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Writeup Template.tex
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Writeup Template.tex
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\documentclass[12pt]{article}
\title{Power-Index Game Research Write-up}
\date{Aug 2018}
\author{Charlie Gerrie}
\usepackage[utf8]{inputenc}
\usepackage{amsthm}
\usepackage{amsmath}
\usepackage{yfonts}
\usepackage{amssymb}
\usepackage{fullpage}
\usepackage{mathtools}
\usepackage{tikz}
\usepackage{graphicx}
\usepackage{subcaption}
\usepackage{float}
\usepackage{pgf}
\usepackage{url}
\usetikzlibrary{arrows}
\DeclarePairedDelimiter\ceil{\lceil}{\rceil}
\DeclarePairedDelimiter\floor{\lfloor}{\rfloor}
\pagestyle{empty}
\newtheorem{theorem}{Theorem}%[section]
\newtheorem{lemma}{Lemma}%[section]
\newtheorem{proposition}{Proposition}%[section]
\newtheorem{corollary}{Corollary}%[section]
\theoremstyle{definition}
\newtheorem{definition}{Definition}%[section]
\theoremstyle{remark}
\newtheorem{remark}{Remark}%[section]
\theoremstyle{remark}
\newtheorem{example}{Example}%[section]
\pagenumbering{gobble}
% TODO SHOULD I HAVE PAGE NUMBERS?
\begin{document}
%TITLE PAGE%
\maketitle
\newpage
%\begin{abstract}
%We examine the power-index game, a cellular automaton, on a torus.
%\end{abstract}
\tableofcontents
\section{Introduction} \label{IntroSec}
\par
How do people change their mind? How are they affected by others? How does that look in a population? These are all questions that are topical today but people have pondered for centuries. The power-index game is an attempt to model this. It had big goals, but alas, it seems like it will not be used for its intended purpose any time soon. However, its simplicity has given it a new lease at theoretical life as new questions have arisen. % What is the connection between local and global structure? What is the nature of the stability of the game? Why do these simple rules produce the intricate phenomena that we observe? This is the direction in which this research has taken the power-index game.
\subsection{The Power Index Game} \label{PIgame}
% explain that it's played on a graph
% define sides (WEAK/STRONG)
% define closed neighborhood
% define together and against sets
% define power
% define iteration behaviour
% explain iteration
\par
What exactly is the power-index game? It is, in short, rules for taking graphs with values on the vertices and iterating them. With zero players, the title of game can seem a misnomer.
% CONTINUE
\begin{definition}[Side]
The set of sides $\mathbb{S}$ is the set containing two elements: strong ($\mathfrak{s}$) and weak ($\mathfrak{w}$). %\textit{These sides will also be associated with and referred to by the colours black and white}.
\end{definition}
\begin{definition}[Configuration]
A configuration is a mapping $C\colon V \to \mathbb{S}$, where $V$ is the vertex set of a graph. \cite{ref:graphs}.
\end{definition}
\begin{definition}[Game]
A game $G(B,C)$ is a structure composed of both a graph $B(V,E)$ (as in board) with associated vertex and edge sets $V$ and $E$, and a configuration $C$, which assigns a side to each vertex.
\end{definition}
\begin{remark}
We will often refer to vertices as black or white instead of strong or weak, respectively, because those are the colours we use to display them on tori. This is discussed further in section \ref{Simplification}.
\end{remark}
\begin{definition}[Iteration operator]
We define an operator $I$ which acts on a game to iterate it. % For example, $IG$ would be the game $G$ iterated once, and $I^n G$ would be it iterated $n$ times.
\end{definition}
% SHOULD I GIVE AN EXAMPLE?
\subsection{Prior Work and Variations} \label{PriorWork}
% SHAPLEY AND SHUBIK
\par
The idea of the power-index was started by Lloyd Shapley and Martin Shubik. \cite{ref:PowerIndex} They developed it to model voting behavior. This was the inspiration for the Power-Index Game in its current iteration, which was developed by Richard Nowakowski.
% WHAT THEY FOUND
\par
The idea of the power-index is that every cell is assigned a power based on its neighborhood, and that determines how it is able to affect its neighbors. In its current form, it is defined like this:
\begin{equation}
P(v) =
\begin{cases}
\begin{cases}
\frac{1}{|A|} & \text{if\ } |A|>|D| \\
0 & \text{if\ } |D|\geq|A|
\end{cases} & \text{If\ }C(v)=\mathfrak{w} \\
\begin{cases}
\frac{1}{|A|} & \text{if\ } |A|\geq |D| \\
0 & \text{if\ } |D|> |A|
\end{cases} & \text{If\ }C(v)=\mathfrak{s}
\end{cases}
\end{equation}
Where $v$ is a vertex, $P(v)$ is its power, $C$ is a configuration, and $\mathfrak{s}$ and $\mathfrak{w}$ are strong and weak sides.
\par
Previous work on the power-index game in its current incarnation was done by Jordan Barrett and Richard Nowakowski. One of their main results of note was discovering a construction for arbitrarily large cycles. We reconfirm this result in section \ref{Astakos}. They also examined the game on many different boards. We, however, will limit ourselves to only one type of board: tori.
% CONTINUE
% WHAT I AM INTERESTED IN / CONNECTIONS TO THIS WORK
%\subsection{Improvements on Prior Results} \label{Improvements}
% ARBITRARY CYCLES (SHOULD THIS BE IN THE "POWER INDEX ON A TORUS" SECTION?)
% motivate arbitrary cycles
%\par
%Recall that one of the previous results was arbitrarily large cycles. This raises the question of if cycles of any specific length can occur in the game. We have found a construction that demonstrates that this is possible.
% show initial conditions for astakos
%\par
%Consider the following configuration on a torus % smallest astakos
%This construction can be generalized to a $3\times n$ torus which corresponds to a cycle length of $n$.
