The Unsung Genius of Mathematics You Likely Don’t Know

Alexander Grothendieck was a towering figure in mathematics

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When you ask someone to name the top 20 physicists of the 20th Century, Albert Einstein will likely be at the forefront of their thoughts. However, a similar inquiry regarding mathematics may leave you with silence. Let me introduce you to Alexander Grothendieck.

Einstein, known for formulating the theory of relativity and playing a pivotal role in the advancement of quantum mechanics, became not only an influential physicist but a cultural icon. Grothendieck, too, revolutionized mathematics in profound ways, but he withdrew from public and academic life before his passing, leaving behind a legacy characterized solely by his groundbreaking contributions.

In contrast, while both Grothendieck and Einstein brought complexity to their respective fields, the former’s approach lacked the narrative charm that made Einstein’s theories, such as the twin paradox, more accessible. Grothendieck’s work, on the other hand, often veers into intricate and abstract concepts. I will endeavor to shed light on some of these profound ideas, even if my coverage is necessarily superficial.

To begin, Grothendieck is primarily renowned among mathematicians for revolutionizing the foundations of algebraic geometry, a domain examining the interplay between algebraic equations and geometric shapes. For instance, the equation x² + y² = 1 creates a circle of radius one when graphed.

Rene Descartes, a 17th-century philosopher, was among the first to formalize the relationship between algebra and geometry. This intersection, nevertheless, is far more intricate than it appears. Mathematicians are keen on generalizing, allowing them to form connections that were not previously evident. Grothendieck excelled in this endeavor—his life was depicted in a book recounting “the search for the greatest generality,” a hallmark of his mathematical ethos.

Taking our previous example, the points satisfying the equation and forming the circle are referred to as “algebraic varieties.” These varieties may reside not only on a Cartesian plane but also in three-dimensional space (like a sphere) or even in higher dimensions.

This foundational idea was merely the beginning for Grothendieck. As an illustration, consider the equations x² = 0 and x = 0. Each has a single solution where x equals 0, meaning the set of points (algebraic varieties) is identical. However, these equations are distinct. In 1960, during his quest for broader generality, Grothendieck introduced the notion of “schemes.”

What does this entail? It involves another concept, the “ring.” Confusingly, this term has no relation to circles. In mathematics, “rings” represent collections of objects that remain within that set when added or multiplied. In many respects, a ring is self-contained, akin to its namesake.

The simplest form of a ring is the integers: all negative integers, positive integers, and zero. Regardless of how you operate with integers, whether through addition or multiplication, you will remain within the integers. Moreover, a defining feature of a ring is the presence of a “multiplicative identity.” For integers, this identity is 1, since multiplying any integer by 1 results in that integer remaining unchanged. We also gain insight into what does not constitute a ring.

Through the introduction of schemes, Grothendieck effectively combined the notion of algebraic varieties with that of rings, addressing the missing elements for equations such as x² = 0 and x = 0 while utilizing geometric tools.

Handwritten notes by Alexander Grothendieck in 1982

University of Montpellier, Grothendieck Archives

This leads to two significant challenges that became pivotal for mathematicians. The first concerns four conjectures proposed by mathematician Andre Weil in 1949 regarding counting the number of solutions to certain types of algebraic varieties. In the context of the circle example, an infinite number of values satisfy the equation x² + y² = 1 (indicative of a circle containing infinite points). However, Weil was focused on varieties that permit only a finite number of solutions and speculated that the zeta function could likely be employed to count such solutions.

Utilizing the scheme, Grothendieck and his colleagues validated Weil’s three conjectures in 1965. The fourth was proved by his former student Pierre Deligne in the latter half of 1974 and is viewed as one of the 20 most significant outcomes in 20th-century mathematics, addressing challenges that had puzzled mathematicians for 25 years. This success underscored the profound power of Grothendieck’s schemes in linking geometry with number theory.

