Yes, 3-cycle on 4C is not a bug, it's really possible situation. But may wa=
y to resolve it was too long (more than 1500 twists?).
Andrey
--------------060307060009010203000808
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit
Very impressive, Andrey! Of course we have all come to expect greatness
from you, and with regularity, so I would like to suggest that we take a
step back for a moment and get a sense of what this accomplishment
means. In many ways the higher-dimensional puzzles we have been getting
used to can be understood well enough through dimensional analogy but
these hyperbolic puzzles require you to wrap your mind around warped
spaces which seems like a whole different story. In some ways there are
direct connections between hyperbolic and higher dimensional spaces as
we've seen with the Roice's embedding of the 3D cube and Klien's quartic
into hyperbolic 2D space, but hyperbolic 3D spaces are literally
mind-bending because we live in a 3D space and it seems impossible to
see these new spaces from the outside. It feels to me like the
difference between solving a 2D maze on paper versus solving a hedge
maze from the inside. I have no comfortable frame of reference from
which to solve it or even to fully grasp what I am seeing. Without
having seen Roice's MagicTile in action I would have a lot more
difficulty understanding this display.
The one thing that is clear is that these are some amazingly beautiful
objects, and the mechanisms behind their function are even more
impressive. Don, Roice and Andrey are programming gods who have breathed
life into these clockwork universes. They give them to us and then dance
within them. Andrey's new solution belongs in a shrine. It begs the
question of whether he is god enough to create a puzzle so difficult
that even he can not solve it. I think that the answer is no but
something tells me that he will continue trying to show me that I am wrong.
I love that he implemented twist animations. That really helps to show
its finite nature. I notice that in some cases only the clicked face
animates and other affected faces only change state at the end. I don't
think that is a bug because it only seems to happen at the edges where
the tiling stops. Other than that the puzzle now seems very complete. I
particularly like the contiguous-cubies mode when setting the
face-shrink slider to its max. That mode never worked very well in MC4D
because it was never possible to see through the clutter, but the extra
room in hyperbolic space allows exactly that and in many ways seems like
it could be as useful as it is pretty. It makes the pieces look like so
much candy!
A couple of embellishments that I would like to put on the wish list
include
* A cross-eyed stereo view. A stereo view is the most important
thing that I intend to add to MC4D. I had it sort of working but
not perfectly so I took it out for the moment. I think that it
will be very helpful when solving any of these puzzles when more
than a few hundred stickers are visible because the added depth
makes the view much easier to grok.
* A slider to control how much of the hyperbolic space to draw. The
animation is so fast on my machine that it can clearly handle a
lot more pieces.
* Highlighting by sticker or piece. This will look far more
impressive than it does in MC4D since stickers and pieces will
light up all over the puzzle. it will also help when demonstrating
the finite nature of the puzzle to others. Currently only the
twist animations make that clear but that also changes the puzzle
state.
Well it's time to tear myself from this magical land and be social for a
few days. I wish that I had better ways to show all this beauty to
people without frightening them but I get an incredible amount of
pleasure just knowing that these things exist and that a few people can
grapple with them just fine. Thanks again Andrey and congratulations on
achieving the first ever solution of a 3D hyperbolic twisty puzzle, and
thank you for this wonderful holiday gift.
-Melinda
On 12/24/2010 1:29 PM, Andrey wrote:
> Yes, 3-cycle on 4C is not a bug, it's really possible situation. But may way to resolve it was too long (more than 1500 twists?).
>
> Andrey
--------------060307060009010203000808
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
Yes, 3-cycle on 4C is not a bug, it's really possible situation. But may way to resolve it was too long (more than 1500 twists?).
Andrey
Melinda,
Thank you very much for your words. Yes, it's difficult to find something=
familiar in this H3 world, so for 8C I took the most simple way: I worked =
only in contiguous-cubies mode, and most twists were of one face and of "op=
posite" faces - only around 2C stickers adjacent to the first face. There w=
as easy to build 6-twists macro for 3-loop of 3C, 14-twists for the pair of=
4C transpositions (like 3^3 (FRF'R')^3 operation) and 30-twists for rotati=
on of two 4Cs (hmm... it could be 14-twist? need to check). Everything went=
smoothly and I was very surprised when twist counter showed 1400 twists, t=
hen 2300, 3300...
To create puzzle that I can't solve? I think it's easy. You see, even simpl=
est 4D douprizms are too hard for me now :) So something deep-cut and 4D ea=
sily may be out of my reach...