% show that it iterates and loops (make sure you mention that it's on a torus)
% result: arbitrary cycles are possible
\section{The Power Index Game on a Torus} \label{Main Chapter}
%mention toroidal grid
\subsection{Simplifications} \label{Simplification}
\begin{definition}[Torus]
An $n$-by-$m$ torus is the cartesian graph product of an $n$-cycle and an $m$-cycle. Informally, it is a grid where the edges wrap around.
\end{definition}
% motivation
\par
The rules of the game can be restated in simpler terms when limited to a torus. All of the tori we have used have been toroidal grids, so the graphs are 4-regular. Thus, the rules from \ref{PIgame} for the power can be simplified to a simple 1-neighborhood cellular automaton with the following rules:
% definitions
% power
\begin{equation}
\label{powerEq}
P(v) =
\begin{cases}
\frac{1}{3} & \text{if $|A(v)|=2$} \\
\frac{1}{4} & \text{if $|A(v)|=3$} \\
\frac{1}{5} & \text{if $|A(v)|=4$} \\
0 & \text{if $|A(v)|\in \{0,1\}$}
\end{cases}
\end{equation}
\begin{figure}[H]
\centering
\begin{subfigure}[b]{0.1\linewidth}
\begin{tikzpicture}
\draw(0,0.5) rectangle (0.5,1);
\draw(0.5,0) rectangle (1,0.5);
\draw(0.5,0.5) rectangle (1,1); % REPEAT ME!
\draw(0.5,1) rectangle (1,1.5);
\draw(1,0.5) rectangle (1.5,1);
\end{tikzpicture}
\caption{$\frac{1}{5}\ power$}
\end{subfigure}
\begin{subfigure}[b]{0.1\linewidth}
\begin{tikzpicture}
\draw(0,0.5) rectangle (0.5,1);
\draw(0.5,0) rectangle (1,0.5);
\draw(0.5,0.5) rectangle (1,1); % REPEAT ME! AND SPACE THEM!
\draw(0.5,1) rectangle (1,1.5);
\path[draw=white,fill=black] (1,0.5) rectangle (1.5,1);
\end{tikzpicture}
\caption{$\frac{1}{4}\ power$}
\end{subfigure}
\begin{subfigure}[b]{0.1\linewidth}
\begin{tikzpicture}
\draw(0,0.5) rectangle (0.5,1);
\draw(0.5,0) rectangle (1,0.5);
\draw(0.5,0.5) rectangle (1,1); % REPEAT ME!
\path[draw=white,fill=black] (0.5,1) rectangle (1,1.5);
\path[draw=white,fill=black] (1,0.5) rectangle (1.5,1);
\end{tikzpicture}
\caption{$\frac{1}{3}\ power$}
\end{subfigure}
\begin{subfigure}[b]{0.1\linewidth}
\begin{tikzpicture}
\draw(0,0.5) rectangle (0.5,1);
\path[draw=white,fill=black] (0.5,0) rectangle (1,0.5);
\draw(0.5,0.5) rectangle (1,1); % REPEAT ME!
\path[draw=white,fill=black] (0.5,1) rectangle (1,1.5);
\path[draw=white,fill=black] (1,0.5) rectangle (1.5,1);
\end{tikzpicture}
\caption{$0\ power$}
\end{subfigure}
\begin{subfigure}[b]{0.1\linewidth}
\begin{tikzpicture}
\path[draw=white,fill=black] (0,0.5) rectangle (0.5,1);
\path[draw=white,fill=black] (0.5,0) rectangle (1,0.5);
\draw(0.5,0.5) rectangle (1,1); % REPEAT ME!
\path[draw=white,fill=black] (0.5,1) rectangle (1,1.5);
\path[draw=white,fill=black] (1,0.5) rectangle (1.5,1);
\end{tikzpicture}
\caption{$0\ power$}
\end{subfigure}
\caption{all possible neighborhoods for a center cell}
\label{neighHeurs}
\end{figure}
% next iteration?
% results
% explain 2-neighborhood
% % % % SYMMETRIES!
\subsection{Symmetries}
\par
Before we dive fully into the power-index game, we should take a moment to examine the symmetries present. First of all, the rules of the game are rotationally invariant. The power of a given cell only depends on the number of neighbors of particular sides,
not where they are, and the % some problem here?
process for finding the most powerful neighbor is similar. Thus, this symmetry will be used often to reduce cases. However, one must be careful about applying this symmetry where it does not apply. There are many occasions where we will deal with larger-scale structures where rotational symmetry does not apply, or worse it is invoked as an approximation (see \ref{2squareFirst}). Translational and reflective symmetries are also present for similar reasons to rotational symmetry, and so share the same potential pitfalls.
\par
The final symmetry of the power-index game is that of the sides. Recall that sides are the values of strong or weak that are assigned to vertices on the graph the game is being played on. This applies because we are limiting ourselves to tori, which are 4-regular. Normally, strong would break ties for the majority of the closed neighborhood, but the closed neighborhoods of cells on tori have five cells, so ties are not a problem. Thus, strong and weak are equivalent and can be exchanged freely.
% SIDE
% ROTATIONAL
% TRANSLATIONAL
% MIRROR
\subsection{Examples}
\par
Let us examine an example of how to iterate the game. In figure \ref{exampleIter}, we see a single cell in the center, and all cells within 2 moves from it, which is the maximum distance away that a cell can affect another during one iteration. We denote this area the \emph{2-neighborhood}, because it is the neighborhood of cells 2 away from a cell. In the figure, we see the powers of each of cell immediately around the center. We calculate these with equation \ref{powerEq}. The center cell will change to the side of the most powerful neighbor. There are two cells tied for most powerful on its left and its right. In this case, the cell will go with its own side and stay the same if possible. Thus, this cell will not change in the next iteration.
