Dynamics on Graphs 25
22 views May 25, 2023
We review the important notion of reflection in a vector space equipped with a symmetric bilinear form. There are two closely related reflections determined by a vector: one in the vector and the other in the hyperplane perpendicular to that vector. In the Mutation and Numbers games story, the latter is the crucial notion.
It turns out that the reflection in the hyperplane determined by a singleton population in the space of populations equipped with the Tits quadratic form is just the mutation associated to that vertex. This gives a strong geometric manifestation of mutations with many consequences in the theory of Coxeter groups, roots systems and representation theory of simple Lie algebra and Lie groups.
To ground the discussion, we illustrate the ideas with the A2 graph, which is crucial for understanding SL(3) and SU(3) and the eigthfold way in modern particle physics.
This is part of the Dynamics on Graphs series. A pdf for the lecture may be found at https://www.dropbox.com/s/wqkla7t99el...
Video Contents:
00:00 Mutations in a geometric way
01:13 Example with mutation matrices
02:44 Reflections in vectors and hyperplanes
05:36 Projection of a vector onto another vector
12:43 Mutations are reflections
16:16 Formula for a mutation matrix
21:00 Example of a hyperplane
23:22 Reflections for all roots (positive)
Mutations in a geometric way
0:02
hello everyone today we're going to look
0:04
at mutations
0:07
in a very geometrical way very important
0:09
geometrical way and reveal them as
0:11
actually Reflections but their
0:14
reflections with respect to a somewhat
0:16
non-standard geometry not really
0:19
euclidean geometry but given by a
0:21
different quadratic form called the tits
0:23
quadratic form that we've already talked
0:25
about
0:26
and I'm going to illustrate what happens
0:28
for the A2 situation which connects all
0:32
very nicely with the standard model and
0:35
the Eightfold way of the particle
0:37
physicists so we're starting it however
0:40
in a rather General fashion so let's
0:42
just let X be a general graph okay for
0:44
which the carton Matrix C which I remind
0:47
you is 2 times the identity Matrix minus
0:49
the adjacency Matrix a for which that is
0:52
invertible
0:54
so our go-to example is the A2 example
0:57
here's our graph and here are two
1:00
mutation matrices S1 is this one here
1:02
and S2 is this one here and the carton
1:04
Matrix is two minus one minus one two
1:07
now I remind you that we have sort of
1:09
two different pictures we have
1:10
populations like this one here
1:12
represented by row vectors a1a2 and say
Example with mutation matrices
1:15
p in the space of populations is p and
1:19
weights
1:20
represented just a little bit
1:21
differently with the graph having open
1:23
vertices say Lambda 1 Lambda 2 expressed
1:27
as a column Vector that's a weight of
1:29
the space of those is w and we've seen
1:33
that these mutation matrices very
1:35
generally have this important
1:38
basically an isometry property with
1:40
respect to the quadratic form the tits
1:43
quadratic four built up from this carton
1:46
Matrix in other words s i times c times
1:48
S I transpose is equal to C and you can
1:52
just invert that and sort of
1:54
equivalently s I transpose C inverse s i
1:58
equals c inverse and that's really
2:00
determining the geometrical structure on
2:03
the the weight side so these two sides
2:05
and we know how to connect them with the
2:07
PSI map okay so we're going to
2:09
concentrate mostly on the populations
2:10
today so the tits quadratic form on the
2:13
populations is just given by P dot Q
2:16
equals p c q transpose for row vectors p
2:19
and Q well on the Dual side that's dual
2:23
quadratic form on the weight space is
2:24
given by w dot V equals W transpose C
2:28
inverse V okay so now we've seen that
2:32
these mutation matrices preserve the
2:35
quadratic form in the sense that if we
2:37
take two
2:39
populations p and Q then P dot Q is the
2:42
same as P times s i dot Q times s i so
Reflections in vectors and hyperplanes
2:46
apply s i to both things preserves the
2:48
quadratic form that means that s i is an
2:50
isometry and the same thing kind of
2:52
thing happens on the Dual side so these
2:55
isometries are fundamental objects in a
2:58
linear geometrical situation but we want
3:00
to establish something stronger
3:03
