Bijective counting of one-face maps on surfaces. Guillaume - - PowerPoint PPT Presentation

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Bijective counting of one-face maps on surfaces. Guillaume - - PowerPoint PPT Presentation

Bijective counting of one-face maps on surfaces. Guillaume Chapuy*, SFU * PIMS-CNRS postdoc Discrete Math seminar, UBC, 2009. Orientable surfaces Map of genus g = graph drawn (without edge-crossings) on a surface of genus g , such that each


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Guillaume Chapuy*, SFU Discrete Math seminar, UBC, 2009.

Bijective counting

  • f one-face maps
  • n surfaces.

* PIMS-CNRS postdoc

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Orientable surfaces

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Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

Maps are combinatorial objects: Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

Maps are combinatorial objects: Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

topological faces = borders on the graph Maps are combinatorial objects: Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

topological faces = borders on the graph Maps are combinatorial objects: Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

topological faces = borders on the graph Maps are combinatorial objects: Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

topological faces = borders on the graph Maps are combinatorial objects: Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

topological faces = borders on the graph Euler’s formula gives the genus combinatorially: v + f = e + 2 − 2g Maps are combinatorial objects: Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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Map = graph + rotation system around each vertex.

=

topological faces = borders on the graph Euler’s formula gives the genus combinatorially: v + f = e + 2 − 2g Maps are combinatorial objects: Rooted map = a corner is distinguished Map of genus g = graph drawn (without edge-crossings) on a surface of genus g, such that each face is homeomorphic to a disk.

(maps are considered up to oriented homeomorphisms)

=

not a map !

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One-face maps = only one face! Obtained from a 2n-gon by pasting the edges pairwise in order to form an orientable surface.

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One-face maps = only one face! Obtained from a 2n-gon by pasting the edges pairwise in order to form an orientable surface.

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One-face maps = only one face! Obtained from a 2n-gon by pasting the edges pairwise in order to form an orientable surface.

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One-face maps = only one face! Obtained from a 2n-gon by pasting the edges pairwise in order to form an orientable surface.

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One-face maps = only one face! Obtained from a 2n-gon by pasting the edges pairwise in order to form an orientable surface. The genus of the surface is given by Euler’s formula: v = n + 1 − 2g

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One-face maps = only one face! Obtained from a 2n-gon by pasting the edges pairwise in order to form an orientable surface. 1 vertex, genus 1 3 vertices, genus 0 The genus of the surface is given by Euler’s formula: v = n + 1 − 2g

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One-face maps = only one face! Obtained from a 2n-gon by pasting the edges pairwise in order to form an orientable surface. 1 vertex, genus 1 3 vertices, genus 0 The genus of the surface is given by Euler’s formula: v = n + 1 − 2g

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Counting Aim: count one-face maps of fixed genus. The number of one-face maps with n edges is equal to the number

  • f distinct matchings of the edges : (2n − 1)!! = (2n)!

2nn! .

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Counting Aim: count one-face maps of fixed genus. The number of one-face maps with n edges is equal to the number

  • f distinct matchings of the edges : (2n − 1)!! = (2n)!

2nn! . For instance, in the planar case... One-face maps are exactly plane trees. Therefore the number of n-edge one-face maps of genus 0 is : ǫ0(n) = Cat(n) = 1 n + 1 2n n

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Higher genus surfaces ? For each g the number of n-edge one-face maps of genus g has the (beautiful) form : ǫg(n) = (some polynomial) × Cat(n) ǫ1(n) = (n+1)n(n−1)

12

Cat(n) ǫ2(n) = (n+1)n(n−1)(n−2)(n−3)(5n−2)

1440

Cat(n) For instance : References : Lehman and Walsh 72 (formal power series), Harer and Zagier 86 (matrix integrals).

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Higher genus surfaces ? For each g the number of n-edge one-face maps of genus g has the (beautiful) form : ǫg(n) = (some polynomial) × Cat(n) ǫ1(n) = (n+1)n(n−1)

12

Cat(n) ǫ2(n) = (n+1)n(n−1)(n−2)(n−3)(5n−2)

1440

Cat(n) For instance : References : Lehman and Walsh 72 (formal power series), Harer and Zagier 86 (matrix integrals). No combinatorial interpretation !