\begin{figure}
\centering
\label{exampleIter}
\begin{tikzpicture}
\path[draw=black,fill=white] (0,0) rectangle (0.5,0.5);
\path[draw=white,fill=black] (-0.5,0) rectangle (0,0.5);
\path[draw=white,fill=black] (-1,0) rectangle (-0.5,0.5);
\path[draw=black,fill=white] (0.5,0) rectangle (1,0.5);
\path[draw=white,fill=black] (1,0) rectangle (1.5,0.5);
\path[draw=white,fill=black] (0,0.5) rectangle (0.5,1);
\path[draw=white,fill=black] (0.5,0.5) rectangle (1,1);
\path[draw=white,fill=black] (-0.5,0.5) rectangle (0,1);
\path[draw=white,fill=black] (0,1) rectangle (0.5,1.5);
\path[draw=white,fill=black] (0,-0.5) rectangle (0.5,0);
\path[draw=black,fill=white] (-0.5,-0.5) rectangle (0,0);
\path[draw=black,fill=white] (0.5,-0.5) rectangle (1,0);
\path[draw=black,fill=white] (0,-1) rectangle (0.5,-0.5);
\node[text=black,align=center] at (0.25,0.25) {0};
\node[text=white,align=center] at (-0.25,0.25) {$\frac{1}{3}$};
\node[text=white,align=center] at (0.25,0.75) {$\frac{1}{4}$};
\node[text=white,align=center] at (0.25,-0.25) {0};
\node[text=black,align=center] at (0.75,0.25) {$\frac{1}{3}$};
\end{tikzpicture}
\caption{}
\end{figure}
% help people get a sense of how the game goes
\subsection{Special Shapes} \label{SpecialShapes}
\par
Recall the definition of a configuration from section \ref{PIgame}. In short, a configuration is a particular assignment of sides to every vertex of the game board.
% motivation
%\begin{definition}[Configuration]
%A configuration is a particular side state of an entire graph.
%A configuration is a mapping from a board ()
%\end{definition}
% EXAMPLES
\begin{definition}[Subconfiguration]
%A subconfiguration is an arrangement of cells, irrespective of its surrounding configuration.
A subconfiguration is a configuration of a subgraph of the board of a game.
\end{definition}
% EXAMPLES
\begin{example}
Three adjacent cells in a row, where the center one is strong and the other two are weak can be a subconfiguration, in the sense that another graph can contain such an arrangement on a particular part of the board.
\end{example}
% results of these definitions
\subsubsection{On An Empty Grid} \label{EmptyGrid}
\par
These shapes are considered to be simulated on a grid of entirely the opposite colour, devoid of any other patterns.
\begin{definition}[Unstable Subconfiguration]
A configuration is called unstable if there exists a finite number of iterations after which it will die out, and the grid returns to homogeneity.
\end{definition}
\begin{example}
A chevron is an unstable subconfiguration, since it dies out after two iterations.
%FIGURES
\end{example}
\begin{definition}[Stable Subconfiguration]
A configuration is called stable if there exists a finite number of iterations after which it will be reproduced.
\end{definition}
\begin{example}
A 3-by-3 square is a stable subconfiguration, since if it is placed in a field of the opposite colour it will form a cycle of length 3. See figure \ref{StableConfigs}.
\begin{figure}
\centering
\begin{subfigure}[b]{0.4\linewidth}
%\includegraphics[width=\linewidth]{3x3_1.png}
\begin{tikzpicture}
\foreach \x in {1,...,5} {
\foreach \y in {1,...,5} {
\draw(\x,\y) rectangle (1+\x,1+\y);
}
}
\foreach \x in {2,...,4} {
\foreach \y in {2,...,4} {
\path[draw=white,fill=black] (\x,\y) rectangle (1+\x,1+\y);
}
}
\end{tikzpicture}
\caption{Iteration 1}
\label{fig:3x3_1}
\end{subfigure}
\begin{subfigure}[b]{0.4\linewidth}
%\includegraphics[width=\linewidth]{3x3_2.png}
\begin{tikzpicture}
\foreach \x in {0,...,4} {
\foreach \y in {0,...,4} {
\draw(\x,\y) rectangle (1+\x,1+\y);
}
}
\foreach \x in {1,...,3} {
\foreach \y in {1,...,3} {
\path[draw=white,fill=black] (\x,\y) rectangle (1+\x,1+\y);
}
}
\path[draw=white,fill=black] (0,1) rectangle (1,2);
\path[draw=white,fill=black] (0,3) rectangle (1,4);
\path[draw=white,fill=black] (1,0) rectangle (2,1);
\path[draw=white,fill=black] (3,0) rectangle (4,1);
\path[draw=white,fill=black] (1,4) rectangle (2,5);
\path[draw=white,fill=black] (3,4) rectangle (4,5);
\path[draw=white,fill=black] (4,1) rectangle (5,2);
\path[draw=white,fill=black] (4,3) rectangle (5,4);
\end{tikzpicture}
\caption{Iteration 2}
\label{fig:3x3_2}
\end{subfigure}
\begin{subfigure}[b]{0.4\linewidth}
\begin{tikzpicture}
\foreach \x in {0,...,4} {
\foreach \y in {0,...,4} {
\draw(\x,\y) rectangle (1+\x,1+\y);
}
}
\foreach \x in {1,...,3} {
\foreach \y in {1,...,3} {
\path[draw=white,fill=black] (\x,\y) rectangle (1+\x,1+\y);
}
}
\path[draw=white,fill=black] (0,2) rectangle (1,3);
\path[draw=white,fill=black] (4,2) rectangle (5,3);
\path[draw=white,fill=black] (2,0) rectangle (3,1);
\path[draw=white,fill=black] (2,4) rectangle (3,5);
\end{tikzpicture}
\caption{Iteration 3}
\label{fig:3x3_3}
\end{subfigure}
\begin{subfigure}[b]{0.4\linewidth}
\begin{tikzpicture}
\foreach \x in {1,...,5} {
\foreach \y in {1,...,5} {
\draw(\x,\y) rectangle (1+\x,1+\y);
}
}
\foreach \x in {2,...,4} {
\foreach \y in {2,...,4} {
\path[draw=white,fill=black] (\x,\y) rectangle (1+\x,1+\y);
}
}
\end{tikzpicture}
\caption{Iteration 4}
\label{fig:3x3_4}
\end{subfigure}
\caption{3-by-3 square on a 12-by-12 torus}
\label{StableConfigs}
\end{figure}
%FIGURES
\end{example}
\begin{remark}
The 5-by-5 and 7-by-7 square are also stable. This sparked the idea that maybe all odd squares above 2 were stable. This hypothesis was quickly disproven by considering the 9-by-9 square, which is parastable.
