Exploring & Visualizing Hot & Cold Game metaphor.

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Presentation transcript:

Exploring & Visualizing Hot & Cold Game metaphor

Picture as exploration Most of the polynomiography methods are based on root-finding Roots themselves however present little interest The important part is the process of root- finding rather than result

The standard algorithm Every point in the plane is assigned two numbers: speed of convergence and root index The two numbers are later transformed into a color

Speed of convergence Pick up a point in the plane Iterate it (repeatedly apply a certain procedure) Stop based on some criterion Record how many times you did That’s number of iterations = speed of convergence

Root index Polynomials, or functions in general, typically have more than one root The root index is a whole number recording to which root we arrived = our final destination

Coloring Algorithm Typically the root index determines the color of the point (red, green, blue, etc) The speed of convergence (number of iterations) determines the hue of the color [some quick example with the software demonstrating where a point converges and how fast]

Math is difficult, painting – not Difficult part: iterating points and computing the two numbers for every point we want to paint Easy part: Reassigning color for the two given numbers [example in the software showing that recoloring takes much faster than recomputing and examples of coloring]

Typical Results Smooth parts = continuity areas Fractal = difficult = interesting areas

Goals Predict the fractal parts without too much computing Possibly suggest some root-estimating or root-proximity methods (as opposed to root-finding methods) Get cool pictures in the process! [end of introduction]

Root = object we seek When we are at the root, we know it Even when not at the root we know if we’re close or not Use |p(x)|, the absolute value (norm) of the polynomial computed at point x Norm = absolute value of the polynomial = temperature

Game of Hot and Cold Hide an object (root) Search for it (algorithm) Follow hints (numerical data) Hot = you are close Cold = you are far Warmer = you are getting closer Colder = you are moving away from it

Bridge between continuous and fractals Smooth and continuous Fractal and discontinuous

Method 1: Plotting Follow the analogy with the temperature Plot the “temperature” = absolute value of p(x) over the given two-dimensional area Temperature map with red areas around the roots (hot) and white (cold) areas with high values of p.

Method 1: Picture

Game-to-Math Dictionary A (big!) house with objects hidden inside Our search strategy Hidden objects Where we are Our next position Temperature at where we are … at where we’ll be Polynomial p(x) Iteration function Roots x p(x) p(φ(x))

Method 2: Peeking and plotting If I enter that room: will it be hot or cold? Instead of plotting the temperature at where we are, we plot at where we will be Plotting |p(φ(x))|. If it is good a point and good searching strategy, φ(x) will be close or closer to a root

Peeking: Picture

Method 3: Relative If I enter that room: will it be hotter or colder? Plots relative increase or decrease in temperature Plotting

Relative plotting

Method: Decreasing sequence Traditionally we look at the sequence x i+1 = p(φ(x i )) Terminate it when we’re close to a root In this method, we terminate the sequence when we’re going away from the root (measured by |p(x)|) Stopping at your destination vs stopping when we hit dead end

Decreasing sequence: Picture