Thread: "Parity in 12 Colors"

From: "Andrey" <andreyastrelin@yahoo.com>
Date: Mon, 01 Nov 2010 17:51:32 -0000
Subject: Parity in 12 Colors



When I almost solved 12 Colors puzzle I found unexpected parity problem: on=
e 3C piece had wrong orientation (transposition) and two 4Cs were swapped. =
I've never seen anything like that before (close situation is on 4^3, but t=
here is transposition of 2Cs instead of flipping, so it's different). Close=
r inspection shown that the problem is in the number of 3Cs in one cell: it=
's odd (27). So 60-deg rotation had chance to flip orientation of odd numbe=
r of 3Cs. On other hand, this rotation gives even permutation of 2Cs (6+2+1=
cycles), and parity error can't be detected on the first stage.=20
This problem took about 500 extra twists, and puzzle was solved... in 419=
6 twists (no macros!) and 12h 00m 00s.345 (by timer) :) A little long - bu=
t I'm not sure in Undo/Redo operations and used to make back twist instead =
of Ctrl-Z.
My solving method is close to speedsolving 3^4 algorithm - it uses the fa=
ct that there are two cells with no common pieces. So for 8Color and 14Colo=
r this method doesn't work.

It looks like 1.0 version will be not very soon :( - mathematics in MHT i=
s very complicated (mixed Complex-Modular arithmetics) and some hidden bugs=
may remain hidden for a long time :(

Good luck!
Andrey




From: Roice Nelson <roice3@gmail.com>
Date: Mon, 1 Nov 2010 14:24:01 -0500
Subject: Re: [MC4D] Parity in 12 Colors



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Cool, nicely done :) I played around with the 12 colors puzzle some this
weekend too, but am only at the point of finishing up the 2C pieces, and my
timer is about to hit 2 hours (I currently have all 2Cs solved but two,
which are positioned but flipped - possibly a parity problem, not sure). I
bet my timer will read much higher than 12 hours if I ever go the entire way
- I spend too much time tripping out on the visualization :D

I found the way this puzzle is connected up beautiful, of course. One
property is that it is reminiscent of 2D Klein's Quartic puzzle, with "two
bottoms". Each cell has two cells that are not adjacent to it and
unaffected by its twists. And if you pick a cell and start solving outward
from there, as I was in my approach, you end up with two disjoint, unsolved
cells at the end. This is what happened with me for the 2C pieces.

Also, certain sets of 6 cells makes a ring, each ring containing two of
these groups of 3 "opposite" cells. Two disjoint rings can account for the
12 colors of the puzzle, slightly reminiscent of the {6}x{6} duoprism. It's
different though, because you can mentally select the two disjoint rings in
many different ways, whereas on the duoprism there is only one way to do so.

Roice

On Mon, Nov 1, 2010 at 12:51 PM, Andrey wrote:

> When I almost solved 12 Colors puzzle I found unexpected parity problem:
> one 3C piece had wrong orientation (transposition) and two 4Cs were swapped.
> I've never seen anything like that before (close situation is on 4^3, but
> there is transposition of 2Cs instead of flipping, so it's different).
> Closer inspection shown that the problem is in the number of 3Cs in one
> cell: it's odd (27). So 60-deg rotation had chance to flip orientation of
> odd number of 3Cs. On other hand, this rotation gives even permutation of
> 2Cs (6+2+1 cycles), and parity error can't be detected on the first stage.
> This problem took about 500 extra twists, and puzzle was solved... in 4196
> twists (no macros!) and 12h 00m 00s.345 (by timer) :) A little long - but
> I'm not sure in Undo/Redo operations and used to make back twist instead of
> Ctrl-Z.
> My solving method is close to speedsolving 3^4 algorithm - it uses the
> fact that there are two cells with no common pieces. So for 8Color and
> 14Color this method doesn't work.
>
> It looks like 1.0 version will be not very soon :( - mathematics in MHT is
> very complicated (mixed Complex-Modular arithmetics) and some hidden bugs
> may remain hidden for a long time :(
>
> Good luck!
> Andrey
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