that these operations are actually
3:04
Reflections in suitable hyperplanes so
3:08
in order to
3:10
set that up we have to have a prior
3:12
discussion about Reflections more
3:15
generally in in linear spaces that are
3:19
imbued with some geometrical structure
3:21
given by a DOT product or symmetric
3:24
bilinear form okay so let's just enlarge
3:27
ourselves a little bit here so just a
3:29
review of some basic geometry
3:32
linear algebra suppose V is a vector or
3:35
linear space and it has a symmetric
3:38
bilinear form which will represent by B
3:40
dot w and let me remind you okay that
3:42
this means that it's
3:44
it's uh linear okay so V1 plus V2 dot w
3:49
is V1 dot w plus v2.w and that also
3:54
holds another Direction uh like here and
3:56
it's linear also in the sense that if we
3:58
multiply by a scalar say Lambda Lambda V
4:01
dot w is the same as Lambda times V dot
4:03
w which is the same as V Dot Lambda W
4:05
and there's a symmetric property That V
4:09
Dot W equals w dot V so those are the
4:11
defining characteristics of what we call
4:13
a symmetric bilinear form and in
4:16
practice once you've chosen bases
4:18
symmetric bilinear forms are really
4:20
almost the same as symmetric matrices
4:23
okay so symmetric by linear form is
4:25
essentially like a symmetric Matrix
4:28
now the most familiar one
4:30
that you study mostly in undergraduate
4:33
days is the standard one where this
4:36
Matrix is the identity Matrix so you get
4:38
the usual dot product you know so like
4:42
X1
4:44
times y1 plus X2 times Y2 plus X3 times
4:47
Y3 that's the dot product of X1 X2 X3
4:50
and y1 Y2 Y3 but that's really just a
4:52
very special case of this more General
4:54
story of symmetric binary forms and
4:56
that's crucially what we want to work in
4:58
in this case here okay so in terms of
5:01
the values of the binary form these are
5:03
in whatever field that the vector space
5:05
is defined over and for us the default
5:07
is mostly the rational numbers but we do
5:10
want to keep in mind especially
5:11
interestingly that finite fields are a
5:15
potential environment for doing all of
5:17
this okay so now we have to introduce
5:19
the projection of a vector onto another
5:22
Vector okay so now we want to introduce
5:24
the projection of a vector v onto a
5:27
vector W here's the picture here's a
5:28
vector W there's a vector B the
5:31
projection of V onto W is another Vector
5:34
in the direction of w namely this green
Projection of a vector onto another vector
5:36
one let's say call it U okay which
5:39
happens to have the property that the
5:41
the difference this V minus U Vector is
5:45
perpendicular to W so in a
5:49
space with a symmetric bilingual form
5:52
perpendicularity is given by a DOT
5:56
product equaling zero so the condition
5:59
that we want here geometrically is that
6:02
V minus U is perpendicular to W okay and
6:05
that's the same as V minus U dot w
6:08
equals zero so here's the formula for
6:11
this projection and what is it
6:13
it's first of all a multiple of the
6:15
vector W and here is a scalar okay and
6:19
it has in the numerator V dot w and in
6:24
the denominator w
6:26
dot w
6:28
so I see over here I've said v9 this
6:32
this condition should be W not equal to
6:34
zero we want to make sure that the W is
6:37
non-zero so that the denominator here is
6:40
um
6:40
not zero okay so this is a multiple of w
6:45
and this is the definition of the
6:46
projection of V onto W and to verify
6:51
that it really does satisfy this kind of
6:53
property we want to make a calculation
6:55
so let's calculate V minus U dot w
6:59
so by the linearity this is the same as
7:01
B dot w minus U dot w equals V dot w now
7:05
U is equal to this thing here so we plug
7:07
that in there's B dot w over w dot w
7:09
times W and we have to dot it with W now
7:13
because of the bilinearity the scalar
7:16
sort of comes out and we just have the
7:18
scalar here times w dot w but that's
7:21
exactly what happens to appear in the
7:23
denominator of the scalar so that's
7:25
going to cancel with that denominator
7:26
and we're just going to get V dot w
7:28
minus V dot w which is indeed zero so
7:31
algebraically yes this is a valid uh
7:36
kind of definition because we really are
7:38
talking about the projection of one
7:40
vector onto another
7:41
great okay
7:44
now
7:46
um so in this case here we say that that
7:50
U okay and V minus U are components of