The scheme also played a crucial role in solving the infamous Fermat’s Last Theorem, a problem that confounded mathematicians for over 350 years, ultimately resolved by Andrew Wiles in 1995. The theorem states that there are no three positive integers a, b, and c that satisfy the equation an + bn = cn for any integer value of n greater than 2. Fermat had paradoxically written of a proof that was too vast to fit within the margin of his book, although he likely had no proof at all. Wiles’ solution incorporated methods developed post-Grothendieck, utilizing algebraic geometry to reformulate the problem in terms of elliptic curves—a particularly important class of algebraic varieties—which were studied through the lens of the scheme, inspired by Grothendieck’s innovative approach.

There remains a wealth of Grothendieck’s work that I have not explored, which forms the foundational tools many mathematicians rely on today. For instance, he generalized the concept of “space” to encompass “topoi,” introducing not only points within a space but also additional nuanced information, enriching problem-solving approaches. Alongside his collaborators, he authored two extensive texts on algebraic geometry which now serve as the essential reference works for the discipline.

Despite the magnitude of his influence, why does Grothendieck remain somewhat obscure? His work is undeniably complex, demanding considerable effort to understand. He also became a lesser-known figure for various reasons. A committed pacifist, he publicly opposed military actions in the Soviet Union, and notably declined to attend the prestigious 1966 Fields Medal ceremony, famously stating that “fruitfulness is measured not by honors, but by offspring,” indicating a preference for his mathematical contributions to stand on their own merit.

In 1970, Grothendieck withdrew from academia, resigning from his role at the French Institute for Advanced Scientific Research in protest against military funding. Though he initially continued his mathematical pursuits independent of formal institutions, he grew increasingly isolated. In 1986, he penned his autobiography, Harvest and Sowing, detailing his mathematical journey and disillusionment with the field. The following year, he created a philosophical manuscript, The Key to Dreams, sharing how a divine dream influenced his outlook. While both texts circulated among mathematicians, they were not officially published for some time.

Over the ensuing decade, Grothendieck further distanced himself from society, residing in a secluded French village, severing ties with the math community. At one point, he even attempted to subsist solely on dandelion soup until locals intervened. He is believed to have continued producing extensive writings on mathematics and philosophy, though none of these works were released to the public. In 2010, he began sending letters to various mathematicians. None were demands for engagement. Despite the myriad connections forged within mathematics, he ultimately chose to disengage from them personally. Grothendieck passed away in 2014, leaving behind an immeasurable mathematical legacy.

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Source: www.newscientist.com

The Genius Minds of QI Present an Olympic-Quality Quiz Show | Podcast

pictureEarlier this week, my colleague Archie Brand from First Edition enthusiastically recommended the In the Dark podcast to me. For me, the show is a hit investigative show that was acquired by Conde Nast/The New Yorker last year, but I never actually listened to the podcast or its acclaimed second season. Curtis Flowers was put on trial six times for the same murder. At least I thought I hadn’t listened to the podcast; I had, in fact, watched the spinoff miniseries about the Dubai royal family’s grievances. The runaway princesses – I read it back in January and didn’t realize it was part of a larger true crime documentary series (maybe I’m stupid and was confused by the huge font size for “Runaway Princesses” and the tiny font size for “From In the Dark”).

Runaway Princess didn’t wow me, but I’m still intrigued by the show. Like Serial, the show has broken away from the glut of true-crime documentaries and been acquired by one of the journalism giants. It returns to the air for a third full season this week, with Madeline Baran investigating the infamous 2005 murder of 24 unarmed Iraqi civilians by U.S. Marines and asking why justice wasn’t served. The first two episodes are out now.

Read on for this week’s picks, including a new series from comedian Jessica Knappett (taking an Off Menu-esque route with a podcast about celebrities’ perfect days) and an Olympics-related release from the team behind QI and No Such Thing as a Fish. And you can always email us at newsletters@theguardian.com with your thoughts, suggestions, comments or, like Archie, recommendations for the Hear Here team.

