Concept

Exhaustive search

Settling a question by generating every candidate and testing each one. It needs no cleverness and gives a definite answer, and it is available only when the candidates can be listed and the list is short enough to finish.

Named by 32 essays across 8 fields — each of them below, with the objects they name alongside it.

Trisect every angle, and an equilateral triangle appears. A triangle with angles 78°, 54°, 48°, its six angle trisectors, and the triangle whose corners are where the trisectors nearest each side meet. That inner triangle is equilateral, which is Morley's theorem.

Three trisectors and a triangle nobody expected

Cut every angle of a triangle into three. The trisectors nearest each side meet in three points, and those three points are always the corners of an equilateral triangle — for every triangle there is, with no exceptions and no reason anybody finds obvious.

geometry · Morley
3 rounds on chains of 4 and 5. Two chains of dots with pebbles placed in turn, and the transcript of a play: Spoiler picks an element of one chain, Duplicator answers in the other, and the pebbles must keep the same order.

A game that decides what can be said

Two players take turns pointing at elements of two structures; if the second can survive k rounds, then no sentence with k quantifiers tells the structures apart — a statement about infinitely many formulas, settled by a finite search.

logic · Ehrenfeucht–Fraïssé games
The de Bruijn graph on 2 letters and words of 3, and the cycle through it. A graph whose vertices are short words and whose arrows are words one letter longer, with a closed walk using every arrow exactly once marked, and the cyclic sequence it spells.

Every word once, around a cycle

A cyclic string of eight bits holds all eight three-bit words, each exactly once — and the reason such a thing exists is that the constraint linking overlapping windows is itself the construction.

computation · De bruijn
Every order of arrival for three partners, and what each player adds. A table with one row per order in which the players could arrive, giving what each adds to the group already present, and the average of each column as that player's share.

The order everybody arrives in

Three people jointly earn nine, and the question is what each is owed. Ask instead what each adds on walking into a room the others are already in, average that over every order they could have arrived in, and four modest conditions leave no other answer.

applied · Shapley value
The splits no group can beat, for three partners. The triangle of ways to split a fixed total between three players, with each coalition's demand drawn as a straight cut across it, and the region surviving every cut shaded.

A split nobody can walk away from

Every way of dividing what a group earns is a point of a triangle, and every coalition's threat to leave cuts a straight line across it. What survives all the cuts is the set of stable divisions — and for one three-player game there is nothing left.

applied · The core
3 consistent judges, and a majority that is not. A table of judges against three questions, every judge's row internally consistent, with the majority answer to each question underneath forming a combination no judge holds.

The court that contradicts itself

Three judges each answer three questions, and each answers them consistently. Take the majority on each question separately and the answers no longer hang together — the body as a whole asserts a combination no member of it holds, and no rearrangement of the procedure removes the problem.

applied · Judgement aggregation
256 consecutive pairs from xₙ₊₁ = 137xₙ + 187 mod 256. Consecutive outputs of a linear congruential generator plotted as points of a square, falling on a small family of evenly spaced parallel lines.

The planes a recurrence cannot leave

One multiplication and one addition, taken modulo a fixed number, produce a sequence that passes for random one value at a time. Taken two or three at a time it does not, and the reason is a whole-number relation that pins every point onto one of a small family of parallel lines.

computation · Pseudorandomness
Which axioms hold on which frames. A table of frames against modal axioms, each cell decided by checking the axiom under every valuation.

The axiom is the shape of the graph

Add one operator meaning necessarily and the choice of which axioms to accept stops being a matter of taste. Each candidate axiom is true of exactly those worlds-and-arrows diagrams whose arrows have a stated property, and a logic is a class of graphs.

logic · Modal logic
The most triangle-free edges on 6 points. A graph on 6 points carrying 9 edges and no triangle, found by examining every graph on those points, with the two sides its edges cross between drawn apart.

The edge that forces a triangle

A graph on six points can carry nine edges with no three of them closing a triangle. It cannot carry ten. The bound is n²/4, the graphs that achieve it are all the same shape, and both facts fall out of examining every graph there is.

discrete · Extremal graphs
Two colours avoid a progression up to 8, and no further. The numbers 1 to 8 in the two colours that avoid three equally spaced numbers in one colour, with the number 9 beside them in both colours and the pattern each choice forces.

Three in a row on the number line

Colour the numbers one to eight in two colours and it can be arranged that no three equally spaced numbers agree. Add the ninth and it cannot. The structure being forced is arithmetic rather than graphical, and the proof is a different proof.

discrete · Ramsey theory
The affine plane of order 3, one parallel class at a time. The n² cells of a complete set of orthogonal Latin squares of order 3, with the rows, the columns and each square's symbol classes drawn as lines of a plane.