BTW, next game will probably be 5D Pacman - just for fun and to take a rest=
of puzzles :) I think that I see good interface for it.
Yes, some stickers are not animated. It happens if there is no 2C sticker c=
onnected to the moving face. Unfortunately, mathematics in the geometry par=
t is not as elegant as I hoped, so some internal navigation in data structu=
res is almost impossible witout risk of serious bugs in the code.
As for the wish list:
- I'm not going to implement stereo view in the nearest future: screen is a=
lready too small for this puzzle.
- Slider with the computed area? May be, I'll add one or two layers, but nu=
mber of stickers increases exponentionally with the radius of the area. And=
recalculation of geometry will be slow and probably you'll loose position =
of camera during it. So it will be operation that you want to do once in a =
game. May be, it's better to put it in the menu.
- sticker highlighting is implemented. It is shift-click or shift-right-cli=
ck. One of them highlights a piece and a place for it, and another highligh=
ts a piese that should go there (like in 120Cell program).
I'll add to the list such feature as the checkbox "reverse twist direction"=
(very useful when you work in contiguous-cubies mode) and something that h=
elps to see 3C cubies that are hidden below 4C. May be it will be mask "sho=
w/hide stickers of particular type" or just a flag/bar "shrink corners".
Andrey
--0016e6d58dac3b6b1604987b6a0c
Content-Type: text/plain; charset=ISO-8859-1
A single twirled 4C piece was very surprising to me! At first blush, I
would expect things to behave exactly as described in section 6d of
the Keane/Kamack
paper
We've seen single twirled corners on the 5D puzzle, and the allowance for
that has to do with being able to mirror pieces through four dimensions
(using the 5th dimension), as described by
Don
So my initial guess was that the 8-Colors puzzle must therefore have a
non-orientable
would allow mirrored pieces to show up, and that a combination of
reflections could give the observed result. But the topology is orientable.
(For any interested, to check to see if the puzzle was non-orientable, I
traced paths from a cell to its copies, then looked to see if any of the 4C
pieces in the copy appeared mirrored relative to the parent cell.)
At a loss for an explanation, what I tried next was to count the number of
4C pieces connected to a given cell (fourteen), and in doing so, I think I
stumbled onto the cause of this. If you look at how these 4C pieces move
during a 2C twist of this cell, there are two sets of 6 that change
positions in 6-cycles. But the remaining two 4C pieces change positions in
2-cycles, with their orientations twirling a third after each two cycle.
This seems to be the root of the unusual behavior, though I still haven't
nailed down exactly which part of Keane/Kamack's analysis no longer applies.
Why are there two 4C pieces that have this unique behavior during each 2C
twist? I think the cause of that has to do with the fact that the periodic
painting on the 8-colored puzzle is
chiral
You can get a sense of this by studying the pattern of colors on a pristine
puzzle from within one of the cells (such that you can easily see the color
pattern on the hexagonal grid). Contrast with the 12-Colors puzzle, where
the periodic painting is not chiral. In the latter, you have eighteen 4C
pieces connected to every face, which breaks down into 3 sets that each
permute positions in 6-cycles, so there are no uniquely behaving pieces.
I'm placing my bet that a single twirled corner on the 12-Colors puzzle is
impossible.
I would of course appreciate further insights or corrections to my thoughts
about this unusual behavior! One last comment on the topic though - the
single twirled piece is noteworthy because, unlike the other kinds of
impossible-looking states usually encountered, this is not due to an
even/odd (binary) phenomenon, but instead a trinary one. So "parity" is
probably not a word that should even enter the discussion :D
I want to add to the chorus and also say* thank you to Andrey* very much for
the new goodies in MHT633. I really appreciate the Poincare Ball view in
particular. It's very nice, and I consider it the closest possible visual
analogue to MC4D in terms of display and controls. I like that you've
matched the controls so well, though to be as close as possible, I would
recommend switching the directions in the left-click dragging (so that the
dragging pulls the front of the ball model, rather than the rear). I'd also
like to echo others thoughts on how nice the animated twisting is for
understanding.
Here is some *very minor* feedback for things I ran across while playing
with the latest version (some of it probably not even worth fixing):
- The ctrl-left-click to set a new center feature looks to no longer work.
- If you left-click to twist while it is still animating the previous
twist, both twists are instantaneously applied.
