Knots, Molecules, and the Universe: an Introduction to Topology
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Paper and Pencils for Everyone
(CM^2) Math Circle Lesson: Game Theory of Gomuku and (m,n,k-games) Overview: Learning Objectives/Goals: to expose students to (m,n,k-games) and learn the general history of the games through out Asian cultures. SWBAT… play variations of m,n,k-games of varying degrees of difficulty and complexity as well as identify various strategies of play for each of the variations as identified by pattern recognition through experience. Materials: Paper and pencils for everyone Vocabulary: Game – we will create a working definition for this…. Objective – the goal or point of the game, how to win Win – to do (achieve) what a certain game requires, beat an opponent Diplomacy – working with other players in a game Luck/Chance – using dice or cards or something else “random” Strategy – techniques for winning a game Agenda: Check in (10-15min.) Warm-up (10-15min.) Lesson and game (30-45min) Wrap-up and chill time (10min) Lesson: Warm up questions: Ask these questions after warm up to the youth in small groups. They may discuss the answers in the groups and report back to you as the instructor. Write down the answers to these questions and compile a working definition. Try to lead the youth so that they do not name a specific game but keep in mind various games that they know and use specific attributes of them to make generalizations. · What is a game? · Are there different types of games? · What make something a game and something else not a game? · What is a board game? · How is it different from other types of games? · Do you always know what your opponent (other player) is doing during the game, can they be sneaky? · Do all of games have the same qualities as the games definition that we just made? Why or why not? Game history: The earliest known board games are thought of to be either ‘Go’ from China (which we are about to learn a variation of), or Senet and Mehen from Egypt (a country in Africa) or Mancala. -
Tait's Flyping Conjecture for 4-Regular Graphs
CORE Metadata, citation and similar papers at core.ac.uk Provided by Elsevier - Publisher Connector Journal of Combinatorial Theory, Series B 95 (2005) 318–332 www.elsevier.com/locate/jctb Tait’s flyping conjecture for 4-regular graphs Jörg Sawollek Fachbereich Mathematik, Universität Dortmund, 44221 Dortmund, Germany Received 8 July 1998 Available online 19 July 2005 Abstract Tait’s flyping conjecture, stating that two reduced, alternating, prime link diagrams can be connected by a finite sequence of flypes, is extended to reduced, alternating, prime diagrams of 4-regular graphs in S3. The proof of this version of the flyping conjecture is based on the fact that the equivalence classes with respect to ambient isotopy and rigid vertex isotopy of graph embeddings are identical on the class of diagrams considered. © 2005 Elsevier Inc. All rights reserved. Keywords: Knotted graph; Alternating diagram; Flyping conjecture 0. Introduction Very early in the history of knot theory attention has been paid to alternating diagrams of knots and links. At the end of the 19th century Tait [21] stated several famous conjectures on alternating link diagrams that could not be verified for about a century. The conjectures concerning minimal crossing numbers of reduced, alternating link diagrams [15, Theorems A, B] have been proved independently by Thistlethwaite [22], Murasugi [15], and Kauffman [6]. Tait’s flyping conjecture, claiming that two reduced, alternating, prime diagrams of a given link can be connected by a finite sequence of so-called flypes (see [4, p. 311] for Tait’s original terminology), has been shown by Menasco and Thistlethwaite [14], and for a special case, namely, for well-connected diagrams, also by Schrijver [20]. -
Ai12-General-Game-Playing-Pre-Handout
Introduction GDL GGP Alpha Zero Conclusion References Artificial Intelligence 12. General Game Playing One AI to Play All Games and Win Them All Jana Koehler Alvaro´ Torralba Summer Term 2019 Thanks to Dr. Peter Kissmann for slide sources Koehler and Torralba Artificial Intelligence Chapter 12: GGP 1/53 Introduction GDL GGP Alpha Zero Conclusion References Agenda 1 Introduction 2 The Game Description Language (GDL) 3 Playing General Games 4 Learning Evaluation Functions: Alpha Zero 5 Conclusion Koehler and Torralba Artificial Intelligence Chapter 12: GGP 2/53 Introduction GDL GGP Alpha Zero Conclusion References Deep Blue Versus Garry Kasparov (1997) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 4/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Deep Blue Can Play 1 Chess Koehler and Torralba Artificial Intelligence Chapter 12: GGP 5/53 Introduction GDL GGP Alpha Zero Conclusion References Chinook Versus Marion Tinsley (1992) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 6/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Chinook Can Play 1 Checkers Koehler and Torralba Artificial Intelligence Chapter 12: GGP 7/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play 1 Chess 2 Checkers 3 Chinese Checkers 4 Connect Four 5 Tic-Tac-Toe 6 ... Koehler and Torralba Artificial Intelligence Chapter 12: GGP 8/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play (Ctd.) 5 ... 18 Zhadu 6 Othello 19 Pancakes 7 Nine Men's Morris 20 Quarto 8 15-Puzzle 21 Knight's Tour 9 Nim 22 n-Queens 10 Sudoku 23 Blob Wars 11 Pentago 24 Bomberman (simplified) 12 Blocker 25 Catch a Mouse 13 Breakthrough 26 Chomp 14 Lights Out 27 Gomoku 15 Amazons 28 Hex 16 Knightazons 29 Cubicup 17 Blocksworld 30 .. -