7:54
the vector v so here's an arbitrary
7:55
vector v and one of the components is in
7:58
the W Direction and the other component
8:00
is in the perpendicular Direction
8:04
Okay so now we're going to use this
8:07
projection to Define two Reflections
8:10
there are two actually different kinds
8:12
of Reflections and one is a reflection
8:15
in a vector and the other is a
8:18
reflection in the hyperplane
8:19
perpendicular to a vector okay so here's
8:22
our diagram again here's W and u v is
8:26
before okay here's the vector U as
8:28
before
8:30
so one thing that we could Define is the
8:33
reflection of v in W that's this one
8:37
down here so R sub W of V reflection in
8:40
W of V so how do we get this thing well
8:43
we take the Specter here and and this
8:46
difference is V minus U so what we want
8:48
to do is we want to put another copy of
8:49
that on the other side okay so
8:52
algebraically what we're taking is we're
8:54
taking the vector v and we're
8:55
subtracting two times the vector v minus
8:59
U okay
9:01
now just algebraically that becomes V
9:04
minus 2 V plus 2u or all together minus
9:09
V plus 2u
9:11
and Since U is that projection that
9:14
we've just defined we can write the
9:16
formula purely in terms of V and W as
9:18
this reflection r w of V is equal to
9:21
minus V plus 2 times V dot w over w dot
9:27
w times w
9:29
great now there's however another kind
9:32
of reflection that we can do so here's
9:34
the vector W and here this thing here
9:37
this plane that we see here is to
9:39
represent the hyperplane perpendicular
9:42
to W so this doesn't require us to be in
9:45
a two or three dimensional space this
9:47
could be in an arbitrarily High
9:48
dimensional space and then this
9:51
hyperplane is to be thought of as a
9:53
hyperplane in the sense of having
9:55
Dimension one less than the ambient
9:57
space because of the ambient space is
9:59
three-dimensional this will be two
10:01
dimensional it'll consist of all those
10:03
vectors which are perpendicular to W
10:05
that's a single linear condition so that
10:08
defines a hyperplane so now what we're
10:11
talking about is reflecting the vector v
10:13
in this hyperplane so we want to go sort
10:15
of towards the hyperplane and out the
10:17
other side an equal amount well this
10:20
Vector here okay is
10:23
in the direction of w well that's the
10:26
the W component of V so that's the what
10:29
we were calling U before so the
10:32
direction that we want to go in is we
10:33
basically want to start from V and we're
10:35
going to go
10:36
two times in the direction of minus U
10:40
okay so the reflection of v in this
10:43
hyperplane let's call it h sub w
10:45
is given by this formula it's V minus 2u
10:51
and notice that's just exactly the
10:54
negative of what's appearing here okay
10:56
so it's the same as minus r w v so in
10:59
other words this first Vector that we
11:01
got by reflecting V in W is the negation
11:05
of this second Vector that we're getting
11:07
which is the reflection of v and the
11:09
hyperplane determined by w
11:12
okay so that allows us to give a very
11:15
quick formula and what is that formula
11:17
it's that this reflection in the
11:20
hyperplane of V is V minus 2 V dot w
11:25
over w dot w times w
11:28
so
11:29
in the mutation game story it's these
11:32
Reflections in hyperplanes which are the
11:34
key sort of geometrical Transformations
11:37
and this formula here uh plays a very
11:41
important role in the whole story of
11:43
coccider groups and and root systems and
11:46
you know an Associated sort of
11:48
representation Theory or Lee algebraz
11:51
so
11:53
um and I just want to make a a little
11:55
note here sort of a simplification that
11:57
if it happens that our original Vector W
12:00
has the property that its quadrants is
12:02
equal to two in other words that w dot w
12:04
is equal to two well then this thing
12:06
simplifies because the 2 in the
12:08
denominator here will cancel it with the
12:10
two in the numerator and we just get V
12:12
minus V Dot W Times w
12:15
okay so now I want to show you that
12:19
mutations are actually reflections okay
12:22
so let's read this so suppose X is an
12:24
Ade graph with carton Matrix C which is
12:27
2i minus a and
12:31
remember that for X vertex in the graph
12:35
the Singleton population let's say
12:38
denoted by Delta sub X has quadrants
12:40