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Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Cool, nicely done :)=A0 I played around with the 12 colors puzzle some=
this weekend too, but=A0am only at the point of finishing up=A0the 2C piec=
es, and my timer is about to hit 2 hours (I currently have=A0all 2Cs solved=
but two, which are positioned but flipped - possibly a parity problem, not=
sure).=A0=A0I bet my timer will read much higher than 12 hours if I ever g=
o the entire way - I spend too much time tripping out on the visualization =
:D


=A0

I found the way this puzzle is connected up beautiful, of course.=A0=
=A0One property is that it is=A0reminiscent of 2D Klein's Quartic puzzl=
e, with "two bottoms".=A0 Each cell has two cells that are not ad=
jacent to it=A0and unaffected by its twists.=A0 And if you pick a cell and =
start solving outward from there, as I was in my approach, you end up with =
two disjoint, unsolved cells at the end.=A0 This is what happened with me f=
or the 2C pieces.


=A0

Also, certain sets of 6 cells makes a ring, each ring containing two o=
f these groups of 3 "opposite" cells.=A0 Two disjoint rings can a=
ccount for the 12 colors of the puzzle, slightly reminiscent of the {6}x{6}=
duoprism.=A0 It's different though, because you can mentally=A0select =
the two disjoint rings in many different ways, whereas on the duoprism ther=
e is only one way to do so.


=A0

Roice


On Mon, Nov 1, 2010 at 12:51 PM, Andrey r=3D"ltr"><andreyastrelin@ya=
hoo.com
>
wrote:

; PADDING-LEFT: 1ex" class=3D"gmail_quote">When I almost solved 12 Colors p=
uzzle I found unexpected parity problem: one 3C piece had wrong orientation=
(transposition) and two 4Cs were swapped. I've never seen anything lik=
e that before (close situation is on 4^3, but there is transposition of 2Cs=
instead of flipping, so it's different). Closer inspection shown that =
the problem is in the number of 3Cs in one cell: it's odd (27). So 60-d=
eg rotation had chance to flip orientation of odd number of 3Cs. On other h=
and, this rotation gives even permutation of 2Cs (6+2+1 cycles), and parity=
error can't be detected on the first stage.

=A0This problem took about 500 extra twists, and puzzle was solved... in 41=
96 twists (no macros!) and 12h 00m 00s.345 (by timer) :) =A0A little long -=
but I'm not sure in Undo/Redo operations and used to make back twist i=
nstead of Ctrl-Z.

=A0My solving method is close to speedsolving 3^4 algorithm - it uses the f=
act that there are two cells with no common pieces. So for 8Color and 14Col=
or this method doesn't work.

=A0It looks like 1.0 version will b=
e not very soon :( - mathematics in MHT is very complicated (mixed Complex-=
Modular arithmetics) and some hidden bugs may remain hidden for a long time=
:(


=A0Good luck!
=A0Andrey



-----------------------------=
-------

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--001636c5a4af26e9c5049402c079--




From: Melinda Green <melinda@superliminal.com>
Date: Thu, 04 Nov 2010 14:01:30 -0700
Subject: Re: [MC4D] Parity in 12 Colors



Andrey,

Performing opposite twists instead of using undo shouldn't count against
move totals. In MC4D I detect those and turn them into undos for just
that reason. It may seem slightly odd that users can't undo such moves
but I don't know that anyone even noticed that. I'd really like to take
that to it's ultimate extreme and prune out any move sequences that loop
back to any previous state, regardless of the number of moves involved.
With the exception of returning to the solved state of course. :-) At
the very least I think that an option to do this sort of pruning should
be available when saving to a log file, or even as a post-process on
those log files.

Regarding your math, I was rather surprised to learn that you use
Complex arithmetic. I've never really understood why they are so useful
in a number of sciences. What do you use them for?

