick estimate for the number. He                  came up with what we now call Shannon’s                number, (1 with 120 zeros!). The 0  1 120            number of atoms in the observable universe              is approximately , so according to     0  1 80        Shannon’s number you could assign billions            of games of chess to every single atom. He                  made his calculation by saying there are              about 30 moves for every position and              games last about 80 plies so his calculation                was just which is about . In chess     0  3 80       0  1 120      terminology, a ply is when one person goes                whereas a move is when one person goes                and then the other person goes. This is just                  an estimate, but the actual number is much                higher. For the first ply there are 20 possible                  moves and for the second ply, black can                respond with the same 20 moves so by ply 2                    there are 400 possible games. At ply 3, the                  number shoots up to 8,902 games that can                happen and at ply 4 there are 197,772                possible games that can happen. The number              is growing at an insane rate but, how many                  plies can there be in a game? Technically, a                  game could go on forever if you keep moving                  your pieces back and forth so there are                boundaries set where if it goes 50 moves                without a piece getting captured or the              board repeating 3 times then it automatically              becomes a draw. Under these conditions,            the longest chess game can go on for about                  11,800 plies. Based on this, famous            mathematician G. H. Hardy came up with an   

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estimate of . Shannon’s estimate was   10    1050        miniscule compared to Hardy’s estimate, but            it is important to remember that Shannon’s              estimate was more realistic for normal,            everyday chess whereas most of the games              in Hardy’s estimate are nonsense games that              would never be played in real life. Still, if you                    would want to have an estimate of good                game of chess, there are an average of 3                  sensible moves per ply and with an average                of 80 plies per game that is which is                380      around possible chess games which is   0  1 40            an insanely large number but still not as                many atoms in the observable universe.   

 

countries send six students to solve six              incredibly challenging math problems for a            total of 42 points. He competed in 1986,                1987 and 1989, winning a bronze, silver and                gold medal respectively. He is the youngest              person in the 60 years of the IMO’s                existence to win a gold medal. He published                his first paper at 15, and at 16, graduated                  with both his bachelor’s and master’s degrees              from Flinders University. He then received a              scholarship to do his doctoral research at              Princeton University, and received his          doctorate in mathematics at age 21. Keep in                mind that most American college students            graduate with their bachelor’s at 22! That              same year he received his doctorate, he              became a faculty member at UCLA, and              three years later became a professor, at age                24. Once again, he was the youngest ever.                Over time he has amassed an astonishing              collection of awards such as the MacArthur              Award. But most notably, in 2006 he won                the Fields Medal, the “Nobel prize” for              mathematics.   

So what is Tao doing now? Not              much, except for bringing us closer to              solving one of the most difficult and              intriguing conjectures of all time: the Twin              Prime Conjecture. The Twin Prime          Conjecture is a question in mathematics            which asks if there are infinitely many twin                primes. What are twin primes? 3 and 5, 11                  and 13, 17 and 19 are each twin primes. Twin                    primes are two primes only separated by              one number. So does this pattern continue              forever? Will you always be able to find a                  twin prime?    

Terrence Tao  Akiva Shlomovich   

Terrence Tao is a name almost every              math enthusiast knows, or at least should              know. Tao was born in Australia in 1975 to                  two immigrants from Hong Kong. Tao was a                mathematical prodigy who at age nine began              taking college level mathematics courses. At            age ten he began competing in the              International Mathematical Olympiad (IMO),        a competition where more than 100   

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Tao, along with many other          mathematicians created the Polymath        Project, a project designed to solve hard              math problems. One mathematician, Yitang          Zhang, helped move the project of solving              the Twin Prime Conjecture along          tremendously when he found the first finite              bound between primes. In 2013, he found              that the biggest gap between two prime              numbers was 70 million numbers. Using his              method and optimizing it, Tao and his              colleagues were able to bring the number              down to six! This means that primes that                have six numbers in between them occur              infinitely many times. These breakthroughs          take a lot of time and effort to come to,                    which is why this problem has been around                for over 100 years. Maybe one day we will                  witness Tao solve this problem, or maybe              you will!  

numbers, such as eleven or twelve, are very                illogical because their names don’t even            acknowledge that they are two digit            numbers. Many East Asian languages, such as              Mandarin, Japanese, and Korean, are more            logical. They express their two digit numbers              as the tens digit, the word ten, and then the                    units digit (ex. 87 would be “eight ten                seven”). On the other hand, languages such              as French and Danish are much more              confusing. In French, seventy is phrased as              “sixty and ten”, eighty is “four twenties”, and                ninety is “four twenties and ten”. In Danish,                fifty is “half three twenties” (2.5 * 20), sixty                  is “three twenties”, seventy is “half four              twenties”, and so on until ninety. These              languages express certain numbers in a            base-20 system, which is very illogical in a                number system in base-10 for everything            else. In Dutch, the ones digit is written                before the tens digit, which is also illogical.   

