Series

Finite fields — the series

11 essays on one idea, from the one that introduces it to the one that assumes the rest.
  1. The arithmetic of GF(4), and of the integers mod 4. Addition and multiplication tables of a finite field, optionally beside the table of a ring of the same kind of size.

    The field with four elements

    The integers modulo four are not a field: two times two is zero and two has no reciprocal. There is nevertheless a field with four elements, and building it means giving up on counting as the way to make arithmetic finite.

    part 1 · computation
  2. The non-zero elements of GF(16) as the powers of one of them. A ring of the field's non-zero elements in the order the powers of a primitive element produce them, beside a table of exponents.

    Every element is a power of one of them

    Pick the right element of a finite field and its powers run through every other non-zero element exactly once before returning to one. Multiplication becomes addition of exponents, and a table of q − 1 entries replaces the whole multiplication table.

    part 2 · computation
  3. The zeros of x² + y² + z² over GF(5), and of x² + y² over GF(7). Grids of every point over a small prime field with the solutions of a quadratic equation filled in: the three-variable equation drawn as one slice per value of z, beside a two-variable equation with far fewer solutions.

    Solutions that come in multiples of p

    Count the solutions of x² + y² + z² = 0 in the field with five elements and there are 25; with seven, there are 49. Whenever a system of equations has more unknowns than its total degree, its number of solutions is a multiple of the characteristic — which forces a solution besides zero, and the reason is a sum over the field that vanishes because its non-zero elements form one cycle.

    part 3 · computation
  4. The cubic curves over GF(43) with the most and the fewest points. The solutions of two equations y squared equals x cubed plus ax plus b over the field with 43 elements, drawn as dots on a square grid: the curve with the most points and the curve with the fewest.

    Give or take twice the square root

    A cubic curve over the integers mod 43 should have about 44 points — one for each value of x, on average, and one at infinity. No curve misses by more than 13, the largest whole number below 2√43, and every count from 31 to 57 belongs to some curve. The first fact is Hasse's theorem, the second Deuring's, and the way the counts spread between the limits is a semicircle.

    part 4 · computation
  5. A line in every direction in the plane over GF(7), in 31 points. A square grid of the points of a small finite plane with the points of a Kakeya set filled, beside a list of the lines it contains, one for each direction.

    No set with a line in every direction is small

    In the plane over the integers modulo 7 there are 49 points and lines in 8 directions. A set holding a whole line in every direction needs 31 of the points — more than half — and in any dimension such a set fills a fixed share of the space. In the real plane the same sets can have area zero. Over a finite field one polynomial of low degree shows they cannot be small.

    part 5 · computation
  6. A + B modulo 13: 4 and 3 residues make 9. A clock face of residues with two sets marked on an inner ring and their sumset marked on an outer ring.

    A sum of two sets modulo a prime cannot be small

    Add every element of one set of residues to every element of another. Over the whole numbers the sums always number at least |A| + |B| − 1. Modulo a prime the sums can wrap round and collide, and still they never number fewer — the theorem Cauchy proved in 1813 and Davenport again in 1935. Modulo 12 they can. A polynomial of low degree explains the difference in a paragraph.

    part 6 · computation
  7. Eighty-one cards and twenty with no SET among them. A three-by-three arrangement of three-by-three grids covering the eighty-one points of four-dimensional space modulo three, with twenty cells marked that contain no three on a line.

    Twenty cards with no set among them

    The card game SET is a four-dimensional space over the integers mod 3, and a set is a line in it. Twenty cards can avoid every line and twenty-one cannot — a fact that took a proof in 1970 — while laying cards down at random and stopping when nothing more fits reaches twenty about once in two thousand tries.

    part 7 · computation
  8. The polynomial bound falls exponentially behind the space. A log-scale plot against the dimension of the number of points of the space, the polynomial method's bound on a cap, and the known largest caps: the bound's line is less steep than the space's and pulls away from it.

    The polynomial that bounds the caps

    For forty years the best bound on a set of SET cards with no set among them shrank only like one over the dimension. In 2016 a two-page argument made it shrink exponentially, and the whole proof is a count of monomials: a table that is diagonal on a cap, one polynomial that describes it, and the fact that three parts of a degree cannot all be large.

    part 8 · computation
  9. 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.

    part 9 · computation
  10. 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.

    part 10 · computation
  11. 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.

    part 11 · computation

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