Thanks for another wonderful puzzle, and congratulations on another
amazing first solve,
-Melinda

On 11/1/2010 10:51 AM, Andrey wrote:
> When I almost solved 12 Colors puzzle I found unexpected parity problem: one 3C piece had wrong orientation (transposition) and two 4Cs were swapped. I've never seen anything like that before (close situation is on 4^3, but there is transposition of 2Cs instead of flipping, so it's different). Closer inspection shown that the problem is in the number of 3Cs in one cell: it's odd (27). So 60-deg rotation had chance to flip orientation of odd number of 3Cs. On other hand, this rotation gives even permutation of 2Cs (6+2+1 cycles), and parity error can't be detected on the first stage.
> This problem took about 500 extra twists, and puzzle was solved... in 4196 twists (no macros!) and 12h 00m 00s.345 (by timer) :) A little long - but I'm not sure in Undo/Redo operations and used to make back twist instead of Ctrl-Z.
> My solving method is close to speedsolving 3^4 algorithm - it uses the fact that there are two cells with no common pieces. So for 8Color and 14Color this method doesn't work.
>
> It looks like 1.0 version will be not very soon :( - mathematics in MHT is very complicated (mixed Complex-Modular arithmetics) and some hidden bugs may remain hidden for a long time :(




From: Brandon Enright <bmenrigh@ucsd.edu>
Date: Thu, 4 Nov 2010 21:12:16 +0000
Subject: Re: [MC4D] Parity in 12 Colors



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From: Melinda Green <melinda@superliminal.com>
Date: Thu, 04 Nov 2010 14:33:22 -0700
Subject: Re: [MC4D] Parity in 12 Colors



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On 11/4/2010 2:12 PM, Brandon Enright wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> On Thu, 04 Nov 2010 14:01:30 -0700
> Melinda Green wrote:
>
> [...]
>> I'd really
>> like to take that to it's ultimate extreme and prune out any move
>> sequences that loop back to any previous state, regardless of the
>> number of moves involved. With the exception of returning to the
>> solved state of course. :-)
> This would be great and easy to do at the expense of a bit of memory.
> Puzzle state is small though so storing 10,000+ puzzle states is no big
> deal for modern computers. We could stuff the states into a tree for
> faster searching.
>
> I think it is important though that the state is truly identical
> rather than just apparently identical. That is -- shuffling around
> some identical 1c pieces should count as a different state.

Well to do that right does not seem easy to me, at least not with the
definition of puzzle state that I'm thinking about. I feel that the
ideal implementation wouldn't distinguish between states that are
identical except for color swapping, or state changes that amount to 4D
rotations or both. For example, if you got to within a single 90 degree
twist of being fully solved but then took a detour that eventually
brought you to another state that has a different face that's also one
90 degree twist from being solved, I would want to "subtract" all the
moves in that detour. The trouble is that I'm not at all sure how to
efficiently detect those sorts of cases. At the very least I'd love to
turn any consecutive sequence of twists of a single face into a single
twist, whenever possible. For example, four identical 90 degree twists
should simply vanish from the history, or at least there should be an
option to have that happen, and solutions that used that sort of pruning
should count towards shortest records.

-Melinda

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http-equiv="Content-Type">


On 11/4/2010 2:12 PM, Brandon
Enright wrote:


-----BEGIN
PGP SIGNED MESSAGE-----


Hash: SHA1




On Thu, 04 Nov 2010 14:01:30 -0700


Melinda Green href="mailto:melinda@superliminal.com"><melinda@superliminal.com> 
wrote:




[...]


I'd really


like to take that to it's ultimate extreme and prune out any
move


sequences that loop back to any previous state, regardless of
the


number of moves involved. With the exception of returning to
the


solved state of course. title=":-)">:-)



This would be great and easy to do at the expense of a bit of
memory.


Puzzle state is small though so storing 10,000+ puzzle states is
no big


deal for modern computers.  We could stuff the states into a
tree for


faster searching.




I think it is important though that the state is truly identical


rather than just apparently identical.  That is -- shuffling
around


some identical 1c pieces should count as a different state.