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Higher genus surfaces ? For each g the number of n-edge one-face maps of genus g has the (beautiful) form : ǫg(n) = (some polynomial) × Cat(n) ǫ1(n) = (n+1)n(n−1)

12

Cat(n) ǫ2(n) = (n+1)n(n−1)(n−2)(n−3)(5n−2)

1440

Cat(n) For instance : References : Lehman and Walsh 72 (formal power series), Harer and Zagier 86 (matrix integrals). No combinatorial interpretation ! For years people have tried to give an interpretation of the Harer- Zagier formula: (n+1)ǫg(n) = 2(2n−1)ǫg(n−1)+(2n−1)(n−1)(2n−3)ǫg−1(n−2) Aim of the talk: discover and prove, with bijections, other kind of identities.

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Trisections, and a bijection.

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Numbering the corners. We follow the border of the map starting from the root, and we number the corners from 1 to 2n.

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Numbering the corners. We follow the border of the map starting from the root, and we number the corners from 1 to 2n.

1 2 3 border

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Numbering the corners. We follow the border of the map starting from the root, and we number the corners from 1 to 2n.

1 2 3 4 border 5 6 8 7 9 10

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Numbering the corners. We follow the border of the map starting from the root, and we number the corners from 1 to 2n.

1 2 3 4 border 5 6 8 7 9 10 11 12 13 14 15 16 17 18 19 20

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Numbering the corners. We follow the border of the map starting from the root, and we number the corners from 1 to 2n.

1 2 3 4 border 5 6 8 7 9 10 11 12 13 14 15 16 17 18 19 20 3 9 11 13 17

We compare the two natural orderings of corners around one vertex: this gives a diagram.

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Numbering the corners. We follow the border of the map starting from the root, and we number the corners from 1 to 2n.

1 2 3 4 border 5 6 8 7 9 10 11 12 13 14 15 16 17 18 19 20 3 9 11 13 17

1 2

. . .

20

We compare the two natural orderings of corners around one vertex: this gives a diagram.

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Planar case In the planar case, the border-numbering and the cyclic ordering always coincide:

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Planar case In the planar case, the border-numbering and the cyclic ordering always coincide:

1st 2nd 3rd 4th

For each vertex, the diagram is increasing:

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Planar case In the planar case, the border-numbering and the cyclic ordering always coincide:

1st 2nd 3rd 4th

For each vertex, the diagram is increasing: Higher genus Around each vertex, a decrease in the diagram is called a trisection.

3 9 11 13 17

1 2

. . .

20 trisection trisection

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The trisection lemma A one-face map of genus g always has exactly 2g trisections. Proof:

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The trisection lemma A one-face map of genus g always has exactly 2g trisections. Proof:

  • each non-root edge contains exaclty one

descent and one ascent.

17 18 43 44

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The trisection lemma A one-face map of genus g always has exactly 2g trisections. Proof:

  • each non-root edge contains exaclty one

descent and one ascent.

  • the root-edge contains two descents

17 18 43 44 2n 1 ∗ ∗

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The trisection lemma A one-face map of genus g always has exactly 2g trisections. Proof:

  • each non-root edge contains exaclty one

descent and one ascent.

  • the root-edge contains two descents
  • hence there are (n − 1) + 2 = n + 1

descents in total.

  • but each vertex contains one descent

which is not a trisection: # trisections = (# descents) - (# vertices) = (n + 1) − (n + 1 − 2g) QED.

17 18 43 44 2n 1 ∗ ∗

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The trisection lemma A one-face map of genus g always has exactly 2g trisections. → It is an equivalent problem to count one-face maps with a distinguished trisection. Proof:

  • each non-root edge contains exaclty one

descent and one ascent.

  • the root-edge contains two descents
  • hence there are (n − 1) + 2 = n + 1

descents in total.

  • but each vertex contains one descent

which is not a trisection: # trisections = (# descents) - (# vertices) = (n + 1) − (n + 1 − 2g) QED.

17 18 43 44 2n 1 ∗ ∗

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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :
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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :
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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :
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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :
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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :
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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :
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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :

1 → 2 → . . . → a3 → → a2 → → a1 → . . . → 2n . . . . . .

  • The resulting map has only one border :
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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :

1 → 2 → . . . → a3 → → a2 → → a1 → . . . → 2n . . . . . .

