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Triangular number
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==Applications== {{Anchor|Handshake problem}}<!-- "Handshake problem" redirects here. --> [[File:handshake_problem_visual_proof.svg|thumb|upright|[[Proof without words]] that the number of possible handshakes between n people is the (nβ1)th triangular number]] The triangular number {{mvar|T<sub>n</sub>}} solves the '''handshake problem''' of counting the number of handshakes if each person in a room with {{math|''n'' + 1}} people shakes hands once with each person. In other words, the solution to the handshake problem of {{mvar|n}} people is {{math|''T''<sub>''n''β1</sub>}}.<ref>{{cite web |url=http://www.mathcircles.org/node/835 |title=The Handshake Problem | National Association of Math Circles |website=MathCircles.org |access-date=12 January 2022 |archive-url=https://web.archive.org/web/20160310182700/http://www.mathcircles.org/node/835 |archive-date=10 March 2016 }}</ref> Equivalently, a [[fully connected network]] of {{mvar|n}} computing devices requires the presence of {{math|''T''<sub>''n'' β 1</sub>}} cables or other connections. A triangular number <math>T_{n} </math> is equivalent to the number of principal rotations in dimension <math>n+1</math>. For example, in five dimensions the number of principal rotations is 10 which is <math>T_{4}</math>.<ref>https://henders.one/2022/05/09/lost-4D-rotation/</ref> In a tournament format that uses a round-robin [[group stage]], the number of matches that need to be played between {{mvar|n}} teams is equal to the triangular number {{math|''T''<sub>''n'' β 1</sub>}}. For example, a group stage with 4 teams requires 6 matches, and a group stage with 8 teams requires 28 matches. This is also equivalent to the handshake problem and fully connected network problems. {{central_polygonal_numbers.svg}} One way of calculating the [[depreciation]] of an asset is the [[depreciation#Sum-of-years-digits method|sum-of-years' digits method]], which involves finding {{mvar|T<sub>n</sub>}}, where {{mvar|n}} is the length in years of the asset's useful life. Each year, the item loses {{math|(''b'' β ''s'') Γ {{sfrac|''n'' β ''y''|''T<sub>n</sub>''}}}}, where {{mvar|b}} is the item's beginning value (in units of currency), {{mvar|s}} is its final salvage value, {{mvar|n}} is the total number of years the item is usable, and {{mvar|y}} the current year in the depreciation schedule. Under this method, an item with a usable life of {{mvar|n}} = 4 years would lose {{sfrac|4|10}} of its "losable" value in the first year, {{sfrac|3|10}} in the second, {{sfrac|2|10}} in the third, and {{sfrac|1|10}} in the fourth, accumulating a total depreciation of {{sfrac|10|10}} (the whole) of the losable value. [[Board game]] designers Geoffrey Engelstein and Isaac Shalev describe triangular numbers as having achieved "nearly the status of a mantra or koan among [[Game design|game designers]]", describing them as "deeply intuitive" and "featured in an enormous number of games, [proving] incredibly versatile at providing escalating rewards for larger sets without overly incentivizing specialization to the exclusion of all other strategies".<ref>{{Cite book |last1=Engelstein |first1=Geoffrey |last2=Shalev |first2=Isaac |date=2019-06-25 |title=Building Blocks of Tabletop Game Design |url=http://dx.doi.org/10.1201/9780429430701 |doi=10.1201/9780429430701|isbn=978-0-429-43070-1 |s2cid=198342061 }}</ref> {| class="wikitable" style="text-align:center; margin:0 auto;" |+ Relationship between the maximum number of pips on an end of a [[domino]] and the number of dominoes in its set<br />(values in bold are common) ! Max. pips | 0 || 1 || 2 || 3 || 4 || 5 ! 6 | 7 || 8 ! 9 | 10 || 11 ! 12 | 13 || 14 ! 15 | 16 || 17 ! 18 | 19 || 20 || 21 |- ! ''n'' | 1 || 2 || 3 || 4 || 5 || 6 ! 7 | 8 || 9 ! 10 | 11 || 12 ! 13 | 14 || 15 ! 16 | 17 || 18 ! 19 | 20 || 21 || 22 |- ! ''T<sub>n</sub>'' | 1 || 3 || 6 || 10 || 15 || 21 ! 28 | 36 || 45 ! 55 | 66 || 78 ! 91 | 105 || 120 ! 136 | 153 || 161 ! 190 | 210 || 231 || 253 |}
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