Well to do that right does not seem easy to me, at least not with
the definition of puzzle state that I'm thinking about. I feel
that the ideal implementation wouldn't distinguish between states
that are identical except for color swapping, or state changes
that amount to 4D rotations or both. For example, if you got to
within a single 90 degree twist of being fully solved but then
took a detour that eventually brought you to another state that
has a different face that's also one 90 degree twist from being
solved, I would want to "subtract" all the moves in that detour.
The trouble is that I'm not at all sure how to efficiently detect
those sorts of cases. At the very least I'd love to turn any
consecutive sequence of twists of a single face into a single
twist, whenever possible. For example, four identical 90 degree
twists should simply vanish from the history, or at least there
should be an option to have that happen, and solutions that used
that sort of pruning should count towards shortest records.




-Melinda






--------------000606010506060003020602--




From: "Andrey" <andreyastrelin@yahoo.com>
Date: Fri, 05 Nov 2010 01:07:34 -0000
Subject: Re: [MC4D] Parity in 12 Colors



Sometimes I had a trouble with undo after removing of a pair of twists. Usu=
ally it happens when you make wrong operation sequence that is started with=
the removed twist, find that it was wrong sequence (in wrong direction, or=
on wrong faces), undo it (by the proper number of Ctrl-Z) and find yoursel=
f in couple of twists from where you started. And no way to return back. Th=
at was a reason why I removed this feature from MC7D. Another reason was wi=
th F1-F4 commands: you need extra marks to make start and end of the "setup=
" sequence unremovable. And I thought that it will be better solution to wr=
ite optimization command one day... but didn't do it in MC7D. May be MHT wi=
ll be more lucky.
I'm not sure that it will be easy and good idea to optimize movements of =
one cell: if user can't find two twist sequence that sets cell in the desir=
ed position and makes eigth twists instead - why should the program think f=
or him? But remove parts of sequence between identical positions is a good =
idea. We don't need to keep complete positions for it - it's enough to reme=
mber some 64-bit hash codes for positions (and probably check that position=
s with equal codes are identical indeed). And I agree that we don't need to=
check orientations of 1C stickers: if the program considers some position =
as solved one then it's identical to the starting position.

Andrey


--- In 4D_Cubing@yahoogroups.com, Melinda Green wrote:
>
> On 11/4/2010 2:12 PM, Brandon Enright wrote:
> > -----BEGIN PGP SIGNED MESSAGE-----
> > Hash: SHA1
> >
> > On Thu, 04 Nov 2010 14:01:30 -0700
> > Melinda Green wrote:
> >
> > [...]
> >> I'd really
> >> like to take that to it's ultimate extreme and prune out any move
> >> sequences that loop back to any previous state, regardless of the
> >> number of moves involved. With the exception of returning to the
> >> solved state of course. :-)
> > This would be great and easy to do at the expense of a bit of memory.
> > Puzzle state is small though so storing 10,000+ puzzle states is no big
> > deal for modern computers. We could stuff the states into a tree for
> > faster searching.
> >
> > I think it is important though that the state is truly identical
> > rather than just apparently identical. That is -- shuffling around
> > some identical 1c pieces should count as a different state.
>=20
> Well to do that right does not seem easy to me, at least not with the=20
> definition of puzzle state that I'm thinking about. I feel that the=20
> ideal implementation wouldn't distinguish between states that are=20
> identical except for color swapping, or state changes that amount to 4D=20
> rotations or both. For example, if you got to within a single 90 degree=20
> twist of being fully solved but then took a detour that eventually=20
> brought you to another state that has a different face that's also one=20
> 90 degree twist from being solved, I would want to "subtract" all the=20
> moves in that detour. The trouble is that I'm not at all sure how to=20
> efficiently detect those sorts of cases. At the very least I'd love to=20
> turn any consecutive sequence of twists of a single face into a single=20
> twist, whenever possible. For example, four identical 90 degree twists=20
> should simply vanish from the history, or at least there should be an=20
> option to have that happen, and solutions that used that sort of pruning=
=20
> should count towards shortest records.
>=20
> -Melinda
>




From: Melinda Green <melinda@superliminal.com>
Date: Thu, 04 Nov 2010 19:21:18 -0700
Subject: Re: [MC4D] Parity in 12 Colors



MC4D contains an optimization function that Don wrote, but I currently
don't connect it to any commands or controls because it got broken at
some point; probably by me.