  • The resulting map has only one border :

1

1

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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :

1 → 2 → . . . → a3 → → a2 → → a1 → . . . → 2n . . . . . .

  • The resulting map has only one border :

1 2

1 2

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How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.

a1 a2 a3

  • Glue these three corners together as follows :

1 → 2 → . . . → a3 → → a2 → → a1 → . . . → 2n . . . . . .

  • The resulting map has only one border :

3 1 2

1 2 3

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a1 a2 a3 1 → 2 → . . . → a3 → → a2 → → a1 → . . . → 2n . . . . . .

3 1 2

1 2 3

How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.
  • The resulting map has only one border :
  • Glue these three corners together as follows :
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a1 a2 a3 1 → 2 → . . . → a3 → → a2 → → a1 → . . . → 2n . . . . . .

3 1 2

1 2 3

  • By Euler’s formula, it has genus g.

How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.
  • The resulting map has only one border :
  • Glue these three corners together as follows :
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a1 a2 a3 1 → 2 → . . . → a3 → → a2 → → a1 → . . . → 2n . . . . . .

3 1 2

1 2 3

  • By Euler’s formula, it has genus g.
  • Moreover we have built a trisection.

trisection

How to build a trisection : first method.

  • Start with a map of genus (g − 1) with three marked vertices.
  • Let a1 < a2 < a3 be the labels of their minimal corners.
  • The resulting map has only one border :
  • Glue these three corners together as follows :
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Therefore we have a mapping : a1 a2 a3 genus g − 1, three marked vertices genus g, one marked trisection

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Therefore we have a mapping : a1 a2 a3 genus g − 1, three marked vertices genus g, one marked trisection The mapping is injective because we can retrieve the three corners, and cut the vertex back.

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Therefore we have a mapping : a1 a2 a3 genus g − 1, three marked vertices genus g, one marked trisection The mapping is injective because we can retrieve the three corners, and cut the vertex back.

1 : minimum corner

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Therefore we have a mapping : a1 a2 a3 genus g − 1, three marked vertices genus g, one marked trisection The mapping is injective because we can retrieve the three corners, and cut the vertex back.

1 : minimum corner 2: corner following the marked trisection

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Therefore we have a mapping : a1 a2 a3 genus g − 1, three marked vertices genus g, one marked trisection The mapping is injective because we can retrieve the three corners, and cut the vertex back.

1 : minimum corner 2: corner following the marked trisection 3: smallest corner between 2 and 1 which is greater than 2

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Therefore we have a mapping : a1 a2 a3 genus g − 1, three marked vertices genus g, one marked trisection The mapping is injective because we can retrieve the three corners, and cut the vertex back.

1 : minimum corner 2: corner following the marked trisection 3: smallest corner between 2 and 1 which is greater than 2

Hence : 2g · ǫg(n) = n + 3 − 2g 3

  • ǫg−1(n) + . . .

genus g marked trisection genus g − 1 3 marked vertices

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Therefore we have a mapping : a1 a2 a3 genus g − 1, three marked vertices genus g, one marked trisection The mapping is injective because we can retrieve the three corners, and cut the vertex back.

1 : minimum corner 2: corner following the marked trisection 3: smallest corner between 2 and 1 which is greater than 2

Hence : 2g · ǫg(n) = n + 3 − 2g 3

  • ǫg−1(n) + . . .

genus g marked trisection genus g − 1 3 marked vertices

?

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Let’s try the reverse mapping... genus g marked trisection

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Let’s try the reverse mapping... genus g marked trisection

1 : minimum corner

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Let’s try the reverse mapping... genus g marked trisection

1 : minimum corner 2: corner following the marked trisection

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Let’s try the reverse mapping... genus g marked trisection

3: smallest corner between 2 and 1 which is greater than 2 1 : minimum corner 2: corner following the marked trisection

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Let’s try the reverse mapping... a1 a2 a3 genus g − 1, three marked corners genus g marked trisection

3: smallest corner between 2 and 1 which is greater than 2 1 : minimum corner 2: corner following the marked trisection

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Let’s try the reverse mapping... a1 a2 a3 genus g − 1, three marked corners