\end{remark}
\begin{definition}[Parastable Subconfiguration]
A configuration is called parastable if it doesn't die out, but instead fills its space with stable patterns.
\end{definition}
\begin{example}
A 2-by-2 square is a parastable subconfiguration. See figure \ref{ParastableFig}.
\begin{figure}
\centering
\begin{subfigure}[b]{0.25\linewidth}
\includegraphics[width=\linewidth]{2x2_1.png}
\caption{Iteration 1}
\label{fig:2x2_1}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\includegraphics[width=\linewidth]{2x2_2.png}
\caption{Iteration 2}
\label{fig23x2_2}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\includegraphics[width=\linewidth]{2x2_3.png}
\caption{Iteration 3}
\label{fig:2x2_3}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\includegraphics[width=\linewidth]{2x2_20.png}
\caption{Iteration 20}
\label{fig:2x2_20}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\includegraphics[width=\linewidth]{2x2_50.png}
\caption{Iteration 50}
\label{fig:2x2_50}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\includegraphics[width=\linewidth]{2x2_100.png}
\caption{Iteration 100}
\label{fig:2x2_100}
\end{subfigure}
\caption{2-by-2 square on a 60-by-60 torus}
\label{ParastableFig}
\end{figure}
\end{example}
\begin{example}
Consider the tetrominoes. All subconfigurations with less than four cells are unstable, so these are the first ones to exhibit parastability. Though the S, Z, and T tetrominoes are unstable, the L, I, and O tetrominoes are all parastable. % DIAGRAMS OF THEM
\begin{figure}
\centering
\begin{subfigure}[b]{0.4\linewidth}
\fbox{\includegraphics[width=\linewidth]{Lstart.png}}
\caption{iteration 1}
\end{subfigure}
\begin{subfigure}[b]{0.4\linewidth}
\fbox{\includegraphics[width=\linewidth]{Lend.png}}
\caption{iteration 93}
\end{subfigure}
\caption{L tetromino}
\end{figure}
\end{example}
\par
Not much is understood about the mechanism of parastability at this time. However, for large subconfigurations, it appears that stability or instability are the exceptions whereas parastability is the rule.
\subsubsection{A Glider} \label{Astakos}
\par
We have discovered a construction to have a cycle of arbitrary length greater or equal to 6. See figure \ref{Astakos}.
% DIAGRAM SHOWING POWERS
\begin{figure}
\centering
\begin{subfigure}[b]{0.25\linewidth}
\fbox{\includegraphics[width=\linewidth]{astakos1.png}}
\caption{Iteration 1}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\fbox{\includegraphics[width=\linewidth]{astakos2.png}}
\caption{Iteration 2}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\fbox{\includegraphics[width=\linewidth]{astakos3.png}}
\caption{Iteration 3}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\fbox{\includegraphics[width=\linewidth]{astakos4.png}}
\caption{Iteration 4}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\fbox{\includegraphics[width=\linewidth]{astakos5.png}}
\caption{Iteration 5}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\fbox{\includegraphics[width=\linewidth]{astakos6.png}}
\caption{Iteration 6}
\end{subfigure}
\begin{subfigure}[b]{0.25\linewidth}
\fbox{\includegraphics[width=\linewidth]{astakos1.png}}
\caption{Iteration 7}
\end{subfigure}
\caption{The glider}
\label{Astakos}
\end{figure}
\begin{theorem}
The power-index game is capable of having arbitrary cycles.
\end{theorem}
\begin{proof}
Cycles of length 1 through 5 are trivial. All larger cycles of length $n$ can be constructed by placing a glider on a $3$-by-$n$ board.
\end{proof}
\begin{remark}
We dubbed the glider "\textit{astakos}", after the Greek work for lobster.
\end{remark}
\subsubsection{Uniform Power Configurations} \label{UPCs} %ACTUALLY USE THIS ACCRONYM?
\begin{definition}[Uniform Power Configuration (UPC)]
A configuration where every cell has the same power.
\end{definition}
\par
We consider UPCs because they will always be static; For a cell to change it would have to have a more powerful neighbor. On a torus, there are four options for the power of a cell: $0$, $\frac{1}{3}$, $\frac{1}{4}$, and $\frac{1}{5}$. % CHECK "HAVE" SYNTAX -_-
\par
The first of these which we will consider is configurations with a uniform power of $\frac{1}{5}$, since they are the simplest. For a cell to have a power of $\frac{1}{5}$, it must be surrounded entirely by neighbors of its own side. Thus, such configurations must be made up of entirely one colour. This type of configuration can be made on a torus of any dimensions.
\par
% rewrite this as opposing or opposite side?
Next, we will consider those with a power of $\frac{1}{4}$. In this case, every cell must have one neighbor of the opposite side. Thus, we can inductively construct what this configuration will look like by starting with a single cell.
% FIGURE OF A CELL WITH A 1-NEIGHBORHOOD WITH ALL BUT THE RIGHT CELL BEING THE WHITE
% LABEL THE RIGHT ONE R, AND THE ONES ABOVE AND BELOW R AS a AND b
\begin{figure}[H]
\begin{tikzpicture}
\draw(0,1) rectangle (1,2);
\draw(1,0) rectangle (2,1);
\draw(1,1) rectangle (2,2); % REPEAT ME!