Hannah J. Davis
Newsletter Deputy Editor

This week’s picks

Reg Yates has revived his eponymous podcast after a four-year hiatus. Photo: Katherine Ann Rose/Observer

A Perfect Day with Jessica Knappett
Widely available, with weekly episodes

Comedian Jessica Knappett invites celebrity friends to talk about their day-to-day lives. First up is her “Avoidance” co-star Romesh Ranganathan, who talks about having a garbage truck named after him and interviewing 50 Cent. Knappett then shifts the conversation to a “Magic Mike Live” journey, giving the podcast a charming, rambling framework. Upcoming guests include Baby Reindeer’s Jessica Gunning and Saltburn director Emerald Fennell. Hannah Verdier

Late to the party
Widely available, with weekly episodes
Always a worthwhile interview, Katherine Ryan makes…

Source: www.theguardian.com

The Genius Behind a Game: How a Developer Earned £250,000 in Just 30 Minutes

Game development is an expensive and time-consuming business. Currently, he has 2,000 people working in 18 studios around the world on the next installment of Ubisoft’s blockbuster Assassin’s Creed series, a project that will take two to three years. Last year, the self-taught programmer learned that he earned nearly £280,000 for a series of games he made sitting in his two-bedroom flat in Harlesden, pants on, on a hot day. Imagine how people would feel. And each one took about 30 minutes.

“The first one probably took seven to eight hours, to be honest,” TJ Gardner says. “But later pieces, like ‘Stroke the Beaver,’ would take about 30 minutes.”

Gardner is the author of the “Stroke” video game, which can be downloaded from the PlayStation Store for £3.29 each. Each features different animals such as cats, dogs, and hamsters, as well as less cute creatures such as snakes and fish, and all follow the same blueprint.

When you start the game, you will see images of animals on a plain blue background. In the upper left corner of the screen you will see the words “Stroke 0”. Press X to pet the animal. The animal blinks briefly. The number in the corner increases by one. After 25 strokes, you will be awarded a bronze trophy. If you keep going until you reach 2,000 strokes, you’ll earn the Platinum award.




“This is still a video game.” “Stroke the Beaver.” Photo: TJ Gardner

That’s all. There are no animations. There are no sound effects. Just pictures of animals under Wikipedia’s Creative Commons license and his lo-fi acoustic beats looping endlessly in the background. No running, no jumping, no guns, no bad guys, no special moves, no power-ups, no puzzles. Is Stroke Game a video game at all?

“It depends on how you define ‘game,'” Gardner says. “There is interaction. Sure, that interaction is very limited, but it’s there and there is a goal. I’m willing to admit that it’s not difficult and it’s not complicated, but it’s still video It’s a game.”

Looking at the numbers Mr. Gardner provided, perhaps that might not be a problem, at least for his bank managers. Since its launch in September 2022, the Stroke game has been downloaded over 120,000 times and generated sales of over £275,000. He will receive a 30% cut from Sony hosting the game on his PlayStation Store, leaving Mr Gardner with his pre-tax profit of more than £190,000.

People don’t buy these titles for addictive gameplay, engaging stories, or dizzying visuals. So what’s its appeal?

It all started in the mid-2000s, when console manufacturers started awarding virtual accolades to players who completed additional in-game goals. These are called achievements on Xbox and trophies on PlayStation. A new subculture was born, established by a community of gamers who played for the prize rather than the fun. They are known as trophy hunters. In pursuit of glory, some people will stop at nothing to play Hannah Montana: The Movie: The Game.

The PlayStation Store now has dozens of games aimed at these players. It’s a low-cost, laughably simple title that offers easy trophies in exchange for a few pounds. Gardner, who had a partner and young children to support, had recently taught himself to code (mainly from his YouTube videos and his tutorials online) and saw an opportunity.




Photo: TJ Gardner

“It was kind of tough for a young family to go paycheck to paycheck,” he says. According to Gardner, at the time anyone could apply for a game to be sold on his PlayStation Store and submit a design document outlining how it would work. “When we looked into Sony’s backend, we found that it’s actually very easy to get through quality assurance,” he says. In 2022, his first game, his Stroke the Dog, appeared on the store without any problems. “So we tried a few more, obviously using slightly different animals.”

Stroke the Hamster is a bestseller with over 11,000 downloads. Cats are his second most popular pet animal, followed – perhaps surprisingly – by turtles. But what was the inspiration behind Gardner’s epic Stroke the Beaver?

“To be honest, at one point it was like a joke to me,” he says. “I decided to see how far I could go.'' It seems quite far away. Gardner then released Stroke the Dik-Dik. “It’s an animal, right?”

