Lesson Title: Sprouts
Original Game by: Conway and Paterson
Objectives:
- To become accustomed to what sort of properties are intrinisc
topological properties.
- To learn how these properties can be used to identify,
compare, and contrast topological surfaces.
- To become accustomed to the various topological properties, especially
Euler number and the existence or nonexistence of finitude, boundary, and
orientability on certain surfaces.
- To become accustomed to using the fundamental domains of surfaces when
studying their intrinsic topological propoerties.
- To relate the intrinsic topological properties of a surface with its
shape.
Launch:
The Rules:
(Note: If the students are not familiar with fundamental domains or
with
certain nonoreintable surfaces, you may want to go through the surfaces sheet
first.)
- First, players alternate placing a dot on the
game board until there are 4-6 dots total.
- Now each player takes turns connecting a dot to a dot with a
path. The rules for paths are (see diagram):
- A dot can have no more than three
connections with paths. (A dot connected
to itself has two connections.)
- No path can intersect with a path
path (except at the starting and ending
dot of the path being drawn).
- After forming a path, the player places a dot on the path
- The last player that can play a valid move wins.
Playing Tips:
- It's a good idea to label the dots or make them fairly large.
- In order to keep track of which dots are out of play,
start the game using empty bubbles for dots and fill them in when they are no longer in play.
- It's a good idea for each player to use a different colored pen for
later analysis.
- If a line is between two lines (or a side and a line) on one side of a
surface, then this relationship should be maintained when that line passes
through a glued side to the other side of the surface. Watch out for this
especially on the Mobius strip, Klein bottle, and projective plane. Use the
grid lines and/or number your paths to make it easier to keep track of this.
Explore:
- After playing some games on each of the surfaces, try to
guess what properties a surface must have to be able to enclose the
surface in one closed path. Test your guess by trying to draw such a path on
each of the surfaces.
- Was your guess right?
- On which surfaces can you draw such a path?
- How would you change your answer to
the first question now (if at all)?
- Now for each game board that you could enclose with a path, do the
following:
- Pick a point in one of the corners. Put a dot there if
there is not one already.
- Start tracing a path along one of the sides, watching out for the following:
If you run into another path or a dot along the side, then connect
to the path or dot, and place a dot at this connection if there is not one
already. Then go
to the other end of the part of the path which lies along th side. Put a dot
here if there is not one already, and continue tracing a path around the sides.
- Continue along the sides until you return to the original dot in the
corner.
- Repeat along other sides and/or with the other corners until the
entire space is enclosed in loops.
- Connect the dots in such a way that you can follow some curve
to get from one dot to another.
- Now make a table of the following for each game board:
a) the game number (Number your games as you wish.)
b) the game board's surface
c) the total number of dots (vertices)
d) the total number of curves (edges) between 2 dots.
e) the total number of regions (faces) enclosed by edges.
f) the value: c-d+e
- Do you notice a pattern? Does this value look
familiar?
- Are there similarities only shared by surfaces that share the
same value?
- Are there differences between surfaces that share the same value?
- Looking at surfaces with the same value, try to find some
relationship between them. For instance, is there a way that you can make one
surface by modifying property of another surface? After finding a
relationship, look at another group of surfaces that all share the same value and
see if this relationship still holds.
-
- What is the minimum and maximum number of different
regions that you can make by making paths on the various
surfaces?
- What are the maximum number of walls or closed loops one can
place in each surface before dividing it up into two or more regions?
- For each surface, for any given number of different regions
that you want to divide the surface into, how many ways can this be done? Try
to categorize the different ways (Ex: two parallel lines vs. two perpendicular
lines). Try these paths on other surfaces and see if they divide into the same
number of regions.
- What surface properties seem to determine how a given
path will divide it?
- If you try copying the drawings from a klein bottle
directly to a square torus what problems do you
encounter?
- Does this change the outcome of the game or
any of the relative positions?
- Do all of the closed
paths remain closed?
- Do any valid moves become invalid?
- What about trying to copy
the drawings from a torus to a klein bottle?
- Are there any
two surfaces such that you can copy the paths from one
surface onto the other?
- What if the paths go all the way
around the surface?
- Can you think of a way of describing
the restrictions on the paths that are needed before one
can copy those paths from any one surface to any other?