- Ctrl-z to undo does not always undo relative to the same clicked sticker
when animating, but instead always undoes relative to some fundamental
location. This only looked noticeable when you are viewing the puzzle from
within a cell, and the end result of the state is the same regardless, so I
don't think it is worth spending time on. In fact, it was a nice insight
for me for further possibilities in MagicTile (I didn't realize things fit
together so well in a hexagonal periodic painting, so I see now there are
some additional slice-masked twists I could allow).
Thanks again Andrey! MHT633 is the ultimate Rubik analogue!
All the best,
Roice
On Fri, Dec 24, 2010 at 3:29 PM, Andrey
> Yes, 3-cycle on 4C is not a bug, it's really possible situation. But may
> way to resolve it was too long (more than 1500 twists?).
>
> Andrey
>
--0016e6d58dac3b6b1604987b6a0c
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
sh, I would expect things to behave exactly as described in section 6d of t=
he k">Keane/Kamack paper.=A0=A0
nce for that has to do with being able to mirror pieces through four dimens=
ions (using the 5th dimension), as /group/4D_Cubing/message/243" target=3D"_blank">described by Don.=A0 So=
my initial guess was that the 8-Colors puzzle must therefore have a f=3D"http://en.wikipedia.org/wiki/Orientability" target=3D"_blank">non-orie=
ntable topology, which would allow mirrored pieces to show up, and that=
a combination of reflections could give the observed result. =A0But the to=
pology is orientable. (For any interested, to check to see if the puzzle wa=
s non-orientable, I traced paths from a cell to its copies, then looked to =
see if any of the 4C pieces in the copy appeared mirrored relative to the p=
arent cell.)=A0=A0
r of 4C pieces connected to a given cell (fourteen), and in doing so, I thi=
nk I stumbled onto the cause of this. =A0If you look at how these 4C pieces=
move during a 2C twist of this cell,=A0there are two sets of 6 that change=
positions in 6-cycles.=A0 But the remaining two 4C pieces change positions=
in 2-cycles, with their orientations twirling=A0a third after each=A0two c=
ycle.=A0 This seems to be the root of the unusual behavior, though I still =
haven't nailed down exactly which part of Keane/Kamack's analysis n=
o longer applies.
=A0each 2C twist?=A0 I think the cause of that has to do with the fact that=
the periodic painting on the 8-colored puzzle is pedia.org/wiki/Chirality_(mathematics)" target=3D"_blank">chiral.=A0 Yo=
u can get a sense of this by studying the pattern of colors on a pristine p=
uzzle from within one of the cells (such that you can easily see the color =
pattern on the hexagonal grid).=A0 Contrast with the 12-Colors puzzle, wher=
e the periodic painting is not chiral.=A0 In the latter, you have eighteen =
4C pieces connected to=A0every face, which breaks down into 3 sets that eac=
h permute positions in 6-cycles, so there are no uniquely behaving=A0pieces=
.=A0 I'm placing my bet=A0that a single twirled corner on the 12-Colors=
puzzle is impossible.
ughts about this unusual behavior!=A0 One last comment on the topic though =
- the single twirled piece=A0is noteworthy because, unlike the other kinds =
of impossible-looking states usually encountered, this is not due to an eve=
n/odd (binary) phenomenon, but instead a trinary one.=A0 So "parity&qu=
ot; is probably not a word that should even=A0enter the discussion :D
very much for the new goodies in MHT633.=A0=A0I really appreciate=
the Poincare Ball view in particular. =A0It's very nice, and I conside=
r it the closest possible visual analogue to MC4D in terms of display and c=
ontrols. =A0I like that you've matched the controls so well, though to =
be as close as possible,=A0I would recommend switching the directions in th=
e left-click dragging (so that the dragging pulls the front of the ball mod=
el, rather than the rear).=A0 I'd also like to echo others thoughts on =
how nice the animated twisting is for understanding.
e playing with the latest version (some of it probably not even worth fixin=
g):
ork.
twist, both twists are instantaneously applied.
ticker when animating, but instead=A0always undoes relative to=A0some funda=
mental location.=A0 This only looked noticeable when you are viewing the pu=
zzle from within a cell, and the end result of the state is the same regard=
less, so I don't think it is worth spending time on.=A0 In fact, it was=
a nice insight for me for=A0further=A0possibilities in MagicTile (I didn=
39;t realize things fit together so well in a hexagonal periodic painting, =
so I see now there are some additional slice-masked twists I could allow).<=
/div>
; PADDING-LEFT: 1ex" class=3D"gmail_quote">Yes, 3-cycle on 4C is not a bug,=
it's really possible situation. But may way to resolve it was too long=
(more than 1500 twists?).