  • We still have a1 < a2 < a3 in the map of genus (g − 1).

genus g marked trisection

3: smallest corner between 2 and 1 which is greater than 2 1 : minimum corner 2: corner following the marked trisection

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Let’s try the reverse mapping... a1 a2 a3 genus g − 1, three marked corners

  • We still have a1 < a2 < a3 in the map of genus (g − 1).
  • a1 and a2 are both the minimum corner in their vertex.

genus g marked trisection

3: smallest corner between 2 and 1 which is greater than 2 1 : minimum corner 2: corner following the marked trisection

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Let’s try the reverse mapping... a1 a2 a3 genus g − 1, three marked corners

  • We still have a1 < a2 < a3 in the map of genus (g − 1).
  • a1 and a2 are both the minimum corner in their vertex.
  • This is not always the case for a3 :

genus g marked trisection

3: smallest corner between 2 and 1 which is greater than 2 1 : minimum corner 2: corner following the marked trisection

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Let’s try the reverse mapping... a1 a2 a3 genus g − 1, three marked corners

  • We still have a1 < a2 < a3 in the map of genus (g − 1).
  • a1 and a2 are both the minimum corner in their vertex.
  • This is not always the case for a3 :
  • If a3 is the minimum of its vertex : we are in the image of the

previous construction. genus g marked trisection

3: smallest corner between 2 and 1 which is greater than 2 1 : minimum corner 2: corner following the marked trisection

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Let’s try the reverse mapping... a1 a2 a3 genus g − 1, three marked corners

  • We still have a1 < a2 < a3 in the map of genus (g − 1).
  • a1 and a2 are both the minimum corner in their vertex.
  • This is not always the case for a3 :
  • If a3 is the minimum of its vertex : we are in the image of the

previous construction.

  • Else a3 is incident to a trisection of the map of genus (g − 1).

genus g marked trisection

3: smallest corner between 2 and 1 which is greater than 2 1 : minimum corner 2: corner following the marked trisection

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Therefore : genus g, one marked trisection genus (g − 1), 3 marked vertices genus (g − 1), 2 vertices and 1 trisection

good case bad case

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Therefore : genus g, one marked trisection genus (g − 1), 3 marked vertices genus (g − 1), 2 vertices and 1 trisection genus (g − 2), 2+3=5 marked vertices genus (g − 2), 2+2=4 vertices and 1 trisection distinguished

good case bad case good case bad case good case bad case

and so on...

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Hence we have a bijection: genus g,

  • ne marked trisection = ∪

i > 0 genus g−i and 2i+1 marked vertices.

( )

bij.

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Hence we have a bijection: genus g,

  • ne marked trisection = ∪

i > 0 genus g−i and 2i+1 marked vertices.

( )

bij.

2g ·ǫg(n) n+3−2g

3

  • ǫg−1(n)+

= And a new formula:

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Hence we have a bijection: genus g,

  • ne marked trisection = ∪

i > 0 genus g−i and 2i+1 marked vertices.

( )

bij.

2g ·ǫg(n) n+3−2g

3

  • ǫg−1(n)+n+5−2g

5

  • ǫg−2(n)+

= And a new formula:

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Hence we have a bijection: genus g,

  • ne marked trisection = ∪

i > 0 genus g−i and 2i+1 marked vertices.

( )

bij.

2g ·ǫg(n) n+3−2g

3

  • ǫg−1(n)+n+5−2g

5

  • ǫg−2(n)+

. . . + n+1

2g+1

  • Cat(n)

= And a new formula:

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Hence we have a bijection: genus g,

  • ne marked trisection = ∪

i > 0 genus g−i and 2i+1 marked vertices.

( )

bij.

2g ·ǫg(n) n+3−2g

3

  • ǫg−1(n)+n+5−2g

5

  • ǫg−2(n)+

. . . + n+1

2g+1

  • Cat(n)

= ǫg(n) = (some polynomial) × Cat(n)

  • = ”number” of possibilities for the

successive choices of vertices. And a new formula: =

  • 0=g0<g1<...<gr=g

r

  • i=1

1 2gi n + 1 − 2gi−1 2(gi − gi−1) + 1

  • Everything boils down to plane trees:
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A special case: A map is precubic if all its vertices have degree 1 or 3. In the planar case, precubic maps are planted binary trees, and the number of precubic maps with n = 2m + 1 edges is given by the Catalan number Cat(m). Here: The number of precubic maps of genus g with n = 2m + 1 edges is: ξg(m) = 1 2gg!