These different complexities in        languages affect the speed at which math is                done with these numbers. When given a list                of numbers to look at quickly and memorize,                most English speakers would only be able to                remember seven digits, whereas a Chinese            speaker would most likely be able to              remember ten. This is because most English              numbers take about a third of a second to                  recite in their head while most Chinese              numbers take only about a fourth of a                second. This might not seem like a big                difference, but it does in a verbal memory                loop, which people use to recite the              numbers in their head while reading them.              The verbal memory loop can store only two                seconds worth of information. Scientists  

Numbers and Language  By Finley Horowitz  

 Math is a universal language, but            

research shows that the way people perceive              numbers is heavily affected by the language              they speak. Languages vary in how logically              they label numbers. English, for example,            falls towards the middle of that range. It                expresses numbers with the tens position            first and adds a -y to the end of some                    variation of the number in the tens place                (ex. Four becomes forty, two becomes            twenty). This makes sense because it is              phrased in the same order that the numbers                are written but using the -y to indicate the                  tens digit is not very logical. Certain   

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have tested this in several languages and have                concluded that there is a strong correlation              between how long a number takes to recite                and how many a person can remember.              Other studies show that children who speak              languages with more complex numbers take            more time to process simple math            questions, such as estimating the place of a                number on a number line. Similar            hypotheses have been tested on adults and              even then, there is a slight processing delay.                For example, Dutch speaking adults, who            express the numbers with the ones digit              first, usually glance at the inverse of a                number before finding the correct one on a                number line. It has also been found that                people who speak different languages use            different parts of their brains when            remembering numbers or doing arithmetic.          This information shows that numbers may            not be as universal as they may seem.  

God's existence are trivial. Consequently, if            God is real, the reward would be infinite. On                  the flip side of this, if you are a bad person in                        this world, you get short-term happiness (fun              in this life) but long-term suffering (in hell).                Another creation of his was the first              mechanical calculator. His father, Etienne          Pascal, was a tax collector in France, so                Pascal developed a mechanical calculator to            help his dad with his calculations. The              calculator is known as the Pascaline and              never became widely produced and sold            because it was impractical and expensive.            Rather, it became a status symbol for wealthy                people in Europe. For actual mathematics, he              used probability theory, which is a            revolutionary theory that is still applied to              gambling and is important regarding          economics. From this came expected values,            a mathematical measure of the worth of              making a specific gamble.   

Blaise Pascal  Daniel Kalimi  

 Blaise Pascal was a famous          

mathematician, physicist, inventor,      philosopher, writer and Catholic theologian          born on June 19,1623 in Clermont-Ferrand,            Auvergne, France. People mostly know him            for the “Pascal’s wager”, a philosophical            argument he came up with. “Pascal’s wager”              claimed that it is mathematically worth it to                believe in God. Since, there is an infinite                reward in the afterlife if you are a righteous                  person, how much time and effort one              attributes to God and the possibility of   

This is also the base idea for Pascal’s wager.                  Pascal also studied hydrodynamics and          hydrostatics, which led to his invention of              the syringe and the hydraulic press. Overall,              Blaise Pascal was an influential man, whose              discoveries still play a major role in today’s                society. He died on the 19th of August 1662                  at the young age of 39, but still did so much                      for the world in such a short period of time.  

 

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Probability, Expected Value, and  the Argument to Move the  

3-Point Line  Spencer Rubenstein   

 Probability theory is the branch of            

mathematics that deals with the outcomes            of random and unpredictable events. Of all              the areas of mathematics, probability theory            is one of the most practical and applicable                areas of study. The rules and outcomes of                probability play a role in common areas of                life such as finance, medicine -- and sports.   

A fundamental concept of probability          theory is that of expected value. The              expected value of a variable is equal to the                  sum of all possible values, each multiplied by                the probability of its occurrence. For            example, in a simple coin toss game in which                  the player receives $10 for a toss of heads                  and $0 for a toss of tails, the expected value                    of the payout would be $5 (calculated as                [$10 * 50%] + [$0 * 50%]).   

Now, how does this all relate to              basketball? For the last forty years since the                3-point line was first adopted by the NBA                (note: it was introduced into other national              basketball leagues many years before), the            expected value of a 2-point shot and a                3-point shot were roughly the same. The              expected value of a 2-point shot was              approximately 1 (2 * 50%), and the expected                value of a 3-point shot was approximate 1 (3                  * 33%). This led to an even and balanced                  game as players and teams would have to                weigh the risk of shooting a longer-distance   

shot with the potential reward of earning an                additional point.   

However, as players' skills and          specialization have improved over the years,            the probability of making a 3-point shot for                many of the elite players has increased well                above 33%, resulting of the expected value              for 3-pointers to often exceed the expected              value for 2-pointers. This has led to a major                  increase in the number of 3-point shots              taken throughout a game, and this is a trend                  that has developed across many (if not most)                teams in the NBA.  

Based on this development, many          have argued that the 3-point shot should be                made more difficult by increasing the            distance in order to decrease the probability              of a made shot and thereby bring its                expected value back in-line with the 2-point              shot.     

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 By Rebecca Kalimi   

   

Thank you to everyone who contributed to the Fall 2020 issue of Xevex!!       

If you are interested in contributing to Xevex, please reach out to:   Akiva Shlomovich [email protected]  

Sophia Rein [email protected]  Rachel Freilich [email protected]  

Eric Kalmi [email protected]    

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