Absolutely Exotic Compact 4-Manifolds
ABSOLUTELY EXOTIC COMPACT 4-MANIFOLDS 1 2 SELMAN AKBULUT AND DANIEL RUBERMAN Abstract. We show how to construct absolutely exotic smooth struc- tures on compact 4-manifolds with boundary, including contractible manifolds. In particular, we prove that any compact smooth 4-manifold W with boundary that admits a relatively exotic structure contains a pair of codimension-zero submanifolds homotopy equivalent to W that are absolutely exotic copies of each other. In this context, absolute means that the exotic structure is not relative to a particular parame- terization of the boundary. Our examples are constructed by modifying a relatively exotic manifold by adding an invertible homology cobor- dism along its boundary. Applying this technique to corks (contractible manifolds with a diffeomorphism of the boundary that does not extend to a diffeomorphism of the interior) gives examples of absolutely exotic smooth structures on contractible 4-manifolds. 1. Introduction One goal of 4-dimensional topology is to find exotic smooth structures on the simplest of closed 4-manifolds, such as S4 and CP2. Amongst mani- folds with boundary, there are very simple exotic structures coming from the phenomenon of corks, which are relatively exotic contractible mani- arXiv:1410.1461v3 [math.GT] 11 Dec 2014 folds discovered by the first-named author [2]. More specifically, a cork is a compact smooth contractible manifold W together with a diffeomor- phism f : ∂W → ∂W which does not extend to a self-diffeomorphism of W , although it does extend to a self-homeomorphism F : W → W . This gives an exotic smooth structure on W relative to its boundary, namely the pullback smooth structure by F. -
A Scalable Neural Network Architecture for Board Games
A Scalable Neural Network Architecture for Board Games Tom Schaul, Jurgen¨ Schmidhuber Abstract— This paper proposes to use Multi-dimensional II. BACKGROUND Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. A. Flexible-size board games We show why this architecture is well suited to the domain There is a large variety of board games, many of which and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that either have flexible board dimensions, or have rules that can performance on small boards correlates well with performance be trivially adjusted to make them flexible. on large ones, and that this property holds for networks trained The most prominent of them is the game of Go, research by either evolution or coevolution. on which has been considering board sizes between the min- imum of 5x5 and the regular 19x19. The rules are simple[5], I. INTRODUCTION but the strategies deriving from them are highly complex. Players alternately place stones onto any of the intersections Games are a particularly interesting domain for studies of the board, with the goal of conquering maximal territory. of machine learning techniques. They form a class of clean A player can capture a single stone or a connected group and elegant environments, usually described by a small set of his opponent’s stones by completely surrounding them of formal rules and clear success criteria, and yet they often with his own stones. A move is not legal if it leads to a involve highly complex strategies. -
Introduction to Vassiliev Knot Invariants First Draft. Comments
Introduction to Vassiliev Knot Invariants First draft. Comments welcome. July 20, 2010 S. Chmutov S. Duzhin J. Mostovoy The Ohio State University, Mansfield Campus, 1680 Univer- sity Drive, Mansfield, OH 44906, USA E-mail address: [email protected] Steklov Institute of Mathematics, St. Petersburg Division, Fontanka 27, St. Petersburg, 191011, Russia E-mail address: [email protected] Departamento de Matematicas,´ CINVESTAV, Apartado Postal 14-740, C.P. 07000 Mexico,´ D.F. Mexico E-mail address: [email protected] Contents Preface 8 Part 1. Fundamentals Chapter 1. Knots and their relatives 15 1.1. Definitions and examples 15 § 1.2. Isotopy 16 § 1.3. Plane knot diagrams 19 § 1.4. Inverses and mirror images 21 § 1.5. Knot tables 23 § 1.6. Algebra of knots 25 § 1.7. Tangles, string links and braids 25 § 1.8. Variations 30 § Exercises 34 Chapter 2. Knot invariants 39 2.1. Definition and first examples 39 § 2.2. Linking number 40 § 2.3. Conway polynomial 43 § 2.4. Jones polynomial 45 § 2.5. Algebra of knot invariants 47 § 2.6. Quantum invariants 47 § 2.7. Two-variable link polynomials 55 § Exercises 62 3 4 Contents Chapter 3. Finite type invariants 69 3.1. Definition of Vassiliev invariants 69 § 3.2. Algebra of Vassiliev invariants 72 § 3.3. Vassiliev invariants of degrees 0, 1 and 2 76 § 3.4. Chord diagrams 78 § 3.5. Invariants of framed knots 80 § 3.6. Classical knot polynomials as Vassiliev invariants 82 § 3.7. Actuality tables 88 § 3.8. Vassiliev invariants of tangles 91 § Exercises 93 Chapter 4. -