Delta sub x dot Delta sub X so remember
Mutations are reflections
12:43
what we do is we
12:45
take the Delta sub X and Delta sub X
12:48
transpose on the other side of the
12:50
carton Matrix C and that's going to be 2
12:53
since C has twos on the diagonal
12:56
okay so this thing here is a vector it's
12:58
just a vector with all zeros except for
13:00
a single one and so what you're doing
13:02
here is you're just picking up the
13:03
certain diagonal element of C but C has
13:06
all diagonal elements two okay so uh the
13:10
the starting Singleton populations that
13:13
we started the mutation story with all
13:16
have quadrants two
13:18
now since mutations Preserve
13:23
the quadrants that means that any root
13:26
population that we can obtain from
13:27
Singletons that's the definition of a
13:29
root population it's a population
13:30
obtainable from a Singleton by sequence
13:35
of mutations it follows that any such
13:37
root population p is also going to have
13:41
quadrants two in other words that P dot
13:46
P equals two also
13:48
that means that so here's the diagram
13:50
now so p is that we thought of as one of
13:53
our root populations
13:55
and if say Q is another
13:57
general population then the reflection
14:01
of Q in this hyperplane H sub p is by
14:05
the formula that we've just seen Q minus
14:08
Q dot p
14:10
times P because in this case P dot P
14:13
equals two so we get this simplified
14:14
formula for this reflection taking this
14:17
Vector Q to this Vector r p perp of Q
14:26
now something else to observe is that in
14:28
the special case when p is a Singleton
14:30
say Delta sub X is Singleton that if you
14:34
have some other population yeah
14:37
Q okay Q dot P okay so that's Q dot
14:42
Delta X so what are we doing here we're
14:44
taking Q times the carton Matrix times
14:46
Delta X transpose
14:49
but
14:50
that's
14:52
Q times W sub X where W sub X is c times
14:57
Delta X transpose so if you take a
15:00
matrix and you multiply it on the right
15:03
by a vector which is all zeros except
15:06
for a one in the I spot
15:09
or in this case perhaps better to say in
15:11
the X spot then what you're picking up
15:14
after you do that matrix multiplication
15:15
is just the ith or the X column of C
15:20
is the call is the X column of C
15:25
so uh the The Columns of c are naturally
15:29
uh playing uh an important role it
15:32
follows then that
15:34
this reflection in the
15:37
in the hyperplane
15:40
perpendicular to this Delta
15:45
population
15:46
is Q minus q w x times Delta X and what
15:52
we're seeing here is that it's a
15:54
particular form for things right where
15:57
in order to get the reflection of Q
15:59
we're taking q and we're changing in how
16:02
well this is just a multiple of Delta X
16:04
Delta X is this
16:06
Vector with zeros everywhere okay except
16:10
for a single one in the X spot
16:14
so the the population Q is only changing
Formula for a mutation matrix
16:17
in the X position
16:20
and
16:21
the
16:23
you're changing it by Q times w x in
16:27
other words you're taking the uh the the
16:29
X column of the carton Matrix okay and
16:34
you're just essentially multiplying Q by
16:38
that and if you think about that that X
16:41
column is well there's a 2 on the on the
16:44
diagonal but all the other ones are are
16:46
negative ones corresponding all to all
16:48
the neighbors of X in the graph
16:51
okay so if you think about this for a
16:55
minute or two you see this is
16:56
essentially the formula for a mutation
16:58
Matrix
16:59
Singleton populations are just
17:03
the mutations
17:06
so let me illustrate all this story here
17:08
so to make it more concrete by looking
17:10
at the case of A2 okay so there's the
17:13
carton Matrix two minus one minus one
17:15
two uh say if x is equal to X1 then the
17:19
singles in population as a row Vector is
17:21
one zero and W X 1 is the First Column
17:26
of C which is 2 minus one so if we have
17:29
a general population Q then the effect
17:32
of this
17:34
reflection in the hyperplane
17:38
defined by Delta X1 okay it's going to
17:42
be Q minus here's q1 Q2 and we have to
17:44
multiply by this
17:46
Vector wx1 just 2 minus 1. and that's
17:51
multiplying by the delta
17:55
function Delta population at X1 so what
17:57
is this amount to well here's the vector
17:59
Q okay we do this dot product we get 2
18:02
q1 minus Q2 times 1 0.
