Generator

3 rounds on chains of 4 and 5

A generator in the logic library, called 42 times across 7 essays. Below: what it draws with nothing chosen and at each mode an essay asks for, what it checks while drawing, and everywhere it is used.

ef-game is one function. Everything below came out of it during this build, at parameters taken from the essays rather than invented for this page — so a figure here is the same figure a reader meets in an essay, and if the generator changes, this page changes with it.

With nothing chosen

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.

Who wins the game, for every pair of chain lengths up to 8

Who wins the game, for every pair of chain lengths up to 8. Three grids, one per number of rounds, shaded where Duplicator survives the game on chains of the two lengths and blank where Spoiler wins.

Rounds needed to tell a chain from one element longer

Rounds needed to tell a chain from one element longer. A bar for each chain length, showing how many rounds of the game Spoiler needs to distinguish it from a chain with one more element. The counts climb like a logarithm.

Where a word of m letters stops being distinguishable from one of m + 1

Where a word of m letters stops being distinguishable from one of m + 1. A row for each quantifier depth and a cell for each length, shaded where Duplicator survives the game between words of that length and one longer.

Three regular languages, and the one no first-order sentence defines

Three regular languages, and the one no first-order sentence defines. A table of three languages with the size of each one's syntactic monoid, the largest period found among its elements, and whether that makes the language first-order definable.

What a sentence of depth 2 can reach

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.

What it checks while it draws

Collected by running the family and recording what it asserted, not written here. The count is how many separate times the claim was put to the test while these drawings were made.

Where it is called

Every figure on this list is drawn by the same rule, so a change to the rule changes all of them at once. That is why the list is published.

Logic

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

A language that can name a set

Allow a sentence to quantify over sets of positions as well as positions, and on words the answer changes completely: the sets buy exactly the languages a finite automaton recognises. Whether the number of letters is even is the smallest example of what the sets are for.

Logic

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

One gadget defeats every refinement

Colour refinement fails on two triangles against a hexagon; its two-dimensional version fixes that and fails on a pair of strongly regular graphs. For every k there are two graphs the k-dimensional version cannot separate, and they are built from one local piece whose only symmetry is a parity.

Logic

The boundary at three variables

Restrict a sentence to two variable names and it can still be arbitrarily long, because the names are reused. What it cannot be is deep: every satisfiable two-variable sentence has a small model, so asking whether one is satisfiable is a bounded search. Allow a third name and the question becomes undecidable.

Logic

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

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.

The whole library · What the figures prove