A Scalable Neural Network Architecture for Board Games
A Scalable Neural Network Architecture for Board Games Tom Schaul, Jurgen¨ Schmidhuber Abstract— This paper proposes to use Multi-dimensional II. BACKGROUND Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. A. Flexible-size board games We show why this architecture is well suited to the domain There is a large variety of board games, many of which and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that either have flexible board dimensions, or have rules that can performance on small boards correlates well with performance be trivially adjusted to make them flexible. on large ones, and that this property holds for networks trained The most prominent of them is the game of Go, research by either evolution or coevolution. on which has been considering board sizes between the min- imum of 5x5 and the regular 19x19. The rules are simple[4], I. INTRODUCTION but the strategies deriving from them are highly complex. Players alternately place stones onto any of the intersections Games are a particularly interesting domain for studies of of the board, with the goal of conquering maximal territory. machine learning techniques. They form a class of clean and A player can capture a single stone or a connected group elegant environments, usually described by a small set of of his opponent’s stones by completely surrounding them formal rules, have very clear success criteria, and yet they with his own stones. A move is not legal if it leads to a often involve highly complex strategies. -
Chapter 6 Two-Player Games
Introduction to Using Games in Education: A Guide for Teachers and Parents Chapter 6 Two-Player Games There are many different kinds of two-person games. You may have played a variety of these games such as such as chess, checkers, backgammon, and cribbage. While all of these games are competitive, many people play them mainly for social purposes. A two-person game environment is a situation that facilitates communication and companionship. Two major ideas illustrated in this chapter: 1. Look ahead: learning to consider what your opponent will do as a response to a move that you are planning. 2. Computer as opponent. In essence, this makes a two-player game into a one- player game. In addition, we will continue to explore general-purpose, high-road transferable, problem-solving strategies. Tic-Tac-Toe To begin, we will look at the game of tic-tac-toe (TTT). TTT is a two-player game, with players taking turns. One player is designated as X and the other as O. A turn consists of marking an unused square of a 3x3 grid with one’s mark (an X or an O). The goal is to get three of one’s mark in a file (vertical, horizontal, or diagonal). Traditionally, X is the first player. A sample game is given below. Page 95 Introduction to Using Games in Education: A Guide for Teachers and Parents X X X O X O Before X's O's X's game first first second begins move move move X X X X O X X O X O O O X O X O X O X O X O O's X's O's X wins on second third third X's fourth move move move move Figure 6.1. -
Arxiv:Math/9807161V1
FOUR OBSERVATIONS ON n-TRIVIALITY AND BRUNNIAN LINKS Theodore B. Stanford Mathematics Department United States Naval Academy 572 Holloway Road Annapolis, MD 21402 [email protected] Abstract. Brunnian links have been known for a long time in knot theory, whereas the idea of n-triviality is a recent innovation. We illustrate the relationship between the two concepts with four short theorems. In 1892, Brunn introduced some nontrivial links with the property that deleting any single component produces a trivial link. Such links are now called Brunnian links. (See Rolfsen [7]). Ohyama [5] introduced the idea of a link which can be independantly undone in n different ways. Here “undo” means to change some set of crossings to make the link trivial. “Independant” means that once you change the crossings in any one of the n sets, the link remains trivial no matter what you do to the other n − 1 sets of crossings. Philosophically, the ideas are similar because, after all, once you delete one component of a Brunnian link the result is trivial no matter what you do to the other components. We shall prove four theorems that make the relationship between Brunnian links and n-triviality more precise. We shall show (Theorem 1) that an n-component Brunnian link is (n − 1)-trivial; (Theorem 2) that an n-component Brunnian link with a homotopically trivial component is n-trivial; (Theorem 3) that an (n − k)-component link constructed from an n-component Brunnian link by twisting along k components is (n − 1)-trivial; and (Theorem 4) that a knot is (n − 1)-trivial if and only if it is “locally n-Brunnian equivalent” to the unknot. -
