Concept

Linear system

A collection of linear equations in several unknowns, solved by elimination. A great many quantities in probability that look like limits — expected times, absorption chances, hitting times — are exact solutions of one instead.

Named by 11 essays across 5 fields — each of them below, with the objects they name alongside it.

How many colourings each knot allows. Three knots, and the number of ways their arcs can be coloured with three, five and seven colours under the crossing rule, beside the determinant computed separately from the same crossings.

Colours that count more than three

Three colours prove the trefoil is knotted and say nothing at all about the figure-eight, which refuses them exactly as an unknotted loop does. The repair is to stop colouring and start counting — with five colours, or seven, and with the arithmetic done modulo the number of them.

topology · Knots
A game that stops, over totals 0 to 5. States in a row with arrows up and down between them and the two ends absorbing, above a table of the expected number of steps and the chance of ending at the top from each start.

The chain that stops

Give a chain a state it cannot leave and there is no long run to find — every walk ends. What is worth computing instead is how long it lasts and where it finishes, and both are exact answers to a linear system rather than limits of anything.

probability · Markov chains
Four outputs are enough to find the rule. A row of 12 outputs of a linear generator, with the first 4 marked as given and the rest as predicted. The multiplier and increment recovered from the given ones reproduce every later output exactly.

Four numbers and the rule is yours

A linear generator can be solved. Given a few of its outputs, the multiplier and the increment fall out of two congruences, and every future output is then known exactly — which is a failure of a completely different kind from the lattice defect, and is not detected by any test of how evenly the points are spread.

computation · Pseudorandomness
The Alexander matrix of the trefoil. The trefoil with its 3 arcs numbered and its 3 crossings lettered, beside the 3 by 3 matrix they give. A minor of the matrix is the Alexander polynomial t − 1 + t⁻¹, whose value at −1 is the determinant 3.

A polynomial behind the colourings

The figure-eight knot and the cinquefoil both have determinant five, so they admit exactly the same colourings, and every counting argument treats them as one. Put a variable where the colouring rule has a two and the determinant becomes a polynomial — and the two knots come apart.

topology · Knots
Three patterns that beat one another in a circle: HHHT, TTHH, HTTH. Three coin-toss patterns at the corners of a triangle with arrows showing which beats which in two-way races, and each pattern's chance of winning when all three race.

Three patterns in a circle

Race three coin patterns at once and the gamblers' accounting still gives each one's chance of arriving first — one fairness equation per pattern. What it does not give is any way to read the three-way result off the two-way ones. HHHT, TTHH and HTTH beat one another in a circle, and HHH loses both its head-to-head races and still finishes ahead of one of the patterns that beat it.

probability · Expectation
The cube drawn by putting every point at the average of its neighbours. Tutte's barycentric drawing of the cube: outer face of 4 sides, 0 crossings.

Every point at the average of its neighbours

A planar graph can be drawn without crossings, but finding such a drawing looks like a search. Tutte found in 1963 that it is not: pin one face to a convex polygon, put every other point at the average of its neighbours, and the drawing that results has straight edges, convex faces and no crossings at all — provided no two points can cut the graph apart. It is the position a network of equal springs settles into, and it is also where a random walk expects to leave.

discrete · Planarity
A Lights Out board and the presses that clear it. A 5 by 5 board with 11 lights on, cleared by 7 presses; it has four solutions in all.

The boards on which every light goes out

In Lights Out, pressing a light toggles it and its neighbours, and the goal is to turn every light off. Over the field with two elements the puzzle is a system of linear equations, and whether every pattern can be cleared depends only on whether one matrix is invertible. On a 3 × 3 board it is; on 5 × 5 a quarter of patterns can be cleared; on 39 × 39 one in four billion. Which sizes fail is decided by a common factor of two polynomials.

computation · Finite fields
Every light on, on a board where most patterns are out of reach. A 5×5 Lights Out press pattern of 15 presses that turns all 25 lights on; the board's quiet space has dimension 2.

Every light on, from every light off

In Lights Out, pressing a light toggles it and its neighbours. On a five-by-five board only one pattern in four can be reached from all off — and yet all on is always one of them. The same is true on every board and on every network of lights whatever, provided the influence runs both ways. The proof is a single observation about symmetric matrices over a field with two elements, and it fails, as a three-arrow example shows, the moment influence runs one way.

computation · Finite fields
Where the equilibria of a random four-by-four game are found. 7 equilibria with supports (1, 1), (3, 2), (4, 3), (13, 12), (14, 13), (34, 23), (134, 123).

Every random game has an odd number of equilibria

Find every equilibrium of eleven thousand random games — pure and mixed, by trying every pair of strategy sets the players might mix over — and the totals are 1, 3, 5, 7, … and never an even number. The count is a sum of signs: equilibria of index +1 outnumber those of −1 by exactly one in every game. The average grows about 28% with each strategy added, and searching for the game with the most turns up the coordination game's 2ⁿ − 1, a pattern that holds only up to five strategies.

applied · Equilibrium
When a press skips its own light: one board lit, one proved impossible. 4 by 4: solved with 10 presses; 5 by 5: unsolvable, witness set of 5 lights each seeing an even number of the set.

When a press skips its own light

In Lights Out every board can be turned from all off to all on, because each press toggles its own light. Change the rule so a press toggles only the neighbours and the guarantee is gone: 310 of the 3,600 boards up to sixty by sixty cannot be lit. A single comparison of powers of two predicts every one of them, and on general graphs the answer depends on whether the number of vertices is odd or even, for a reason that is one line of algebra.

computation · Finite fields
Press everything and the odd degrees light. Pressing every vertex lights exactly the odd-degree vertices; all 1024 all-odd-degree graphs on 6 vertices are litable; overall 18259 of 32768.

Half the chance for every silent set

In the lights game where a press toggles only the neighbours, a random network can be lit about 56 times in a hundred when it has an even number of vertices and 44 when odd. The numbers are 0.560562 and 0.439438, they add to one, and they come from a chain: each new vertex raises or lowers the dimension of the silent sets by one, and each dimension halves the chance.

computation · Finite fields

Named alongside it

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

ParityFinite fieldKernelInvariantMarkov chainRankExhaustive searchExpectationKnotKnot determinantModular arithmeticRandom graph

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