Andrey
--0016e6d58dac3b6b1604987b6a0c--
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Tue, 28 Dec 2010 17:36:26 -0000
Subject: Re: [MC4D] 8Colors solved
Roice,
Thank you for the feedback. I think that the reason of 3-cycle in 8Colors=
is not in chirality of the pattern, but in the number of 4C in one face: 1=
4 is not a multiple of 3. If you make 120-deg twist of the face, sum of twi=
sts of all 4C will be 120*14=3D-120 deg, and then it's possible to solve th=
e resulting position by commutators that preserve sum of rotation angles (m=
y way of solving was longer because I haven't found "pure" 3-cycle of 2C in=
one face). So I guess that in all puzzles with non-3*k 2Cs in one face (i.=
e. more than half of puzzles) will have such problem.
For the Poincare ball view I haven't changed mouse controls, so they beha=
ve same way as for real view. I'll think about changing of left-drag direct=
ions.
About other points:
- yes, ctrl-left click doesn't work now. I turned it off when it performe=
d MANY times instead of ctrl-shift-left click. It's difficult to undo its a=
ction.
- click during animation? I'll check. I thought that second click is igno=
red, but may be it found some way to be performed.
- animated undo - yes, and it will not be fixed. I save only logical numb=
ers of stickers, not their geometric instances (and correspondence is chang=
ing every time when some stickers appear/disappear). So I get the sticker w=
ith the given logical number that is closest to the face center, and show r=
otation around it.
Good luck again!
Andrey
From: Melinda Green <melinda@superliminal.com>
Date: Tue, 28 Dec 2010 13:53:03 -0800
Subject: Re: [MC4D] 8Colors solved
--------------090603030008080906000100
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit
Hey, that is a really clever idea, Roice! I don't know if I would have
thought of that method but now that you point it out I see that it is
definitely the most natural way to answer that question. One thing you
didn't mention was your method of choosing your target copy. I think
that you would need to choose a face that appears to twist in the
opposite direction to the starting face of the 4C piece that you then
send on its journey to the copy face. I'm going to guess that puzzles
are always orientable when twists of face copies are all in the same
direction as the clicked face. I'm a little surprised that the inverse
is not always true.
-Melinda
On 12/28/2010 9:02 AM, Roice Nelson wrote:
> [...]For any interested, to check to see if the puzzle was
> non-orientable, I traced paths from a cell to its copies, then looked
> to see if any of the 4C pieces in the copy appeared mirrored relative
> to the parent cell.
--------------090603030008080906000100
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
http-equiv="Content-Type">
Hey, that is a really clever idea, Roice! I don't know if I would
have thought of that method but now that you point it out I see that
it is definitely the most natural way to answer that question. One
thing you didn't mention was your method of choosing your target
copy. I think that you would need to choose a face that appears to
twist in the opposite direction to the starting face of the 4C piece
that you then send on its journey to the copy face. I'm going to
guess that puzzles are always orientable when twists of face copies
are all in the same direction as the clicked face. I'm a little
surprised that the inverse is not always true.
-Melinda
On 12/28/2010 9:02 AM, Roice Nelson wrote:
cite="mid:AANLkTimiLT8EJt9qq3FUoiSsmUkOs9xKXH7MZXxqYp6S@mail.gmail.com"
type="cite">
[...]For any interested,
to check to see if the puzzle was non-orientable, I traced paths
from a cell to its copies, then looked to see if any of the 4C
pieces in the copy appeared mirrored relative to the parent cell.
--------------090603030008080906000100--
From: Roice Nelson <roice3@gmail.com>
Date: Thu, 30 Dec 2010 12:14:31 -0600
Subject: Re: [MC4D] 8Colors solved
--0015174a0e0e3e022e0498a4a81b
Content-Type: text/plain; charset=ISO-8859-1
@andrey
Thanks for correcting my thoughts about the chirality of the pattern.
Sounds like I was on the right track by observing the two unique pieces
during a twist, but jumped to conclusions as to why they were behaving
differently (classic case of trying to extrapolate using too few examples).
About ctrl-left clicking, the same frustrating thing was happening to me in
the beta, so I'm glad you decided to turn it off. I would recommend
updating the help text to be current though, and maybe using a different key
sequence to still offer recentering functionality.
@melinda
For choosing the targets, I just tried to look at all the cells close by.