You also just gave me a great idea for a math problem for someone on
this list: Develop a function that takes a puzzle state and returns a
hash code that will be identical for all permutations of color codes and
whole model rotations, and will be different from all other states. That
may be extremely difficult or even impossible, but if it is possible
then it would clearly be very valuable.

-Melinda

On 11/4/2010 6:07 PM, Andrey wrote:
> Sometimes I had a trouble with undo after removing of a pair of twists. Usually it happens when you make wrong operation sequence that is started with the removed twist, find that it was wrong sequence (in wrong direction, or on wrong faces), undo it (by the proper number of Ctrl-Z) and find yourself in couple of twists from where you started. And no way to return back. That was a reason why I removed this feature from MC7D. Another reason was with F1-F4 commands: you need extra marks to make start and end of the "setup" sequence unremovable. And I thought that it will be better solution to write optimization command one day... but didn't do it in MC7D. May be MHT will be more lucky.
> I'm not sure that it will be easy and good idea to optimize movements of one cell: if user can't find two twist sequence that sets cell in the desired position and makes eigth twists instead - why should the program think for him? But remove parts of sequence between identical positions is a good idea. We don't need to keep complete positions for it - it's enough to remember some 64-bit hash codes for positions (and probably check that positions with equal codes are identical indeed). And I agree that we don't need to check orientations of 1C stickers: if the program considers some position as solved one then it's identical to the starting position.
>
> Andrey
>
>
> --- In 4D_Cubing@yahoogroups.com, Melinda Green wrote:
>> On 11/4/2010 2:12 PM, Brandon Enright wrote:
>>> -----BEGIN PGP SIGNED MESSAGE-----
>>> Hash: SHA1
>>>
>>> On Thu, 04 Nov 2010 14:01:30 -0700
>>> Melinda Green wrote:
>>>
>>> [...]
>>>> I'd really
>>>> like to take that to it's ultimate extreme and prune out any move
>>>> sequences that loop back to any previous state, regardless of the
>>>> number of moves involved. With the exception of returning to the
>>>> solved state of course. :-)
>>> This would be great and easy to do at the expense of a bit of memory.
>>> Puzzle state is small though so storing 10,000+ puzzle states is no big
>>> deal for modern computers. We could stuff the states into a tree for
>>> faster searching.
>>>
>>> I think it is important though that the state is truly identical
>>> rather than just apparently identical. That is -- shuffling around
>>> some identical 1c pieces should count as a different state.
>> Well to do that right does not seem easy to me, at least not with the
>> definition of puzzle state that I'm thinking about. I feel that the
>> ideal implementation wouldn't distinguish between states that are
>> identical except for color swapping, or state changes that amount to 4D
>> rotations or both. For example, if you got to within a single 90 degree
>> twist of being fully solved but then took a detour that eventually
>> brought you to another state that has a different face that's also one
>> 90 degree twist from being solved, I would want to "subtract" all the
>> moves in that detour. The trouble is that I'm not at all sure how to
>> efficiently detect those sorts of cases. At the very least I'd love to
>> turn any consecutive sequence of twists of a single face into a single
>> twist, whenever possible. For example, four identical 90 degree twists
>> should simply vanish from the history, or at least there should be an
>> option to have that happen, and solutions that used that sort of pruning
>> should count towards shortest records.
>>
>> -Melinda
>>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>




From: Brandon Enright <bmenrigh@ucsd.edu>
Date: Fri, 5 Nov 2010 03:41:31 +0000
Subject: Re: [MC4D] Parity in 12 Colors



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From: "Andrey" <andreyastrelin@yahoo.com>
Date: Fri, 05 Nov 2010 08:27:40 -0000
Subject: Re: [MC4D] Parity in 12 Colors