-
- Choose some of the game boards and try to see how many
ways you can close a loop around all sides under the
following conditions:
a) You must have at least one dot for the loop to
begin at.
b) Your path must remain along one of the sides
at all times.
- How many ways can you make valid paths?
- How many ways can you make invalid ones?
- Make a Mobius strip (see the surfaces sheet for
instructions how).Trace a path that connects to itself, following near an edge of the mobius
strip.
- Did you ever reach another edge?
- How many edges does a Mobius strip have then?
- When did your path flip?
- In light of this and question 5, where do you think
the flip is on a Mobius strip?
- What about a Klein Bottle or a projective plane?
- After playing some games on the mystery game boards,
try to use properties that you've discovered about the
various surfaces and techniques from above to determine
which surfaces these mystery surfaces are essentially the same as.
- You can physically cut and reglue (see question 5) the mystery surfaces
in such a way that they closely resemble the surfaces which they are
essentially the same as. Give it a try.
Hint: Note that we can bend and twist the surface
(although this may not be entirely physically possible) and still maintain this
similarity.
- (Easy question:) Pick a surface with glued sides that is easy to glue
and physically glue its edges. Do any of the paths change? What
about if you move this surface around the room? What if you crease the surface?
- Is the torus tied in a knot? How can you tell? Are any of the other
surfaces tied in a knot? Again, how can you tell?
Summarize:
We've been looking at surfaces almost entriely from one point
of view, the intrinsic topological view (except in question 11). In the first
question, we calculated what is known as the Euler number of a surface. We also examined
whether or not the surfaces had boundaries(edges), how paths close on surfaces,
how paths separate surfaces into regions, and which surfaces had would flip a
path from top to bottom or from left to right (This property is called
nonorientability. Surfaces without this property are orientable). These
properties are intrinsic because you need not know if or how the surface is
positioned in a higher dimesnion to analyze them (see question 10). They are
topological because they do not change regardless of how you bend, fold or cut
and reglue the surface (as long as you maintain proper alignment when
regluing)(This is in contrast to geometric properties, which can change
if a surface is bent, folded, etc.).
These properties are worth looking at because they are the properties we
would have to look at to determine the shape of our own space or reality. We are
limited to looking at intrinsic properties for two reasons:
1) Our physical reality may not exist in a higher dimension.
2) Even on the off chance that we do exist in a reality imbedded in a
higher dimension, as inhabitants of this reality, we
cannot discern extrinsic ('non-intrinsic') aspects of this reality, nor are we
affected by them. This is analagous to the way the paths are not affected
by crumbling or creasing the surface.
We choose to analyze topological properties because under the
right circumstances (like that the universe has the same geometric
properties everywhere), the topology of the reality essentially
determines both its topology and geometry.
One of the most useful tools for investigating the intrinsic
topology of a surface is the fundamental domain. This is a
representation of the surface that can be placed in in a space of the
same dimension as the surface. As a result, only intrinsic properties
can be observed, and thus we do not have to differentiate between the
intrinsic and the extrinsic. Furthermore, from the fundamental domain we
get a direct analogy to one of the possibilities of our own space: a
surface that exists only within its own dimension.
Variations:
- On surfaces with glued sides,
each path must cross a glued side.
- On a Klein bottle, on every other
turn, each player's
path must pass through the sides glued
with a twist.
- Draw some walls on the surfaces by
connecting points on opposite sides. Play
some games with the added rule that you
can't cross the walls.
- Play with multiple players.
- Play with any number of starting dots.
- In an effort to induce critical analysis of surfaces and
their properties, the game can be played so that each player can move in some
way that violates properties of the surface being played on. The other player
must catch the error before moving, or else the move is allowed. In this way,
players with a greater understanding of the surface being played on will be
rewarded. On the other hand, using this rule before the players understand the
surfaces may cause problems.
- The purpose of the game is to get students accustomed to the shape of
the space and to the consequencees of gluing and nonorientability. Therefore in
early games you may require that lines/dots lying on a glued side be
represented on both glued sides. You may even want to go so far as to actually
physically glue or tape together the sides of the simpler surfaces(see
surfaces sheet). This is especially useful when determining what is or isn't a
valid move and why. Later on, you may want to remove this requirement in order
to induce the students to make that relationship intuitively when playing.