Not everyone found the game interesting. Internet forums are full of posts criticizing the Trophy Hunter titles, their creators, and Sony for even allowing them to be listed on his PlayStation Store. Gardner acknowledged that Strokes’ game was shovelware, gained some defenders among his critics, and attempted to address the criticisms.

“He saw a gap and took advantage of it,” forum user the1andonly654 wrote. “Give him more power. What company wouldn’t do that?” Call of Duty, FIFA, and Assassin’s Creed are all essentially not that different. ”

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Photo: TJ Gardner

Of course, there are big differences in how much time, money, and creative effort goes into those games, and the richness of the experience they provide. But there are similarities in the business models. New installments are frequently created with the aim of exploiting existing markets. The focus is on reskinning the visuals rather than developing new ideas.

There’s an argument to be made that Gardner’s Stroke game represents a more honest trade than, say, a randomized loot box with in-game rewards. At least when he buys a Stroke game, Gardner says, “you know exactly what you’re buying.” There is nothing there to take advantage of you. Or nothing to suggest you need to buy anything else. You don’t have to buy it if you don’t want to. He didn’t have many complaints. Of the 11,105 people who bought Stroke the Hamster, he asked only 10 people to buy it. Refund.

But the critics remain, and it appears Sony is listening. Platform holder in November 2022
It is said that it started The Shovelware crackdown is threatening developers with emails sent to them to delist Trophy Hunter games and suspend their creators’ publisher accounts.

However, it’s hard to see evidence of this policy in action on the PlayStation Store, which is still full of such titles. When Gardner released Stroke the Animals, a gorgeous piece featuring 10 creatures, last December, Sony didn’t seem to mind. (“Do you like Aminares?” [sic], Read game information. “Great!” Well, there’s a lot you can stroke, so start stroking. ) Perhaps it’s not so much a mystery why Sony didn’t crack down. Thanks to his 30% cut, the company made more profits. More than £80,000 for a stroke game.

The first thing Mr. Gardner did with some of his profits was pay off his debts. Then he decided it was time to take his eyes off shovelware. “I’ve reached a stage where I’m willing to try something a little different, because even though it’s making money, it’s not money.” As you can probably imagine, it’s the most rewarding thing. ” One of his new projects is a new website.
Game achievements.net. Launching in the coming months, players will be able to track their in-game awards across multiple platforms.

So does Gardner have any regrets?

“Honestly, no,” he says. “I will never regret anything I did to help my family because I did it for them.”

Source: www.theguardian.com

New research reveals signs that your dog may be a genius

If your dog can distinguish between toys and doesn’t destroy them, then it may be a genius. That’s according to scientists who have identified a unique type of genius dog and have found that it all depends on how well they know their toys. You can read more about it here.

The dogs referred to by the researchers behind this study are known as gifted word learner (GWL) dogs. They know the names of their toys and can retrieve them on command. In fact, they can learn words very quickly and have been found to be incredibly rare.

One of the first organizations to closely examine the characteristics of these dogs, using a sample of 41 dogs from nine countries, was the Eötvös Lorand University (ELTE) in Hungary. The results showed that the genius dogs knew the names of 29 toys on average, but many of them knew over 100 of their toys by the end of the study.

Max, one of the genius dogs studied, knows the names of over 200 toys. Max, a 5-year-old male border collie, is from Hungary. – Photo credit: Ildiko Gyenes

To confirm that these dogs were real, the researchers first asked owners to send in videos of their dogs retrieving toys by name. After this stage, the researchers met with owners in a “virtual lab” to test the toy retrieval in more controlled conditions.

The study conducted by ELTE revealed that GWL dog owners reported that their talented pups were able to learn the names of new toys within 30 minutes. It became clear that certain breeds, such as Border Collies, were more likely to have this talent than others. However, no special training is required to own a GWL dog.

These dogs are so rare that it took researchers five years to find 41 dogs in nine countries using social media. You can watch their experiments here.

“GWL dogs are so rare that until now we only had anecdotes about their background.” – Professor Adam Miklosi, head of the Department of Animal Behavior at ELTE

For more information, read more

Source: www.sciencefocus.com