18:06
okay and then looking at components the
18:09
first component will be Q 1 minus two Q
18:11
one minus Q2 that's minus q1 plus Q2 and
18:15
the second component is just Q2 because
18:17
there's no contribution here so we're
18:19
getting minus q1 plus Q2 Q2 which we see
18:22
is same as q1 Q2 times this Matrix here
18:25
which indeed is the mutation Matrix S1
18:29
so this illustrates exactly that the
18:31
mutation matrices are coming about as
18:34
Reflections in hyperplanes
18:37
determined by these Singleton
18:40
populations with respect to the tits
18:42
quadratic form
18:45
and the story is the same for x equals
18:47
X2 uh the same story uh exactly the same
18:51
kind of thing you you check that you're
18:53
getting the second mutation Matrix S2
18:57
okay so in general the above formula for
18:59
the reflection exactly coincides with
19:02
our prior description or construction
19:03
and mutation matrices let me remind you
19:05
that that procedure was to take the
19:08
identity Matrix and replace the X column
19:11
of it with the X column of the adjacency
19:14
Matrix a except that the diagonal entry
19:17
is um is now a minus one
19:22
and another observation also note that
19:24
the hyperplane HP of vectors Q for which
19:26
Q is perpendicular p is fixed under the
19:28
reflection R sub P perp because the dot
19:32
products are zero so those vectors are
19:34
not going to to change
19:37
so for x equals A2 again and P a
19:40
population P1 P2 a more General Vector
19:44
the hyperplane HP is given by P dot x
19:47
equals zero so that's this condition
19:49
here there's the vector P there's the
19:51
carton Matrix there's the vector X it's
19:54
actually it's transpose and then you
19:56
write this out this condition is this
19:58
linear condition on X1 X2 2p1 minus P2
20:01
times X1 plus minus P1 plus 2p2 times X2
20:07
so that's the formula for the hyperplane
20:10
determined by a general
20:13
population p
20:15
. so now for the positive Roots one zero
20:18
zero one and one one
20:21
the the respective hyperplanes then if
20:23
we just use this formula here and
20:26
look at the case when p is equal to 1 0
20:28
and then the case when p is equal to
20:30
zero one in the case when P equals one
20:31
one we get these three respective
20:34
hyperplanes two x one minus x two equals
20:36
zero minus X1 plus two x two equals zero
20:39
and X1 plus X2 equals zero and these are
20:42
shown in this diagram here so have a
20:44
look at this so
20:46
here's the plane X1 X2 here okay so
20:51
these are the usual axes for populations
20:54
here is the line given by 2x1 minus X2
20:58
equals zero so that's what reflection in
Example of a hyperplane
21:02
Vector one zero
21:04
correspondent corresponds to a
21:06
reflection in this hyperplane this is
21:09
the perpendicular hyperplane to this one
21:10
this Vector one zero and the
21:12
perpendicular hyper plane to the vector
21:14
is zero one is this line here with
21:16
equation of minus X1 plus 2x2 and the
21:20
third Direction the
21:22
population of one one it's perpendicular
21:25
hyperplane is X1 plus X2 equals zero so
21:29
this is an example here okay of uh
21:33
reflecting in these various hyperplanes
21:36
so if we start with one one okay then we
21:40
apply S1 we're going to get this point
21:43
here which is
21:45
0 1 that's exactly a reflection in this
21:48
thing here in the sense that we're going
21:52
in the one zero Direction but we're sort
21:55
of going up to the hyperplane and then
21:58
going equal amount in the other
22:00
direction while S2 is reflection in this
22:03
hyper plane that sends this point to
22:05
that and then a further S three so for
22:08
example S3 uh is a reflection in this so
22:10
here is then the the orbit of the vial
22:13
group the orbit of all the powers of S1
22:16
and S2 the group The W generated by S1
22:19
and S2 which has six elements
22:22
so crucially this is a different
22:24
geometrical picture from what you see in