Since there can be non-orientable topologies where some nearby copies are
mirrored and others are not (an example in the 2D case is a hexagonal
periodic painting that is topologically a Klein bottle), I was aware that
looking at only a few nearby cells wouldn't prove things are orientable. So
in truth, I didn't have 100% confidence in my claim that the 8Colors puzzle
was orientable. Perhaps there is some rule by which you could guarantee
you've looked at enough copies, though I don't know what that might be. In
any case, I agree with your guess :)
In thinking about this, I noticed the 3-color hexagonal puzzle in MagicTile
is strange in that the state after a twist would appear the same whether
copies were twisted clockwise or counterclockwise. So it appeared to be
able to simultaneously behave in both an orientable and non-orientable
fashion. It was fun to think about, and I figure the reason it works either
way is that each face already has both left-handed and right-handed versions
of 3C pieces.
All the best,
Roice
On Tue, Dec 28, 2010 at 3:53 PM, Melinda Green
>
>
> Hey, that is a really clever idea, Roice! I don't know if I would have
> thought of that method but now that you point it out I see that it is
> definitely the most natural way to answer that question. One thing you
> didn't mention was your method of choosing your target copy. I think that
> you would need to choose a face that appears to twist in the opposite
> direction to the starting face of the 4C piece that you then send on its
> journey to the copy face. I'm going to guess that puzzles are always
> orientable when twists of face copies are all in the same direction as the
> clicked face. I'm a little surprised that the inverse is not always true.
>
> -Melinda
>
> On 12/28/2010 9:02 AM, Roice Nelson wrote:
>
> [...]For any interested, to check to see if the puzzle was non-orientable,
> I traced paths from a cell to its copies, then looked to see if any of the
> 4C pieces in the copy appeared mirrored relative to the parent cell.
>
>
>
>
--0015174a0e0e3e022e0498a4a81b
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
Thanks for correcting my thoughts=A0about the chirality of =
the pattern.=A0 Sounds like I was on the right track by observing the two u=
nique pieces during a twist, but jumped to conclusions as to why they were =
behaving differently (classic case of trying to extrapolate using too few e=
xamples).
About ctrl-left clicking, the same frustrating thing was happening to m=
e in the beta, so I'm glad you decided to turn it off.=A0 I would recom=
mend updating the help text to be current though, and maybe using a differe=
nt key sequence to still offer recentering functionality.
@melinda
For choosing the targets, I just tried to look at all the c=
ells close by. =A0Since there can be non-orientable topologies where some n=
earby copies are mirrored and others are not (an example in the 2D case is =
a hexagonal periodic painting that is topologically a Klein bottle), I was =
aware that looking at only=A0a few nearby cells wouldn't prove things a=
re orientable.=A0 So in truth, I didn't have 100% confidence in my clai=
m that the 8Colors puzzle was orientable.=A0 Perhaps there is some rule by =
which you could guarantee you've looked at enough copies, though I don&=
#39;t know what that might be.=A0 In any case, I agree with your guess :)=
div>
cTile is strange in that the state after a twist would appear the same whet=
her copies were twisted=A0clockwise or counterclockwise.=A0 So it appeared =
to be able to simultaneously behave in both an orientable and non-orientabl=
e fashion.=A0 It was fun to think about, and I=A0figure the reason it works=
either way is that each face already has both left-handed and right-handed=
versions of 3C pieces.
All the best,
Roice
span dir=3D"ltr"><_blank">melinda@superliminal.com> wrote:
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
Hey, that is a really cle=
ver idea, Roice! I don't know if I would have thought of that method bu=
t now that you point it out I see that it is definitely the most natural wa=
y to answer that question. One thing you didn't mention was your method=
of choosing your target copy. I think that you would need to choose a face=
that appears to twist in the opposite direction to the starting face of th=
e 4C piece that you then send on its journey to the copy face. I'm goin=
g to guess that puzzles are always orientable when twists of face copies ar=
e all in the same direction as the clicked face. I'm a little surprised=
that the inverse is not always true.
-Melinda
On 12/28/2010 9:02 AM, Roice Nelson wrote:=20[...]For any interested, to check to see if the p=
uzzle was non-orientable, I traced paths from a cell to its copies, then lo=
oked to see if any of the 4C pieces in the copy appeared mirrored relative =
to the parent cell.