Melinda,
there is no problem in this hash function.
Suppose that you know the symmetric group of your puzzle body. It my be t=
esseract (192 states), 100x100 duoprism (20000 states), 3^7 (64*5040=3D3225=
60 states) and so on. You take the state of the puzzle in the form of array=
of sticker colors. Then perform the loop for all orientations of the puzzl=
e:
- build array of sticker colors for this orientation;
- renumerate colors so that first color in array has number 0, second dif=
ferent of it has numer 1 and so on...
- select the minimal colors array (in lexicographis order) for all states=
.
This array will be the "canonical form" of the puzzle state. For the hash=
value just code it in the best numeric system (like 3 bits per color for 3=
^4). Of course, it will be longer then the shortest possible representation=
, but not much.

Andrey

--- In 4D_Cubing@yahoogroups.com, Melinda Green wrote:
>
> MC4D contains an optimization function that Don wrote, but I currently=20
> don't connect it to any commands or controls because it got broken at=20
> some point; probably by me.
>=20
> You also just gave me a great idea for a math problem for someone on=20
> this list: Develop a function that takes a puzzle state and returns a=20
> hash code that will be identical for all permutations of color codes and=
=20
> whole model rotations, and will be different from all other states. That=
=20
> may be extremely difficult or even impossible, but if it is possible=20
> then it would clearly be very valuable.
>=20
> -Melinda
>=20
> On 11/4/2010 6:07 PM, Andrey wrote:
> > Sometimes I had a trouble with undo after removing of a pair of twists.=
Usually it happens when you make wrong operation sequence that is started =
with the removed twist, find that it was wrong sequence (in wrong direction=
, or on wrong faces), undo it (by the proper number of Ctrl-Z) and find you=
rself in couple of twists from where you started. And no way to return back=
. That was a reason why I removed this feature from MC7D. Another reason wa=
s with F1-F4 commands: you need extra marks to make start and end of the "s=
etup" sequence unremovable. And I thought that it will be better solution t=
o write optimization command one day... but didn't do it in MC7D. May be MH=
T will be more lucky.
> > I'm not sure that it will be easy and good idea to optimize movement=
s of one cell: if user can't find two twist sequence that sets cell in the =
desired position and makes eigth twists instead - why should the program th=
ink for him? But remove parts of sequence between identical positions is a =
good idea. We don't need to keep complete positions for it - it's enough to=
remember some 64-bit hash codes for positions (and probably check that pos=
itions with equal codes are identical indeed). And I agree that we don't ne=
ed to check orientations of 1C stickers: if the program considers some posi=
tion as solved one then it's identical to the starting position.
> >
> > Andrey
> >
> >
> > --- In 4D_Cubing@yahoogroups.com, Melinda Green wrote:
> >> On 11/4/2010 2:12 PM, Brandon Enright wrote:
> >>> -----BEGIN PGP SIGNED MESSAGE-----
> >>> Hash: SHA1
> >>>
> >>> On Thu, 04 Nov 2010 14:01:30 -0700
> >>> Melinda Green wrote:
> >>>
> >>> [...]
> >>>> I'd really
> >>>> like to take that to it's ultimate extreme and prune out any move
> >>>> sequences that loop back to any previous state, regardless of the
> >>>> number of moves involved. With the exception of returning to the
> >>>> solved state of course. :-)
> >>> This would be great and easy to do at the expense of a bit of memory.
> >>> Puzzle state is small though so storing 10,000+ puzzle states is no b=
ig
> >>> deal for modern computers. We could stuff the states into a tree for
> >>> faster searching.
> >>>
> >>> I think it is important though that the state is truly identical
> >>> rather than just apparently identical. That is -- shuffling around
> >>> some identical 1c pieces should count as a different state.
> >> Well to do that right does not seem easy to me, at least not with the
> >> definition of puzzle state that I'm thinking about. I feel that the
> >> ideal implementation wouldn't distinguish between states that are
> >> identical except for color swapping, or state changes that amount to 4=
D
> >> rotations or both. For example, if you got to within a single 90 degre=
e
> >> twist of being fully solved but then took a detour that eventually
> >> brought you to another state that has a different face that's also one
> >> 90 degree twist from being solved, I would want to "subtract" all the
> >> moves in that detour. The trouble is that I'm not at all sure how to
> >> efficiently detect those sorts of cases. At the very least I'd love to
> >> turn any consecutive sequence of twists of a single face into a single
> >> twist, whenever possible. For example, four identical 90 degree twists
> >> should simply vanish from the history, or at least there should be an
> >> option to have that happen, and solutions that used that sort of pruni=
ng
> >> should count towards shortest records.
> >>
> >> -Melinda
> >>
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>