\draw(1,2) rectangle (2,3);
\path[draw=white,fill=black] (2,1) rectangle (3,2);
\node[text=white,align=center] at (2.5,1.5) {R};
\node[align=center] at (2.5,0.5) {a};
\node[align=center] at (2.5,2.5) {b};
\end{tikzpicture}
\end{figure}
Now, we know that the spaces to at $a$ and $b$ must be the same side as $R$, because if they were not, then $R$ would have two neighbors of the opposite side.
\begin{figure}[H]
\begin{tikzpicture}
\draw(0,1) rectangle (1,2);
\draw(1,0) rectangle (2,1);
\draw(1,1) rectangle (2,2);
\draw(1,2) rectangle (2,3);
\path[draw=white,fill=black] (2,1) rectangle (3,2);
\path[draw=white,fill=black] (2,0) rectangle (3,1);
\path[draw=white,fill=black] (2,2) rectangle (3,3);
\node[align=center] at (1.5,3.5) {c};
\node[align=center] at (2.5,3.5) {d};
\end{tikzpicture}
\end{figure}
Now we see that $c$ and $d$ must be coloured the same colour as the cells below them. We can continue this type of argument upwards and downwards, forming stripes.
% FIGURE OF TWO ADJACENT 2-STRIPES WITH DOMAINS LEFT AND RIGHT LABELLED L AND R
\begin{figure}[H]
\begin{tikzpicture}
\foreach \i in {0,...,5} {
\draw(0,\i) rectangle (1,1+\i);
\draw(1,\i) rectangle (2,1+\i);
\path[draw=white,fill=black] (2,\i) rectangle (3,1+\i);
\path[draw=white,fill=black] (3,\i) rectangle (4,1+\i);
}
\node[align=center] at (-1,2.5) {L};
\node[align=center] at (5,2.5) {R};
\end{tikzpicture}
\end{figure}
Finally, we see that the domains $L$ and $R$ must be black and white. Thus, we can continue this pattern to the left and right.
% FINAL FIGURE
We call this pattern a tessellation of 2-stripes, since each stripe is two cells wide. This configuration has a limitation on its dimensions. In this case, the width must be a multiple of 4 to accommodate the repeating pattern of the 2-stripes. So, for example, a UPC could not exist on a 3-by-5 torus, but one could exist on a 3-by-4 torus. On tori where both dimensions are multiples of 4, the stripes can be placed in either orientation.
\par
% UPC OF 0 POWER
UPCs of power $0$ are somewhat more complicated than the previous ones. First off, the trivial solution to having a board with uniform power $0$ is a checkerboard pattern, where every cell has zero neighbors on its side. Note that checkerboard configurations can only exist on even-by-even tori. See figure \ref{Checkerboard} for an example.
\begin{figure}
\centering
\fbox{\includegraphics[width=0.5\linewidth]{checkers.png}}
\caption{Checkerboard configuration}
\label{Checkerboard}
\end{figure}
\par
However, cells will also have power $0$ if they have one neighbor on the same side. In this case, we can use the inductive method we used for $\frac{1}{4}$-power. Start with a single cell.
% DIAGRAM OF SINGLE CELL WITH UPPER, LEFT, AND BELOW CELLS THE OPPOSITE COLOUR. LABEL CENTRE S AND RIGHT CELL a
\begin{figure}[H]
\begin{tikzpicture}
\path[draw=black,fill=white] (0,0) rectangle (1,1);
\path[draw=black,fill=white] (1,0) rectangle (2,1);
\path[draw=white,fill=black] (-1,0) rectangle (0,1);
\path[draw=white,fill=black] (0,1) rectangle (1,2);
\path[draw=white,fill=black] (0,-1) rectangle (1,0);
\node[align=center] at (0.5,0.5) {S};
\node[align=center] at (1.5,0.5) {a};
\end{tikzpicture}
\end{figure}
Next we can fill in the neighbors of $a$.
% DIAGRAM WITH RIGHT CELL NEIGHBORHOOD FILLED IN. LABEL TWO TOP CELLS b AND c, BOTTOM d AND e
\begin{figure}[H]
\begin{tikzpicture}
\path[draw=black,fill=white] (0,0) rectangle (1,1);
\path[draw=black,fill=white] (1,0) rectangle (2,1);
\path[draw=white,fill=black] (-1,0) rectangle (0,1);
\path[draw=white,fill=black] (0,1) rectangle (1,2);
\path[draw=white,fill=black] (0,-1) rectangle (1,0);
\path[draw=white,fill=black] (2,0) rectangle (3,1);
\path[draw=white,fill=black] (1,1) rectangle (2,2);
\path[draw=white,fill=black] (1,-1) rectangle (2,0);
\node[text=white,align=center] at (0.5,1.5) {b};
\node[text=white,align=center] at (1.5,1.5) {c};
\node[text=white,align=center] at (0.5,-0.5) {d};
\node[text=white,align=center] at (1.5,-0.5) {e};
\end{tikzpicture}
\end{figure}
Now we recognize that the pairs of $b$ and $c$, and $d$ and $e$, are just like the pair $S$ and $a$. Thus, we can continue the pattern up and down arbitrarily. This forms an alternating stripe 2 cells wide. The beauty of such a stripe is that the sides of it can fit into an existing checkerboard pattern. See figure \ref{0PowStripes} for examples.
\begin{theorem}
There cannot be both horizontal and vertical stripes on a $0$-power UPC.
\end{theorem}
\begin{proof}
Suppose you could have both. They would intersect somewhere, which would break the extending-upwards part of the construction because $b$ and $c$ would be on different sides.
\end{proof}
\begin{lemma}
\label{pairsLemma}
The number of adjacent pairs of cells that have different different sides in a given row must be even.
\end{lemma}
\begin{proof}
The number of cells of a given side in a given row is given by the equation:
\begin{equation}
\label{eqn:pairs}
n = \frac{2S+D}{2}=S+\frac{D}{2}
\end{equation}
Where $S$ is the number of adjacent pairs with two cells of the same side as is being considered, and $D$ is the number of adjacent pairs with cells of different sides. The division by two comes from double-counting each cell, since they're all part of two pairs. \\
Suppose there were an odd number of adjacent pairs of cells with different sides. Then by equation \ref{eqn:pairs}, there must be a fractional number of cells, which is impossible.