=
div>
--0015174a0e0e3e022e0498a4a81b--
From: Melinda Green <melinda@superliminal.com>
Date: Thu, 30 Dec 2010 16:11:19 -0800
Subject: Re: [MC4D] 8Colors solved
--------------020405010409030102050304
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit
You make a great point, Roice. I've gone over and over this in my mind
for a while now, and many times I thought I had some simple answers but
in the end I guess that I feel the same way that you do. It's not the
hyperbolic space that throws me but the fact that this tiling involves
cells which each have an infinite number of faces. I bet it would be fun
to see a similar puzzle from tiling that contains both finite and
infinite cells. This is really fascinating stuff!
-Melinda
On 12/30/2010 10:14 AM, Roice Nelson wrote:
>
> [...]
> For choosing the targets, I just tried to look at all the cells close
> by. Since there can be non-orientable topologies where some nearby
> copies are mirrored and others are not (an example in the 2D case is a
> hexagonal periodic painting that is topologically a Klein bottle), I
> was aware that looking at only a few nearby cells wouldn't prove
> things are orientable. So in truth, I didn't have 100% confidence in
> my claim that the 8Colors puzzle was orientable. Perhaps there is
> some rule by which you could guarantee you've looked at enough copies,
> though I don't know what that might be. In any case, I agree with
> your guess :)[...]
>
>
> On Tue, Dec 28, 2010 at 3:53 PM, Melinda Green
>
>
>
>
> Hey, that is a really clever idea, Roice! I don't know if I would
> have thought of that method but now that you point it out I see
> that it is definitely the most natural way to answer that
> question. One thing you didn't mention was your method of choosing
> your target copy. I think that you would need to choose a face
> that appears to twist in the opposite direction to the starting
> face of the 4C piece that you then send on its journey to the copy
> face. I'm going to guess that puzzles are always orientable when
> twists of face copies are all in the same direction as the clicked
> face. I'm a little surprised that the inverse is not always true.
>
> -Melinda
>
> On 12/28/2010 9:02 AM, Roice Nelson wrote:
>> [...]For any interested, to check to see if the puzzle was
>> non-orientable, I traced paths from a cell to its copies, then
>> looked to see if any of the 4C pieces in the copy appeared
>> mirrored relative to the parent cell.
>
--------------020405010409030102050304
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
http-equiv="Content-Type">
You make a great point, Roice. I've gone over and over this in my
mind for a while now, and many times I thought I had some simple
answers but in the end I guess that I feel the same way that you do.
It's not the hyperbolic space that throws me but the fact that this
tiling involves cells which each have an infinite number of faces. I
bet it would be fun to see a similar puzzle from tiling that
contains both finite and infinite cells. This is really fascinating
stuff!
-Melinda
On 12/30/2010 10:14 AM, Roice Nelson wrote:
cite="mid:AANLkTikZDk5_YK+ZnkZX76HOLOb90ZU_mxup6K+kXpSn@mail.gmail.com"
type="cite">
For choosing the targets, I just tried to look at all the cells
close by. Since there can be non-orientable topologies where
some nearby copies are mirrored and others are not (an example
in the 2D case is a hexagonal periodic painting that is
topologically a Klein bottle), I was aware that looking at
only a few nearby cells wouldn't prove things are orientable.
So in truth, I didn't have 100% confidence in my claim that the
8Colors puzzle was orientable. Perhaps there is some rule by
which you could guarantee you've looked at enough copies, though
I don't know what that might be. In any case, I agree with your
guess :)[...]
Melinda Green < moz-do-not-send="true"
href="mailto:melinda@superliminal.com" target="_blank">melinda@superliminal.com>
wrote:
class="gmail_quote">
Hey, that is a really clever idea, Roice! I don't know
if I would have thought of that method but now that
you point it out I see that it is definitely the most
natural way to answer that question. One thing you
didn't mention was your method of choosing your target
copy. I think that you would need to choose a face
that appears to twist in the opposite direction to the
starting face of the 4C piece that you then send on
its journey to the copy face. I'm going to guess that
puzzles are always orientable when twists of face
copies are all in the same direction as the clicked
face. I'm a little surprised that the inverse is not
always true.
-Melinda
On 12/28/2010 9:02 AM, Roice Nelson wrote:
[...]For any interested, to
check to see if the puzzle was non-orientable, I
traced paths from a cell to its copies, then looked
to see if any of the 4C pieces in the copy appeared
mirrored relative to the parent cell.
