We investigate slicings of combinatorial manifolds as properly embedded co-dimension 1 submanifolds. A focus is given to dimension 3 where slicings are normal surfaces. In the case of 2-neighborly 3-manifolds and quadrangulated slicings, a lower bound on the number of quadrilaterals of normal surfaces depending on the genus g is presented. It is shown to be sharp for infinitely many values of g. Furthermore we classify slicings of combinatorial 3-manifolds with a maximum number of edges in the slicing.
Combinatorial study of the Dellac configurations and the q-extended normalized median Genocchi numbers
在最近的两篇论文(\textit{Mathematical Research Letters,18(6):1163--1178,2011}和\textit{European J. Combin.,33(8):1913--1918,2012})中,Feigin证明了退化旗簇的庞加莱多项式通过Dellac配置具有组合解释,并将它们与Han和Zeng引入的$q$ -扩展的归一化中值Genocchi数$\bar{c}_n(q)$联系起来,主要是通过几何考虑。本文通过构造Dellac构型与$\bar{c}_n(q)$的其它两个组合模型之间的保投影双射,给出了这些结果的组合证明.
We examine short combinatorial games for three or more players under a new play convention in which a player who cannot move on their turn is the unique loser. We show that many theorems of impartial and partizan two-player games under normal play have natural analogues in this setting. For impartial games with three players, we investigate the possible outcomes of a sum in detail, and determine the outcomes and structure of three-player Nim.
We show how the combinatorial interpretation of the normalized median Genocchi numbers in terms of multiset tuples, defined by Hetyei in his study of the alternation acyclic tournaments, is bijectively equivalent to previous models like the normalized Dumont permutations or the Dellac configurations, and we extend the interpretation to the Kreweras triangle.
We show that every connected graph can be approximated by a normal tree, up to some arbitrarily small error phrased in terms of neighbourhoods around its ends. The existence of such approximate normal trees has consequences of both combinatorial and topological nature. On the combinatorial side, we show that a graph has a normal spanning tree as soon as it has normal spanning trees locally at each end; i.e., the only obstruction for a graph to having a normal spanning tree is an end for which none of its neighbourhoods has a normal spanning tree. On the topological side, we show that the end s…
Describing the conjugacy classes of the unipotent upper triangular groups $\mathrm{UT}_{n}(\mathbb{F}_{q})$ uniformly (for all or many values of $n$ and $q$) is a nearly impossible task. This paper takes on the related problem of describing the normal subgroups of $\mathrm{UT}_{n}(\mathbb{F}_{q})$. For $q$ a prime, a bijection will be established between these subgroups and pairs of combinatorial objects with labels from $\mathbb{F}_{q}^{\times}$. Each pair comprises a loopless binary matroid and a tight splice, an apparently new kind of combinatorial object which interpolates between nonnesti…
We investigate the algebra and combinatorics of an analogue of the Hermite normal form that classifies finite-index submodules of $\mathbb F_q[[T]]^d$. We identity both normal forms as instances of Gröbner basis theory under different monomial orders, where the Hermite normal form corresponds to the lex order, and the new normal form the hlex order. We note that the hlex normal form recovers the Smith normal form, a feature not enjoyed by the Hermite normal form. We also identify the combinatorial structure underlying the cell decomposition induced by the hlex normal form, which appears to be …
We propose a unifying additive theory for standard conventions in Combinatorial Game Theory, including normal-, misère- and scoring-play, studied by Berlekamp, Conway, Dorbec, Ettinger, Guy, Larsson, Milley, Neto, Nowakowski, Renault, Santos, Siegel, Sopena, Stewart (1976-2019), and others. A game {\em universe} is a set of games that satisfies some standard closure properties. Here, we reveal when the fundamental game comparison problem, ``Is $G\su H$?'', simplifies to a constructive `local' solution, which generalizes Conway's foundational result in ONAG (1976) for normal-play games. This ha…
When normal and misère games are played on bi-type binary Galton-Watson trees (with vertices coloured blue or red and each having either no child or precisely $2$ children), with one player allowed to move along monochromatic edges and the other along non-monochromatic edges, the draw probabilities equal $0$ unless every vertex gives birth to one blue and one red child. On bi-type Poisson trees where each vertex gives birth to Poisson$(λ)$ offspring in total, the draw probabilities approach $1$ as $λ\rightarrow \infty$. We study such \emph{novel} versions of normal, misère and escape games on …