\end{proof}
\begin{theorem}
Consider a 0-power UPC. Without loss of generality, let any stripes be vertical. If there is an even number of stripes, the torus must have an even width. Inversely, if there are an odd number of stripes, it must have an odd width.
\end{theorem}
\begin{proof}
On a given row of a checkerboard configuration $n$ cells wide, you have $n$ pairs of cells on different sides. Each stripe removes one of these pairs. Hence by lemma \ref{pairsLemma}. %FINISH?
\end{proof}
\begin{figure}
\centering
\begin{subfigure}[b]{\linewidth}
\centering
\fbox{\includegraphics[width=0.5\linewidth]{0config.png}}
\caption{A $0$-power UPC on a 12-by-12 torus with two stripes}
\end{subfigure}
\begin{subfigure}[b]{\linewidth}
\centering
\fbox{\includegraphics[width=0.5\linewidth]{0config1stripe.png}}
\caption{A $0$-power UPC on an 11-by-12 torus with one stripe}
\end{subfigure}
\caption{}
\label{0PowStripes}
\end{figure}
% DIMENSIONS OF POW 0
\par
Thus, 0-power UPCs can be made on any even-by-even or odd-by-even torus.
\par
% UPC OF 1/3 POWER
We will now consider the most interesting of UPCs. % REASONS WHY THEY'RE INTERESTING
\begin{theorem}
\label{13evenThm}
$\frac{1}{3}$-power UPCs must have an equal number of cells of both sides.
\end{theorem}
\begin{proof}
We will count the numbers of cell neighbors of each side. Every cell in a $\frac{1}{3}$-power UPC has two neighbors of each side; two strong and two weak. Thus, no matter how many cells' neighborhoods are counted, there will be equal numbers of strong and weak neighbors. However, each cell has to have been counted four times by all four of its neighbors. Therefore there must be equal numbers of cells of both sides.
% DEFINE PAIR?
% FINISH PROOF! (COUNT NEIGHBORS OFF)
%
\end{proof}
\begin{corollary}
UPCs of power $\frac{1}{3}$ cannot exist on boards with an odd number of cells.
\end{corollary}
\begin{corollary}
All $x$-by-$y$ boards where both $x$ and $y$ are odd do not have any $\frac{1}{3}$-power UPCs.
\end{corollary}
% HYPOTHESIZE INVERSE (CAN BE PROVEN TO EXIST WITH CONSTRUCTION OF 1-STRIPES)
\begin{theorem}
All $x$-by-$y$ grids where $x$ and $y$ are not both odd has at least one $\frac{1}{3}$-power UPC.
\end{theorem}
\begin{proof}
All boards with at least one even dimension can have a \textit{1-stripe} configuration (see figure \ref{3PowStripes}). The first step in constructing such a configuration is to choose one of the even dimensions. Fill the columns of that dimension with alternating sides. This will form a sequence of columns, with each column being sandwiched between two columns of the opposite side. This ensures that every cell has two neighbors on the opposite side from the adjacent columns, and two neighbors on the same side above and below it in the column.
% CONSTRUCTION!
\begin{example}
% EXAMPLE OF 1-stripes
\begin{figure}
\centering
\fbox{\includegraphics[width=0.5\linewidth]{1-stripes.png}}
\caption{An example of a 1-stripes configuration on a 16-by-12 torus}
\label{3PowStripes}
\end{figure}
\begin{remark}
Because of symmetry of side, two opposite configurations can be constructed this way. As well, Boards with two even dimensions will have double the configurations, since they have two choices of dimension to make the columns in.
\end{remark}
\end{example}
\end{proof}
\par
See table \ref{Empirical3UPCs} for the empirical data on the numbers of different $\frac{1}{3}$ UPCs for different dimensions.
% TABLE WITH NUMBERS OF 1/3 POWER UPCS OF A GIVEN DIMENSION
% SHOULD I REPLACE THE "-"S WITH 0'S?
\begin{table}
\begin{tabular}{l r | *{9}{r} }
& & y dimension & & & & & & \\
& & 2 & 3 & 4 & 5 & 6 & 7 & 8 & & 10\\ \hline
x dimension & 2 & 1 & 1 & 2 & 1 & 2 & 1 & 2 \\
& 3 & 1 & - & 1 & - & 2 & - & 1 \\
& 4 & 2 & 1 & 4 & 1 & 2 & 1 & 5 \\
& 5 & 1 & - & 1 & - & 1 & - & 1 \\
& 6 & 2 & 2 & 2 & 1 & 5 & 1 & 2 \\
& 7 & 1 & - & 1 & - & 1 & - & 1 \\
& 8 & 2 & 1 & 5 & 1 & 2 & 1 & 18 \\
& \\
& 10 & & & & & & & & & 28 \\
\end{tabular}
\caption{}
\label{Empirical3UPCs}
\end{table}
%CONSIDERATIONS OF POSSIBLE DIMENSIONS
The diagonal of table \ref{Empirical3UPCs} is of particular interest. At the time of writing, these first 5 terms do not appear in any sequence on the OEIS. \\
\par Figure \ref{All3rd} shows all the constant $\frac{1}{3}$-power configurations for 10-by-10.
\begin{proposition}
There are three other classes of $\frac{1}{3}$-power UPCs. They are as follows: concentric squares, \textit{staircases}, and exotic. \\
\begin{itemize}
\item Concentric squares are configurations on $4n$-by-$4n$ tori. They are constructed by tessellating a subconfiguration of concentric squares, alternating sides as you tessellate. This subconfiguration is made by starting with a 2-by-2 square, and alternating sides while adding a border, up to a maximum size of $2n$-by-$2n$. See figure \ref{CCircles}.
\begin{figure}
\centering
\fbox{\includegraphics[width=0.25\linewidth]{ccircles.png}}
\caption{A concentric cicles configuration}
\label{CCircles}
\end{figure}
\item Staircase configurations involve a continuous path of cells following a repeating pattern of \emph{rights} and \emph{ups}. See figure \ref{Staircase}.