From: Roice Nelson <roice3@gmail.com>
Date: Fri, 5 Nov 2010 23:44:51 -0500
Subject: Re: [MC4D] Parity in 12 Colors



--001636c599154ecfa404945b0dac
Content-Type: text/plain; charset=ISO-8859-1

On Thu, Nov 4, 2010 at 4:01 PM, Melinda Green wrote:

>
> Regarding your math, I was rather surprised to learn that you use
> Complex arithmetic. I've never really understood why they are so useful
> in a number of sciences. What do you use them for?
>

I had hoped to see more on this, because it is thoroughly magical how
complex arithmetic is behind all this geometry (and how it fits into other
areas of science). I've mentioned the first 6 chapters of Visual Complex
Analysis. The book is about complex numbers, yet those chapters are
simultaneously an introduction to non-Euclidean geometry, which shows how
intertwined they are.

Complex arithmetic also made MagicTile possible, and it uses the same kinds
of calculations as in MHT633 (described below) to do its twisting in all
three of the geometries. Ironically, complex numbers simplify the scenarios
immensely. Though I don't have experience applying them one dimension up, I
have the impression things are similar. After all, you can take an H2 slice
of H3, an R2 slice of R3, or an S2 slice of S3, and the 2D behaviors are
connected to the 3D behaviors.

The core of things are the "linear fractional transformations" or "Mobius
Transformations
". A Mobius
Transformation
is a simple looking function of a complex variable z.

f(z) = (az+b)/(cz+d)

The a,b,c,d coefficients are complex numbers as well, and you get
differently behaving functions depending on how they are chosen. (To be
complete for those who might not know, a complex number has two components
and so can be interpreted as a point in a plane, so these functions
transform point locations in a plane.)

To get a sense of how they can transform points in a plane and some cool
geometric insight, watch this short YouTube
video.
In the video, you see how the functions can represent the "isometry"
movements (distance preserving) of a stereographically projected sphere, but
they can represent more. Selecting certain coefficients allows you to
describe all the movements of H2 in the Poincare disk model as well! Don
used these functions for his tessellation applet. In fact, the simple
formula above can be used to describe isometries in all three standard
geometries (stereographically projected S2, R2, and the Poincare disk model
of H2), which is crazy to me.

As if that's not enough, Tristan Needham writes in Visual Complex Analysis:


> ...we explain how we may set up a one-to-one correspondence between these
> light rays and complex numbers. Thus each Lorentz transformation of
> space-time induces a definite mapping of the complex plane. What kinds of
> complex mappings do we obtain in this way? The miraculous answer turns out
> to be this: The complex mappings that correspond to the Lorentz
> transformations are the Mobius transformations! Conversely, every Mobius
> transformation of *C* yields a unique Lorentz transformation of
> space-time. Even among professional physicists, this "miracle" is not as
> well known as it should be.


So there you have it, these transforms are also intimately related to
special relativity!

If anyone wants to dig deeper, all the details of the possibilities for
the a,b,c,d coefficients and the classes of behavior they lead to are in
Visual Complex Analysis. It's safe to say the Mobius Transformations are
all over the place in the models of H3 geometry (I know Andrey used them in
his implementation, though he could provide more insight about what it takes
to fully jump to the 3D geometry from 2D).

