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[personal profile] jack
For a plot bunny (yes, really :)):

You have a multivalued function from a sphere onto "some surface", continuous everywhere except two points. (Or, equivalently, a function from "some surface" to the sphere, I guess?)

If you look at points on the surface which map onto the same point on the sphere, and connections between them of "paths" on the sphere (up to continuous deformation), I feel like they end up acting like the integers, where "+1" and "-1" correspond to a clockwise of anticlockwise circumnavigation. Or possibly some subset, a cyclic group of some finite order, if there are repeats. Is that right?

If you have *three* points, what can the relationship between the points look like? What about more?

I remember doing something like that but not what it's called.

I'm trying to put something like the shadows of amber onto a more concrete mathematical footing :)

Date: 2016-12-07 08:43 am (UTC)
simont: A picture of me in 2016 (Default)
From: [personal profile] simont
I remember doing something like that but not what it's called.

I think the concept you're trying to retrieve is the fundamental group, which starts with the set of all loops in a space S connecting some distinguished base point b to itself (that is, continuous functions f:[0,1]→S with f(0)=f(1)=b, and f otherwise unrestricted in that it can self-intersect, revisit b repeatedly, whatever); then you endow it with the group operation of concatenation (given two paths f,g you take some 0<x<1 and form the path that squashes all of f into the interval [0,x] and g into [x,1]), and quotient out by the equivalence relation of homotopy (that is, any two paths that can be continuously deformed into each other within the space count as the same).

On your first example of the sphere with two points missing, you're right that the fundamental group is isomorphic to the integers under addition, with the equivalence class corresponding to some integer n being the set of all paths that loop n times anticlockwise (or −n times clockwise) around the axis between the two missing poles.

This is because you can basically retract the doubly-de-pointed sphere into a circle, and then it's obvious that it's only a matter of how many times you went round the circle, and that if you join together any two pieces of loop that go round the circle in opposite ways, they cancel each other out in the sense that you can homotopically unwind and get rid of any part where the combined path goes clockwise for a while and then anticlockwise back to the same place.

With three points missing, the fundamental group changes spectacularly, and becomes the free group on two generators, because now the space retracts to a figure of 8, and the interestingly distinct paths are of the form 'go round the left loop clockwise, then the right loop anticlockwise, then the left anticlockwise three times, then [finitely many more things along these lines]'. And if you concatenate two paths of that nature, you can't cancel the adjacent parts by the same homotopic unwinding technique unless they exactly undo each other, i.e. 'left anticlockwise' cancels against 'left clockwise' and ditto right, but 'left foo' and 'right bar' can't cancel at all. I.e. this is precisely the group generated by elements L and R with no relations between them.

With more than three points missing, you still get the free group on n generators for some n, and it's just a question of figuring out what n is. The sensible thing is again to retract your space S until it becomes some kind of wire-frame polyhedron skeleton, i.e. a graph G; then mentally expand the base point of your loops until it becomes a spanning tree T of that graph, and then the connected components of G \ T (being edges connecting some vertex of T to some other one without taking the approved route through T itself) each correspond to a generator of the fundamental group.

This is a construction which is also general enough to handle graphs other than those you get from a sphere with a few points subtracted, e.g. it lets you find out that the fundamental group of a wire-frame cube (say) has five generators (because, with 8 vertices, a spanning tree of it includes 7 of the 12 edges).

(And, of course, the original case of a doubly-de-pointed-sphere does drop out of that general construction as a special case, because the free group on one generator is the same group as (ℤ,+).)
Edited (addenda) Date: 2016-12-07 08:55 am (UTC)

Date: 2016-12-07 08:44 am (UTC)
simont: A picture of me in 2016 (Default)
From: [personal profile] simont
But I'll be fascinated to see what this has to do with Amber :-)

Date: 2016-12-07 12:25 pm (UTC)
simont: A picture of me in 2016 (Default)
From: [personal profile] simont
Eg. that there's a discontinuity at the N pole, where you could run round and round it and go quite a distance into the parallel worlds.

I don't quite know whether you think that's a bug or a feature – of course it would depend on what kind of story you're setting in the result of this worldbuilding. (A game-breaking exploit like 'run round exact point location of north pole 1000 times in an hour' might make some kinds of story too easy because it would provide a trivial solution to problems that the plot needs to be a big deal, but on the other hand in a different kind of story the process of hypothesising, confirming, finding and exploiting that loophole might be the whole point of the plot.)

But if you think it's a bug, then here's a possible fix you might like.

In my other comment I mention that the fundamental group of basically anything in the class of spaces you're talking about is the free group on some finite set of generators, i.e. any word formed out of those generators and their inverses gives a group element, and the only distinct words that represent the same group element are due to cases where a generator appears right next to its inverse – after you cancel those obvious redundancies to reduce a word to 'lowest terms', the remaining set of words are all distinct elements of the group.

But any other finitely generated group arises as a quotient of a free group, by imposing additional relations between the group elements. And the quotient map is a homomorphism, i.e. behaves sensibly and consistently and respects the composition law. So you could easily rule that the actual group of all parallel worlds was not actually the free group, but merely its quotient by some set of relations of your choice. And a nice choice might be to assign each individual group generator a finite order (i.e. for each generator g, add some rule that says g^2=e or g^3=e or g^99=e or some such), but without adding any relations between the generators.

Result: you still have an infinite branching tree of parallel worlds available if you're prepared to do a lot of arduous travelling back and forth between 'poles' of the world, but no matter where you currently are in the group, running round and round the same 'pole' of the world – whichever pole it might be – only cycles you through some small finite set of worlds.

Date: 2016-12-07 01:25 pm (UTC)
simont: A picture of me in 2016 (Default)
From: [personal profile] simont
Really horrible afterthought:

There is another well-known kind of group I can easily bring to mind in which each individual generator has a small finite order but the group as a whole is ginormous and you need to combine those simple generators into very long words to get between an arbitrary pair of points.

Omit seven points from your sphere, and arrange that the six resulting generators of your worldwalking group correspond to quarter-turns of the six faces of a Rubik's cube :-)

Date: 2016-12-07 01:32 pm (UTC)
simont: A picture of me in 2016 (Default)
From: [personal profile] simont
(I vaguely recall someone telling me once, on that subject, that there's a text adventure game set on the interior of a Rubik's cube – the rooms are organised in a 3×3 grid and there are some puzzle actions you can take to perform face turns...)