--------------020405010409030102050304--
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Fri, 31 Dec 2010 05:54:55 -0000
Subject: Re: [MC4D] 8Colors solved
Roice,
do you know any Klein bottle-like periodic painting of square or hexagona=
l tiling of plane that has cells or two kinds (left- and right-handed) for =
every color? I try to find such thing, but results have very small group of=
movements: for example, classic model of Klein bottle (square with connect=
ed opposite sides) enable all shifts in one direction, half-side shifts in =
other directions and two families of 180-deg rotations - that is the factor=
of movement group of infinite rectangular prizm. There are no 90-deg rotat=
ions in this model. I wonder if we can design "douprizm" based on this type=
of connections.
Another way to make non-orientable puzzle is to take projective-plane-lik=
e faces (3-colored cube of 6-colored dodecahedron). 3-colored cube generate=
s puzzle that looks like 3^4 with the same color of opposite sides and with=
special movements (when you twist some cube, opposite cube also is twisted=
somehow). Puzzle has 4 faces, 6 2Cs, 4 3Cs and one 4C cubie. I don't know =
if there is painting of 120cell that gives regular puzzle made of 6 color h=
alf-dodecahedra.
And it will be interesting to look for non-orientable paintings of "bitru=
ncated cubic honeycomb" (made of trucated octahedra) :)
Andrey
From: Roice Nelson <roice3@gmail.com>
Date: Fri, 31 Dec 2010 13:36:31 -0600
Subject: Re: [MC4D] 8Colors solved
--0016e6dd8e4f5194950498b9eba7
Content-Type: text/plain; charset=ISO-8859-1
inlines below :)
On Thu, Dec 30, 2010 at 11:54 PM, Andrey
> Roice,
> do you know any Klein bottle-like periodic painting of square or hexagonal
> tiling of plane that has cells or two kinds (left- and right-handed) for
> every color? I try to find such thing, but results have very small group of
> movements: for example, classic model of Klein bottle (square with connected
> opposite sides) enable all shifts in one direction, half-side shifts in
> other directions and two families of 180-deg rotations - that is the factor
> of movement group of infinite rectangular prizm. There are no 90-deg
> rotations in this model. I wonder if we can design "douprizm" based on this
> type of connections.
>
I think there are many possibilities, but I just made a pictorial example of
one in the hexagonal case and uploaded it
here
That would be a 9-color, non-orientable puzzle if it were sliced up. For
any cell, the copies above/below would twist in the same direction. The
copies that are three columns to the left/right would twist in an opposite
direction. Rotations of a face would be 60 degrees, just as in the other
MagicTile hexagonal puzzles.
Is this what you were looking for? (I didn't understand the phrasing
"shifts in one direction, half-side shifts in other directions...")
> Another way to make non-orientable puzzle is to take projective-plane-like
> faces (3-colored cube of 6-colored dodecahedron). 3-colored cube generates
> puzzle that looks like 3^4 with the same color of opposite sides and with
> special movements (when you twist some cube, opposite cube also is twisted
> somehow). Puzzle has 4 faces, 6 2Cs, 4 3Cs and one 4C cubie. I don't know if
> there is painting of 120cell that gives regular puzzle made of 6 color
> half-dodecahedra.
>
Regarding a "puzzle made of 6 color half-dodecahedra", it sounds like what
you are heading towards is the 57-cell
which is a four dimensional "abstract" regular polytope composed of
hemi-dodecahedra. I'm unsure if this could be visualized as a painting of
the 120cell. If a puzzle were made based on the 57-cell, each
hemi-dodecahedron would be a solid color though (not 6 colors). The only
other polotype I'm aware of which is built up of hemi-objects is the
11-cell
from hemi-icosahedra, so if there is the possibility of a polytope composed
of hemi-cubes like you're describing, that is news to me.
You can paint the 120cell into a non-orientable hemi-120cell (by simply
identifying antipodal cells), which could easily be presented using the
Magic120Cell interface. And you could create a hemi-8cell puzzle as well
(which is what I thought you were describing at first). But in both these
cases, cells would be full polyhedra, not hemi-polyhedra.
> And it will be interesting to look for non-orientable paintings of
> "bitruncated cubic honeycomb" (made of trucated octahedra) :)
I agree :)
Happy New Year,
Roice
--0016e6dd8e4f5194950498b9eba7
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
010 at 11:54 PM, Andrey <lin@yahoo.com">andreyastrelin@yahoo.com> wrote:
id;padding-left:1ex;">
Roice,
=A0do you know any Klein bottle-like periodic painting of square or hexago=
nal tiling of plane that has cells or two kinds (left- and right-handed) fo=
r every color? I try to find such thing, but results have very small group =
of movements: for example, classic model of Klein bottle (square with conne=
cted opposite sides) enable all shifts in one direction, half-side shifts i=
n other directions and two families of 180-deg rotations - that is the fact=
or of movement group of infinite rectangular prizm. There are no 90-deg rot=
ations in this model. I wonder if we can design "douprizm" based =
on this type of connections.