\begin{figure}
\centering
\fbox{\includegraphics[width=0.25\linewidth]{3rdData10x10_26.png}}
\caption{A staircase configuration}
\label{Staircase}
\end{figure}
\item Exotic configurations are all other configurations. Not much is known about them. They typically combine squares and paths. See figure \ref{Exotic}.
\begin{figure}
\centering
\fbox{\includegraphics[width=0.25\linewidth]{3rdData10x10_16.png}}
\caption{An exotic configuration}
\label{Exotic}
\end{figure}
\end{itemize}
% ELABORATE
\end{proposition}
\begin{figure}
\begin{tabular}{ c | c | c | c }
\includegraphics[width=0.2\linewidth]{3rdData10x10_1.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_2.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_3.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_4.png} \\ \hline
\includegraphics[width=0.2\linewidth]{3rdData10x10_5.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_6.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_7.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_8.png} \\ \hline
\includegraphics[width=0.2\linewidth]{3rdData10x10_9.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_10.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_11.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_12.png} \\ \hline
\includegraphics[width=0.2\linewidth]{3rdData10x10_13.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_14.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_15.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_16.png} \\ \hline
\includegraphics[width=0.2\linewidth]{3rdData10x10_17.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_18.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_19.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_20.png} \\ \hline
\includegraphics[width=0.2\linewidth]{3rdData10x10_21.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_22.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_23.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_24.png} \\ \hline
\includegraphics[width=0.2\linewidth]{3rdData10x10_25.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_26.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_27.png} & \includegraphics[width=0.2\linewidth]{3rdData10x10_28.png} \\
\end{tabular}
\caption{All $\frac{1}{3}$-power UPCs on a 10-by-10 torus}
\label{All3rd}
\end{figure}
\subsection{The First Iteration} \label{FirstIter}
% PROBLEM: TALK ABOUT WHICH THINGS WE CAN PREDICT FOR THE FIRST ITERATION
\par
This segment is largely about what happens to a grid with a random distribution of cells after a single iteration. This is a valuable simplification because knowing that it has a random distribution allows us to easily use probabilistic methods to consider the dynamics of the game. We consider a random board to be one where each cell has a certain constant probability $p$ of being strong, and a corresponding probability $q=1-p$ of being weak. If $p$ is not specified, we take it to be $0.5$.
% ELABORATE ON RANDOMNESS
\begin{definition}[Subconfiguration Proportion (SP)] % DEFINE AS JUST A TUPLE?
This is a tuple containing the numbers of various subconfigurations.%, and is an element of an SPS. Addition is accomplished by piecewise addition of the counts of the subconfigurations.
% SHOULD THIS BE A FUNCTION FROM SUBCONFIGS TO [0,1]
% element of the above space
\end{definition}
% define higher-order variables (e.g. 2-square proportion, change)
\begin{definition}[Subconfiguration Proportion Space (SPS)]
This is a space of possible subconfiguration proportions.
\end{definition}
\begin{example}
An SPS exists for the proportions of 1-by-2 shapes, counting the incidence of $\mathfrak{w}\mathfrak{w}$, $\mathfrak{w}\mathfrak{s}$, $\mathfrak{s}\mathfrak{w}$, and $\mathfrak{s}\mathfrak{s}$. It has three different subconfigurations, and so is trivially a subset of
$\{ \left(x,y,z\right) \in [0,1]^3 : x+y+z=1 \}$
\end{example}
%
% MAKE PICTURES OF TOY EXAMPLES AND CONNECT THEM TO THE TUPLES!
%
%
\begin{example}
$\left( \frac{1}{4} , \frac{3}{4} \right) $ could be a subconfiguration proportion for the SPS of single cells.
\end{example}
\begin{definition}[Ratio function]
A ratio operator $R$ is a function from a game $G$ to a subconfiguration proportion. Each SPS has an associated ratio operator.
\end{definition}
\begin{example}
Consider a board with a checkerboard pattern of $\mathfrak{w}$ and $\mathfrak{s}$. The ratio operator for the SPS of individual cells would return $\left(\frac{1}{2},\frac{1}{2}\right)$.
\end{example} % EXPAND EXAMPLE
\begin{definition}[Ratio chain]
A ratio chain is a matrix $C$ representing a Markov chain that acts on a subconfiguration proportion vector.
\end{definition}
\begin{proposition}
For any SPS, associated ratio operator $R$, and game $G$, there exists a ratio chain $C$ with associated error distribution $E$ such that
%CR(G)=R(IG)+\vec{\delta}+\vec{\epsilon}
\begin{equation}
CR\left(G\right)-R\left(IG\right) \sim E
\end{equation}
%where $\vec{\delta}$ and $\vec{\epsilon}$ depend on the the SPS, the size of the game's board, the proportions of the subconfigurations, and how randomized the board is.
%entropy? is this part of the proportions?
% Here, $\vec{\delta}$ represents the random variation due to different boards having the same subconfiguration proportions, whereas $\vec{\epsilon}$ represents any bias the markov chain might have.
%Finally, $n$ represents the number of subconfigurations which compose the configuration.
% switch epsilon and delta?
% OR SHOULD THESE BE DEFINED AS DISTRIBUTIONS?
\end{proposition}
\begin{proof}
You can always make a trivial matrix to do it. Make the diagonal of the matrix the ratios between before and after proportions. This ratio chain would correspond to an error distribution of constant 0.
\end{proof}
\begin{example}
\end{example}
This leaves us with questions about two things:
\begin{enumerate}
\item{\textbf{The Ratio Chain:} How can we construct such a ratio chain? Can we approximate it? Is there an optimal construction?}
\item{\textbf{The Error:} How can we determine the error distribution $E$? Is it possible to minimize it?}
\end{enumerate}
\par
Both of these questions have several approaches. One can determine a ratio chain for a single iteration by simply constructing a matrix which gives the correct before and after SPs. This ratio chain would be pointless and non-predictive since it could only be constructed by knowing empirically what the next iteration would look like. What we would prefer would be to find as general a way to construct a ratio chain: one which requires as little information as possible to successfully predict the dynamics of the SPS for that game.
