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mathematics

Planarity

Planarity is a mathematics topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Planarity rather than just read about it. In short: Planarity is a 2005 puzzle computer game by John Tantalo, based on a concept by Mary Radcliffe at Western Michigan University. The name comes from the concept of planar graphs in graph theory; these are graphs that can be embedded in the Euclidean plane so that no edges intersect.

Key takeaways

  • Planarity belongs to mathematics; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Planarity to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Planarity from memory before moving on to harder problems.

Reference excerpt

Planarity is a 2005 puzzle computer game by John Tantalo, based on a concept by Mary Radcliffe at Western Michigan University. The name comes from the concept of planar graphs in graph theory; these are graphs that can be embedded in the Euclidean plane so that no edges intersect. By Fáry's theorem, if a graph is planar, it can be drawn without crossings so that all of its edges are straight line segments. In the planarity game, the player is presented with a circular layout of a planar graph, with all the vertices placed on a single circle and with many crossings. The goal for the player is to eliminate all of the crossings and construct a straight-line embedding of the graph by moving the vertices one by one into better positions.

History and versions The game was written in Flash by John Tantalo at Case Western Reserve University in 2005. Online popularity and the local notoriety he gained placed Tantalo as one of Cleveland's most interesting people for 2006. It in turn has inspired the creation of a GTK+ version by Xiph.org's Chris Montgomery, which possesses additional level generation algorithms and the ability to manipulate multiple nodes at once.

Puzzle generation algorithm The definition of the planarity puzzle does not depend on how the planar graphs in the puzzle are generated, but the original implementation uses the following algorithm:

Generate a set of random lines in a plane such that no two lines are parallel and no three lines meet in a single point. Calculate the intersections of every line pair. Create a graph with a vertex for each intersection and an edge for each line segment connecting two intersections (the arrangement of the lines). If a graph is generated from L {\displaystyle L} lines, then the graph will have exactly ( L 2 ) = L ( L − 1 ) 2 {\displaystyle {\tbinom {L}{2}}={\tfrac {L(L-1)}{2}}} vertices (each line has L − 1 {\displaystyle L-1} vertices, and each vertex is shared with one other line) and L ( L − 2 ) {\displaystyle L(L-2)} edges (each line contains L − 2 {\displaystyle L-2} edges). The first level of Planarity is built with L = 4 {\displaystyle L=4} lines, so it has L ( L − 1 ) / 2 = 6 {\displaystyle L(L-1)/2=6} vertices and L ( L − 2 ) = 8 {\displaystyle L(L-2)=8} edges. Each level after is generated by one more line than the last. If a level was generated with L {\displaystyle L} lines, then the next level has L {\displaystyle L} more vertices and 2 L − 1 {\displaystyle 2L-1} more edges. The best known algorithms from computational geometry for constructing the graphs of line arrangements solve the problem in O ( L 2 ) {\displaystyle O(L^{2})} time, linear in the size of the graph to be constructed, but they are somewhat complex. Alternatively and more simply, it is possible to index each crossing point by the pair of lines that cross at that point, sort the crossings along each line by their x {\displaystyle x} -coordinates, and use this sorted ordering to generate the edges of the planar graph, in near-optimal O ( L 2 log ⁡ L ) {\displaystyle O(L^{2}\log L)} time. Once the vertices and edges of the graph have been generated, they may be placed evenly around a circle using a random permutation.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Planarity

Start with the simplest possible case. Write down what Planarity claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In mathematics, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Planarity before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Planarity ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Planarity

In research
Planarity appears in mathematics research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Planarity in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Planarity is common in secondary-school and first-year university syllabi. It links to neighbouring topics Mathematical games, Planar graphs, Puzzle video games, so understanding it makes those chapters shorter.
In everyday life
Look for Planarity outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Planarity in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Planarity means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Planarity out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Planarity in simple terms?

Planarity is a 2005 puzzle computer game by John Tantalo, based on a concept by Mary Radcliffe at Western Michigan University. The name comes from the concept of planar graphs in graph theory; these are graphs that can be embedded in the Euclidean plane so that no edges intersect.

Why does Planarity matter?

Because it connects several mathematics ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Planarity?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Planarity.

Tags

  • Mathematical games
  • Planar graphs
  • Puzzle video games

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