I just made a pictorial example of one in the hexagonal case and uploaded i=
t le.png">here. =A0That=A0would be a 9-color, non-orientable puzzle if it=
were sliced up. =A0For any cell, the copies above/below would twist in the=
same direction. =A0The copies that are three columns to the left/right wou=
ld twist in an opposite direction. =A0Rotations of a face would be 60 degre=
es, just as in the other MagicTile hexagonal puzzles.
erstand the phrasing "shifts in one direction, half-side shifts in oth=
er directions...")" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
=A0Another way to make non-orientable puzzle is to take projective-plane-l=
ike faces (3-colored cube of 6-colored dodecahedron). 3-colored cube genera=
tes puzzle that looks like 3^4 with the same color of opposite sides and wi=
th special movements (when you twist some cube, opposite cube also is twist=
ed somehow). Puzzle has 4 faces, 6 2Cs, 4 3Cs and one 4C cubie. I don't=
know if there is painting of 120cell that gives regular puzzle made of 6 c=
olor half-dodecahedra.
alf-dodecahedra", it sounds like what you are heading towards is the <=
a href=3D"http://en.wikipedia.org/wiki/57-cell">57-cell, which is a fou=
r dimensional "abstract" regular polytope composed of hemi-dodeca=
hedra. =A0I'm unsure if this could be visualized as a painting of the 1=
20cell. =A0If a puzzle were made based on the 57-cell, each hemi-dodecahedr=
on would be a solid color though (not 6 colors). =A0The only other polotype=
I'm aware of which is built up of hemi-objects is the //en.wikipedia.org/wiki/11-cell">11-cell,=A0made from hemi-icosahedra, =
so if there is the possibility of a polytope composed of hemi-cubes like yo=
u're describing, that is news to me.
0cell (by simply identifying antipodal cells), which could easily be presen=
ted using the Magic120Cell interface. =A0And you could create a hemi-8cell =
puzzle as well (which is what I thought you were describing at first). =A0B=
ut in both these cases, cells would be full polyhedra, not hemi-polyhedra.<=
/div>
=A0And it will be interesting to look for non-orientable paintings of &quo=
t;bitruncated cubic honeycomb" (made of trucated octahedra) :)uote>
,
--0016e6dd8e4f5194950498b9eba7--
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Fri, 31 Dec 2010 20:55:58 -0000
Subject: Re: [MC4D] 8Colors solved
>=20
> Is this what you were looking for? (I didn't understand the phrasing
> "shifts in one direction, half-side shifts in other directions...")
>
Not exactly... If you turn this picture around some cell by 90 degrees, the=
n picture will be changed (but some colors remain same) - so this painting =
is not invariant wrt this rotation. It can be used for non-oriented puzzle,=
but not as non-oriented face of the puzzle
> Regarding a "puzzle made of 6 color half-dodecahedra", it sounds like wha=
t
> you are heading towards is the 57-cell
> which is a four dimensional "abstract" regular polytope composed of
> hemi-dodecahedra. I'm unsure if this could be visualized as a painting o=
f
> the 120cell. If a puzzle were made based on the 57-cell, each
> hemi-dodecahedron would be a solid color though (not 6 colors). The only
> other polotype I'm aware of which is built up of hemi-objects is the
> 11-cell
> from hemi-icosahedra, so if there is the possibility of a polytope compos=
ed
> of hemi-cubes like you're describing, that is news to me.
>=20
> You can paint the 120cell into a non-orientable hemi-120cell (by simply
> identifying antipodal cells), which could easily be presented using the
> Magic120Cell interface. And you could create a hemi-8cell puzzle as well
> (which is what I thought you were describing at first). But in both thes=
e
> cases, cells would be full polyhedra, not hemi-polyhedra.
Yes, 57-cell and 11-cell are polytopes with non-oriented faces, so they can=
be used for the puzzle. And they don't mention 4-cell because it has only =
one vertex (like your 3-color paintings in Magic Tile) that is not good for=
the polytope :)
>=20
> > And it will be interesting to look for non-orientable paintings of
> > "bitruncated cubic honeycomb" (made of trucated octahedra) :)
>=20
>=20
> I agree :)
>=20
but faces will be oriented :(
5 minutes before New Year here!
Happy New Year!