All the best,
Roice

--001636c599154ecfa404945b0dac
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable



On Thu, Nov 4, 2010 at 4:01 PM, Melinda Green pan dir=3D"ltr"><blank">melinda@superliminal.com> wrote:

dding-left:1ex" class=3D"gmail_quote">
Regarding your math, I was rather=
surprised to learn that you use
Complex arithmetic. I've never real=
ly understood why they are so useful


in a number of sciences. What do you use them for?

=A0

I had hoped to see more on this, because it is thoroughly magical how =
complex arithmetic is behind all this geometry (and how it fits into other =
areas of science).=A0 I've mentioned the first 6 chapters of Visual Com=
plex Analysis.=A0 The book is about complex numbers, yet those chapters are=
simultaneously an introduction to non-Euclidean geometry, which shows how =
intertwined they are.


=A0
Complex arit=
hmetic also made MagicTile possible,=A0and it uses the same kinds of calcul=
ations as in MHT633 (described below) to do its twisting in all three of th=
e geometries.=A0 Ironically, complex numbers simplify the scenarios immense=
ly.=A0 Though I don't have experience applying them one dimension up, I=
have the impression things are similar.=A0 After all, you can take an H2 s=
lice of H3, an R2 slice of R3, or an S2 slice of S3, and the 2D behaviors a=
re connected to the 3D behaviors.



=A0

The core of things are the "linear fractional transformations&quo=
t; or " target=3D"_blank">Mobius Transformations".=A0=A0A=A0Mobius=A0Tran=
sformation is=A0a simple looking=A0function of a complex variable z.



=A0

f(z) =3D (az+b)/(cz+d)

=A0

The a,b,c,d coefficients are complex numbers as well, and you get diff=
erently behaving functions depending on how they are chosen.=A0 (To be comp=
lete for those who might not know,=A0a complex number has two components an=
d so can be interpreted as a point in a plane, so these functions transform=
point locations in a plane.)=A0



=A0

To get a sense of how they can transform points in a plane and some co=
ol geometric insight, watch VmDgiFnY" target=3D"_blank">this short YouTube video. =A0In the video, =
you see how the functions can represent the "isometry" movements =
(distance preserving) of a stereographically projected sphere, but they can=
represent more.=A0=A0Selecting=A0certain coefficients allows you to descri=
be all the movements of H2 in the Poincare disk model as well!=A0 Don used =
these functions for his tessellation applet.=A0 In fact, the simple formula=
above can be used to describe isometries in all three standard geometries =
(stereographically projected S2, R2, and the Poincare disk model of H2), wh=
ich is crazy to me. =A0


As if that's not enough, Tristan Needham writes in =
Visual Complex Analysis:


=A0
argin-right: 0px; margin-bottom: 0px; margin-left: 0.8ex; border-left-width=
: 1px; border-left-color: rgb(204, 204, 204); border-left-style: solid; pad=
ding-left: 1ex; ">
...we explain how we may set up a one-to-one correspondence between these l=
ight rays and complex numbers. =A0Thus each Lorentz transformation of space=
-time induces a definite mapping of the complex plane. =A0What kinds of com=
plex mappings do we obtain in this way? =A0The miraculous answer turns out =
to be this: =A0The complex mappings that correspond to the Lorentz transfor=
mations are the Mobius transformations! =A0Conversely, every Mobius transfo=
rmation of C yields a unique Lorentz transformation of space-time. =
=A0Even among professional physicists, this "miracle" is not as w=
ell known as it should be.


So there you have it, these transforms are also intimat=
ely related to special relativity!


If anyone wants to dig deeper, all the details of=A0the possibilities =
for the=A0a,b,c,d coefficients and the classes of behavior they lead to are=
in Visual Complex Analysis. =A0It's safe to say the Mobius Transformat=
ions are all over the place in the models of H3 geometry (I know Andrey use=
d them in his implementation, though he could provide more insight about wh=
at it takes to fully jump to the 3D geometry from 2D).



=A0

All the best,

Roice

=A0


--001636c599154ecfa404945b0dac--





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