Ultimate Tic-Tac-Toe
ULTIMATE TIC-TAC-TOE Scott Powell, Alex Merrill Professor: Professor Christman An algorithmic solver for Ultimate Tic-Tac-Toe May 2021 ABSTRACT Ultimate Tic-Tac-Toe is a deterministic game played by two players where each player’s turn has a direct effect on what options their opponent has. Each player’s viable moves are determined by their opponent on the previous turn, so players must decide whether the best move in the short term actually is the best move overall. Ultimate Tic-Tac-Toe relies entirely on strategy and decision-making. There are no random variables such as dice rolls to interfere with each player’s strategy. This is rela- tively rare in the field of board games, which often use chance to determine turns. Be- cause Ultimate Tic-Tac-Toe uses no random elements, it is a great choice for adversarial search algorithms. We may use the deterministic aspect of the game to our advantage by pruning the search trees to only contain moves that result in a good board state for the intelligent agent, and to only consider strong moves from the opponent. This speeds up the efficiency of the algorithm, allowing for an artificial intelligence capable of winning the game without spending extended periods of time evaluating each potential move. We create an intelligent agent capable of playing the game with strong moves using adversarial minimax search. We propose novel heuristics for evaluating the state of the game at any given point, and evaluate them against each other to determine the strongest heuristics. TABLE OF CONTENTS 1 Introduction1 1.1 Problem Statement............................2 1.2 Related Work...............................3 2 Methods6 2.1 Simple Heuristic: Greedy.........................6 2.2 New Heuristic...............................7 2.3 Alpha- Beta- Pruning and Depth Limit................. -
Alternating Knots
ALTERNATING KNOTS WILLIAM W. MENASCO Abstract. This is a short expository article on alternating knots and is to appear in the Concise Encyclopedia of Knot Theory. Introduction Figure 1. P.G. Tait's first knot table where he lists all knot types up to 7 crossings. (From reference [6], courtesy of J. Hoste, M. Thistlethwaite and J. Weeks.) 3 ∼ A knot K ⊂ S is alternating if it has a regular planar diagram DK ⊂ P(= S2) ⊂ S3 such that, when traveling around K , the crossings alternate, over-under- over-under, all the way along K in DK . Figure1 show the first 15 knot types in P. G. Tait's earliest table and each diagram exhibits this alternating pattern. This simple arXiv:1901.00582v1 [math.GT] 3 Jan 2019 definition is very unsatisfying. A knot is alternating if we can draw it as an alternating diagram? There is no mention of any geometric structure. Dissatisfied with this characterization of an alternating knot, Ralph Fox (1913-1973) asked: "What is an alternating knot?" black white white black Figure 2. Going from a black to white region near a crossing. 1 2 WILLIAM W. MENASCO Let's make an initial attempt to address this dissatisfaction by giving a different characterization of an alternating diagram that is immediate from the over-under- over-under characterization. As with all regular planar diagrams of knots in S3, the regions of an alternating diagram can be colored in a checkerboard fashion. Thus, at each crossing (see figure2) we will have \two" white regions and \two" black regions coming together with similarly colored regions being kitty-corner to each other. -
Knot Cobordisms, Bridge Index, and Torsion in Floer Homology
KNOT COBORDISMS, BRIDGE INDEX, AND TORSION IN FLOER HOMOLOGY ANDRAS´ JUHASZ,´ MAGGIE MILLER AND IAN ZEMKE Abstract. Given a connected cobordism between two knots in the 3-sphere, our main result is an inequality involving torsion orders of the knot Floer homology of the knots, and the number of local maxima and the genus of the cobordism. This has several topological applications: The torsion order gives lower bounds on the bridge index and the band-unlinking number of a knot, the fusion number of a ribbon knot, and the number of minima appearing in a slice disk of a knot. It also gives a lower bound on the number of bands appearing in a ribbon concordance between two knots. Our bounds on the bridge index and fusion number are sharp for Tp;q and Tp;q#T p;q, respectively. We also show that the bridge index of Tp;q is minimal within its concordance class. The torsion order bounds a refinement of the cobordism distance on knots, which is a metric. As a special case, we can bound the number of band moves required to get from one knot to the other. We show knot Floer homology also gives a lower bound on Sarkar's ribbon distance, and exhibit examples of ribbon knots with arbitrarily large ribbon distance from the unknot. 1. Introduction The slice-ribbon conjecture is one of the key open problems in knot theory. It states that every slice knot is ribbon; i.e., admits a slice disk on which the radial function of the 4-ball induces no local maxima.