  • m + 1

3, 3, . . . , 3, m + 1 − 3g

  • Cat(m)

(always rooted at a vertex of degree one). = (2m)! 12gg!m!(m + 1 − 3g)!

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Non-orientable case.

...work in progress with Olivier Bernardi (MIT).

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= upper hemisphere with antipodal points identified on the equator. Projective plane = connected sum of the sphere and h projective planes. Non-orientable surface Nh What about maps on Nh ?

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Maps become more complicated combinatorial objects... Maps = graph + rotation system In order to define the rotation system at each vertex, one must first choose arbitrarily the clockwise orientation around each vertex.

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Maps become more complicated combinatorial objects... Maps = graph + rotation system In order to define the rotation system at each vertex, one must first choose arbitrarily the clockwise orientation around each vertex. When the two orientations disagree along an edge, this edge is called a twist:

counterclockwise

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Maps become more complicated combinatorial objects... Maps = graph + rotation system In order to define the rotation system at each vertex, one must first choose arbitrarily the clockwise orientation around each vertex. When the two orientations disagree along an edge, this edge is called a twist:

counterclockwise counterclockwise

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Drawing maps on the plane Once an orientation convention is fixed, one can draw the map

  • n the plane as before.

But now one has to remember the position of the twists.

twist twist

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Drawing maps on the plane Once an orientation convention is fixed, one can draw the map

  • n the plane as before.

But now one has to remember the position of the twists. This representation is not unique: it is defined up to flips of the vertices.

twist twist twist

=

flip! Hence: map = (graph + rotation system + set of twists), considered up to flips of the vertices. Euler’s formula: s + f = e + 2 − h

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Hard to count with such a definition. We weed to define a canonical orientation. For the moment, we only know how to do that (well) in the case of precubic maps (all vertices have degree 1 or 3). The canonical orientation of a precubic one-face map is the only

  • ne such that around each vertex, there are more left-corners

than right corners. During the tour of the map, certain corners are visited on the left of the tour, and others on the right.

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Good news In the canonical orientation, the notion of trisection still makes sense. We have a mapping Precubic maps of type h with a distinguished trisection Precubic maps of type (h − 2) with 3 distinsguished leaves This mapping is one to four: L R L R L L L L L L R L

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Bad news The trisection lemma does not work ! These two maps have type h = 2 (Klein bottle): For example 2 trisections 0 trisections What to do then? ...the trisection lemma is the key of our approach.

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Cut all the twists... A very strange, global, and still mysterious involution

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Cut all the twists... A very strange, global, and still mysterious involution

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Cut all the twists... Make a rotation of the matching system of the twists. A very strange, global, and still mysterious involution

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Cut all the twists... Make a rotation of the matching system of the twists. A very strange, global, and still mysterious involution

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SLIDE 91

Cut all the twists... Make a rotation of the matching system of the twists. A very strange, global, and still mysterious involution

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SLIDE 92

A very strange, global, and still mysterious involution Cut all the twists... Make a rotation of the matching system of the twists. The involution exchanges maps with h+k trisections and maps with h − 2 − k trisections. (here k ≥ 0) Believe me

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SLIDE 93

The averaged trisection lemma For each h ≥ 0 the average number of trisections among non-

  • rientable precubic one-face maps of type h with n edges is

(h − 1). In other words, the average excess of trisections is:

  • 0 for orientable maps
  • −1 for non-orientable maps.
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SLIDE 94

The averaged trisection lemma For each h ≥ 0 the average number of trisections among non-

  • rientable precubic one-face maps of type h with n edges is

(h − 1). Therefore we can count ! h · ηh(m) = 4 m + 1 − 2h 3

  • ηh−2(m) + ηh(m) − ξh(m)
  • distinguished

trisection all maps of type h (orientable + non-orientable)

  • to compensate

the excess

In other words, the average excess of trisections is:

  • 0 for orientable maps
  • −1 for non-orientable maps.

from which closed formulas follow...

  • rientable ones
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SLIDE 95

Thank you !