22:27
every single text and paper on the
22:29
subject okay and
22:31
I have to say you know I've thought
22:33
about this for decades this is a a
22:35
superior way of thinking okay it's it's
22:38
not a euclidean geometrical story people
22:41
it's not okay physicists listen
22:43
carefully it's not euclidean geometry
22:46
here that we're doing it's it's related
22:48
but it's a different quadratic form and
22:51
so you have to respect that that's just
22:53
the way the world is
22:54
and if you're a particle physicist you
22:57
probably can sympathize with that
22:59
because these lines have have a physical
23:01
meaning
23:06
okay so a little bit more General so a
23:09
slightly bigger picture here okay so
23:11
we'll end with this
23:12
um this is the story where we see the
23:15
the root lattice and also the weightlabs
23:18
at the same time so let's start with the
23:21
here the the positive roots in red okay
Reflections for all roots (positive)
23:24
and there's a Delta one and Delta Two
23:26
these are the Singleton populations on
23:30
the vertices one and two and in Black
23:33
here you see the integral
23:36
lattice generated by them so the black
23:38
points here correspond to the the
23:41
populations the integral functions on
23:45
the
23:46
on the uh on the vertices of A2
23:50
and over here we see Lambda 1 and Lambda
23:53
2 okay those are the vectors of the
23:56
image of the weight vectors under our
23:58
PSI inverse map and they generate this
24:02
finer lattice consisting of the black
24:05
ones as well as the Blue Points okay and
24:09
it's it's this this diagram here which
24:12
is really responsible for the Eightfold
24:14
way
24:15
and
24:16
you can see the richness perhaps by
24:19
looking at a slightly more complicated
24:21
example so let's look at say um say say
24:24
this Vector here let's say let's start
24:25
with this one here okay you get this
24:27
vector by going Lambda 1 Lambda 1 Lambda
24:29
one two three Lambda ones and two Lambda
24:33
2s okay
24:34
so in in the weight space diagram this
24:37
would be like the the column Vector
24:39
three
24:40
two and then here are the various images
24:44
of that under the
24:47
Reflections determined by these
24:50
hyperplanes okay so reflecting in this
24:52
hyperplane goes from here to here and
24:56
what happens is that we're going an
24:58
integral number of
25:01
steps of this
25:03
basis Vector Delta one so we're starting
25:06
here and we're basically reflecting and
25:09
we're going an integral number of Delta
25:10
ones in this case two of them to go from
25:13
here to here we're reflecting in uh in
25:17
hyperplane perpendicular to Delta 2
25:19
that's namely this one here and we're
25:21
going in integral number one two three
25:24
copies of Delta two to go from here to
25:27
here okay and so the the vowel group
25:30
then ends up giving us this uh this
25:34
configuration this hexagon here okay and
25:38
uh this entire story is a hugely
25:40
important in in the representation
25:42
theory of of su
25:45
su3 or or sl3 and you know connect
25:49
strongly with a lot of particle physics
25:52
having to do with the strong force
25:55
and so the The crucial thing here is to
25:59
understand is so that these mutations
26:01
which we just started originally is
26:03
thinking about in terms of algebraic
26:05
things algebraic Transformations
26:07
starting from the graph they actually
26:09
have geometrical content and crucially
26:12
their Reflections their reflections with
26:15
respect to this very tight geometry and
26:17
that turns out to have like huge
26:19
consequences and uh in fact so the next
26:22
step is to invoke uh probably the most
26:26
important theorem about Reflections okay
26:28
uh what I call the reflection theorem
26:30
and that's going to shed a whole lot of
26:32
light on on the various possibilities
26:34
that emerge when you apply the vile
26:38
group more generally for larger larger
26:41
situations