The plane hiding in the squares

A complete family of orthogonal squares is not a collection of squares that happen to agree nowhere. It is a geometry — a plane with n² points in which every two points lie on exactly one line — and reading it that way is how the impossible orders were found.

computation · Latin squares
How many Latin squares there are, orders 1 to 8. The number of Latin squares of each small order, the ones up to six counted by exhaustive search and the larger ones quoted, on a logarithmic scale.

Nine thousand four hundred and eight

There are four Latin squares of order four once the first row and column are fixed, fifty-six of order five, and nine thousand four hundred and eight of order six. The exact answer is known for eleven orders and for no more — and yet a half-finished square can always be finished.

computation · Latin squares
The 576 squares of order 4, sorted by whether they associate. Every Latin square of order 4, counted by whether it associates and by which group it is when it does.

Sixteen of five hundred and seventy-six

A Latin square is a multiplication table in which every equation has exactly one solution. Ask it to be associative as well and almost every square drops out — sixteen of the five hundred and seventy-six of order four survive, and they are the two groups.

computation · Latin squares
A path of 4 bounces that closes, in a triangle of 100°, 40°, 40°. A triangular billiard table with a periodic path found by an exhaustive sweep of starting positions and directions.

The triangle nobody can settle

Does every triangular billiard table have a path that closes on itself? Acute triangles do, right triangles do, triangles with rational angles do — and for the rest the question has been open since it was asked.

dynamics · Billiards
Two models the modal language cannot separate, and two it can. Four Kripke models in two pairs: the upper pair joined by a bisimulation and agreeing on every formula, the lower pair separated by a formula found by search.

Two diagrams the language cannot tell apart

A modal formula sees a diagram of worlds and arrows through a very narrow window. Exactly how narrow is settled by a game: where one player can answer every move, no formula whatever separates the two starting worlds, however different the diagrams look.

logic · Modal logic
Axioms, the conditions on the arrows they answer to, and the one that answers to none. A table of modal axioms with the property of the accessibility relation each corresponds to, every row decided by sweeping all relations on up to four worlds.

The axiom with no property of the arrows

The first rung matched each axiom to a condition on the arrows by hand. There is a recipe that does it for a whole class of axioms, and there is an axiom the recipe cannot reach — not because nobody has looked, but because no condition on the arrows defines it at all.

logic · Modal logic
Three properties that leave the middle, and one that cannot. Four measured curves of the share of random graphs having a property, plotted against the number of points: three first-order properties running to zero or one, and the parity of the edge count sitting on a half throughout.

Nearly always, or nearly never

Toss a coin for every pair of points and ask whether the graph that results has some property. For a property a first-order sentence can state, the answer in the limit is never a genuine probability — it is zero or it is one, and the game is what proves it.

logic · Ehrenfeucht–Fraïssé games
What a sentence of depth 2 can reach. Two rings of points, of 14 and 19 points, each with a run of 9 consecutive points marked as the neighbourhood a sentence of depth 2 can inspect.

The distance a sentence can see

A first-order sentence with three quantifiers cannot notice anything about a graph beyond a fixed distance from the points it names. That single limitation is why it cannot say connected, and why the failure survives every attempt to add more quantifiers.

logic · Ehrenfeucht–Fraïssé games
The half of 24 permutations that commutators reach. A block of 24 squares, one per permutation, with the 12 generated by commutators shaded, beside bars counting the homomorphisms to each cyclic group.

The only bit that survives

A shuffle can be called even or odd, and the label behaves under composition. Ask whether some cleverer label — a number out of three, or out of four — could behave the same way, and the answer is that nothing else can — one bit is exactly what a permutation gives up.

algebra · Permutation parity
A 2×3 sliding puzzle: 360 arrangements of 720 can be reached. Two arrangements of a small sliding puzzle side by side, the solved one and the one with two tiles exchanged, with the count of positions reachable by sliding found by walking every move.

The puzzle that is exactly half solvable

A sliding puzzle sold with two tiles swapped is not a hard puzzle; it is an impossible one, and the proof is a quantity that no slide can change. The same argument, run three times at once, says that one arrangement of a scrambled cube in twelve is reachable.

algebra · Permutation parity
Every point of a hull, as a mixture of three of 11 points. A scatter of points with its convex hull outlined, and several interior points each shown inside a triangle of three of the scattered points, found by trying every triple.

Three points, however many there are

A point inside the hull of a thousand points is inside the hull of three of them. Any four points split into two groups whose hulls meet. And a family of convex sets, every three of which have a common point, has one common to all — three, in each case, being one more than the dimension.

analysis · Convexity
Five rules, and the one condition each of them gives up. A table with one row per aggregation rule and one column per condition, marking which conditions each rule satisfies when run over every profile of the agenda.