%\par
%The first of these questions % CONTINUE?
%\par
%The second question, how to determine the error, is similar to the first insofar as there are different approaches with varying degrees of empiricism.
% ALGEBRA OUT HOW TO COMPOUND THIS OVER TIME
% HOW THIS CAN BE USED TO SUCCESSFULLY PREDICT THE FIRST ITERATION
\par
There exists a simple and intuitive way to construct a ratio chain for predicting the first iteration of a random board. It involves enumerating all possible neighborhoods of the SPS subconfigurations, and noting down with what proportions certain subconfigurations change into others. This works because the board is randomized, so each neighborhood has an easily calculable probability. The error in this case is a multidimensional binomial distribution. % is it?
\subsubsection{1-square Proportions}
\par
A 1-square is equivalent to a single cell. There are two possible states that a 1-square can be in, black or white, $\mathfrak{s}$ or $\mathfrak{w}$. The 1-square proportion is a tuple of the percentages of each state of 1-square on the board.
% definition
% cases
% delta
\par
% FIND THE PROBABILITY THAT A RANDOM CELL CHANGES COLOUR
Consider the closed 2-neighborhood of a cell. Without loss of generality we can fix the center cell's side. Now, there are $2^{12}$ possible states of this neighborhood. Let $p$ be the proportion of the selected side.
% COME UP WITH BETTER VARIABLE NAMES
\begin{equation}
P(S)=\frac{\sum^{12}_{i=0}{\left( s_i \right)p^i \left(1-p\right)^{12-i}}}{2^{12}}=1-P(C)
\end{equation}
\begin{equation}
P(C)=\frac{\sum^{12}_{i=0}{\left( c_i \right)p^i \left(1-p\right)^{12-i}}}{2^{12}}=1-P(S)
\end{equation}
Where $S$ and $C$ are the events that the center cell stays the same or changes, $s_i$ is the number of configurations of the 2-neighborhood with $i$ cells of the center's side which \emph{don't} lead to the center cell changing in the next iteration, and $c_i$ is the number of configurations of the 2-neighborhood with $i$ cells of the center's side which \emph{do} lead to the center cell changing in the next iteration.
% CONSIDER THE SAMPLING DISTRIBUTION OF THAT PROPORTION WITH THE-NUMBER-OF-CELLS SAMPLES
% instability
\par
Consider the transition probabilities for a 1-square for the first iteration, generated probabilistically. If we consider the proportion of one side, and what it will be in the next iteration, we see that having equal amounts of both sides appears to be an unstable equilibrium. See figure \ref{fig:cellFirst}.
\begin{figure}
\centering
\includegraphics[width=\linewidth]{firstIterationCell.png}
\caption{}
\label{fig:cellFirst}
\end{figure}
\par
This is intriguing, because in general (see \ref{LongTermB} for more) having a 50-50 split of sides seems not only to be a stable equilibrium, but a sink to which only the most extreme proportions are not attracted to.
\par
As for the error in predicted proportion, we can calculate this using a binomial distribution. If there are $n$ cells and we know that the probability that a square will stay the same in the next iteration is $P(S)$, then the variance in the number of cells staying the same is $nP(S)(1-P(S))$. Thus, the standard deviation of that number is $\sqrt{nP(S)(1-P(S))}$, and thus the standard deviation of the proportion of cells staying the same is $\sqrt{\frac{P(S)(1-P(S))}{n}}$. One can do similarly for the changing cells, and from this calculate the standard deviation in proportions of both sides.
\subsubsection{2-square Proportions} \label{2squareFirst}
\par
2-Square subconfigurations are possible states of 2-by-2 squares. There are 16 such subconfigurations, but usually we consider the subconfigurations up to rotational symmetries leaving us with 6 possible states, seen in figure \ref{2Shapes}.
\begin{figure}
\centering
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{side.png}}
\caption{Side}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{diag.png}}
\caption{Diagonal}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{blackCorner.png}} % I switched back to the old definition of black corner after making this file
\caption{White Corner}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{whiteCorner.png}}
\caption{Black Corner}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{whiteSquare.png}}
\caption{White Square}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{blackSquare.png}}
\caption{Black Square}
\end{subfigure}
\caption{2-square states}
\label{2Shapes}
\end{figure}
\par
Here are some pictures with various types of subconfigurations coloured.
\begin{figure}
\centering
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{img0019Coloured2.png}}
\caption{Sides}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{img0019Coloured3.png}}
\caption{Diagonals}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{img0019Coloured4.png}}
\caption{White Corner}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{img0019Coloured5.png}}
\caption{Black Corner}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{img0019Coloured0.png}}
\caption{White Squares}
\end{subfigure}
\begin{subfigure}[b]{0.3\linewidth}
\fbox{\includegraphics[width=\linewidth]{img0019Coloured1.png}}
\caption{Black Squares}
\end{subfigure}
\caption{2-square samples from a 12-by-12 torus simulation}
\end{figure}
\par
If we have a random board, then we can easily consider what the starting proportions of these subconfigurations should be.
\begin{table}[H]
\label{InitPropsTable}
\begin{tabular}{r | l}
Shape & Expected Starting Proportion \\ \hline
Side & $\frac{1}{4}$ \\
Diagonal & $\frac{1}{8}$ \\
White Corner & $\frac{1}{4}$ \\
Black Corner & $\frac{1}{4}$ \\
White Square & $\frac{1}{16}$ \\
Black Square & $\frac{1}{16}$ \\
\end{tabular}
\caption{}
\end{table}
\par
The problem now is to predict what the proportions of these 6 subconfigurations will be in the next iterations. To accomplish this, we will construct a ratio chain. To construct this chain:
\begin{enumerate}
\item{} Consider the 2-neighborhood around a 2-square (see figure \ref{2Neighborhood})
\begin{figure}
\label{2Neighborhood}
\caption{2-neighborhood around a 2-square marked by '$c$'s}
\centering
\begin{tikzpicture}
\foreach \i in {2,...,3} {
\draw(\i,0) rectangle (1+\i,1);