Four ways out, and what each costs

An impossibility theorem lists conditions and says no rule has them all. That leaves exactly as many escapes as there are conditions, each of them a real institution — a dictator, a two-stage procedure, a supermajority, a restricted agenda — and each escape's price can be counted rather than argued about.

applied · Judgement aggregation
The largest code at each length, distance 3, against four bounds. A table with one row per word length, giving the exact size of the largest code of that length at the stated minimum distance and the values of the Singleton, Hamming, Plotkin and Gilbert-Varshamov bounds.

The best a code can be

A code is a set of words chosen far apart, and every construction answers "here is one" rather than "here is the best". The best can be computed at small lengths, and putting four classical bounds beside the exact answer shows which of them is doing the work and where none of them is.

computation · Error-correcting codes
How many codewords lie within each radius, for a [7,3] code over 11 symbols. A bar for each decoding radius, its height the largest number of codewords found inside a ball of that radius around a randomly drawn received word, with the unique-decoding radius and the Johnson radius marked.

Past half the distance

A code of minimum distance five corrects two errors, and every account stops there. Two is the largest number for which the answer is unique — and a decoder that returns a short list instead of one answer reaches considerably further, which can be measured by counting the codewords in a ball.

computation · Error-correcting codes
The sixteen lattice polygons with a single point inside. A grid of sixteen small lattice polygons, each drawn on its own patch of grid with the single interior point marked, labelled with its number of boundary points.

Sixteen polygons with one dot inside

Fix one of Pick's two counts at one and ask what is left. The answer is a finite list, the list has exactly sixteen entries, each one is its own kind of object with a dual that is another entry, and the whole classification is a search a page can carry out.

discrete · Pick theorem
The lattice-point count inside a circle, less its area, out to radius 160. A plot of the difference between the number of lattice points in a disc and the disc's area, against radius, with envelopes proportional to the square root and the two-thirds power drawn.

The dots a circle catches

Pick's theorem gives a lattice polygon's area exactly, with no error term anywhere. Ask a circle the same question and the exactness is gone: the count is the area plus something, the something has been measured for two centuries, and nobody knows how big it is.

discrete · Pick theorem
The only fractions that could be a cycle's shape. A table of the convergents of the base-two logarithm of three, with the approximation error, the exact value of two to the n less three to the k, and that value as a fraction of three to the k.

How short a cycle could be

The drift argument cannot see cycles at all, which is why it is not a proof. What can see them is arithmetic — a cycle's shape has to be a fraction that approximates the logarithm of three to base two extraordinarily well, and there are very few such fractions.

dynamics · Collatz
Every parity pattern of length up to 12, and each occurring exactly once. A bar for each pattern length, showing the number of distinct parity patterns produced by all remainders of that power of two, which equals the number of remainders at every length.

Every pattern happens exactly once

Choose any sequence of odds and evens and there is exactly one residue class whose orbit follows it, and exactly one fraction that cycles through it forever. The Collatz conjecture is then the statement that only one of those infinitely many cycles is made of whole numbers.

dynamics · Collatz
A 6-cycle and two 3-cycles: refinement cannot tell them apart. Two graphs side by side — one cycle and two smaller cycles — with the same number of points, the same number of edges and every point of the same degree.

The game the algorithm was playing

Change what Duplicator has to offer — a whole bijection instead of one element — and the game stops measuring first-order logic and starts measuring colour refinement, the algorithm every practical graph-isomorphism test begins with. Two subjects that grew apart are one game with the moves relabelled.

logic · Ehrenfeucht–Fraïssé games
A signal both can see, and neither wants to disobey. A two-by-two game with a distribution over its four cells, drawn as the weight on each. Obeying the recommendation is a best reply for both choosers, and the pair collects 21/2 between them.

A signal both can see

Two choosers who randomise privately can reach a set of outcomes that is smaller, and worse, than the set they reach when a device draws one cell and whispers each of them their half of it. Nothing is enforced and nobody is bound, and the arrangement is stable anyway.

applied · Equilibrium
A landscape nobody is looking at, and every move goes downhill on it. The 8 states of a congestion game with 3 participants and two resources, ordered by Rosenthal's potential, with every improving unilateral move drawn as an arrow. Every arrow points downward.

The landscape nobody is looking at

Letting participants move one at a time to whatever is currently better can cycle forever, and on a network of congestible roads it cannot. The reason is a single number attached to each state that falls by exactly what the mover saves.

applied · Equilibrium
What the chain costs on a 6-gon: 39 pieces. A regular 6-gon fanned into 4 triangles, each with the three cuts that turn it into a rectangle, beside the running count of the pieces the whole chain produces — 39 of them.

Finitely many, and nobody says how many

The theorem promises a dissection exists and the proof produces one. Running the proof on a hexagon produces thirty-nine pieces, ingenuity produces five, and there is no method for proving that five cannot be four.

computation · Scissors congruence

Named alongside it

The objects these essays reach for when they reach for this one.

Expressive powerInvariantAxiomCounterexampleCounting argumentAccessibilityDecision procedureElementary equivalenceImpossibilityKripke modelLatin squareLattice

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