This paper reviews the empire problem for quasiperiodic tilings and the existing methods for generating the empires of the vertex configurations in quasicrystals, while introducing a new and more efficient method based on the cut-and-project technique. Using Penrose tiling as an example, this method finds the forced tiles with the restrictions in the high dimensional lattice (the mother lattice) that can be cut-and-projected into the lower dimensional quasicrystal. We compare our method to the two existing methods, namely one method that uses the algorithm of the Fibonacci chain to force the Ammann bars in order to find the forced tiles of an empire and the method that follows the work of N.G. de Bruijn on constructing a Penrose tiling as the dual to a pentagrid. This new method is not only conceptually simple and clear, but it also allows us to calculate the empires of the vertex configurations in a defected quasicrystal by reversing the configuration of the quasicrystal to its higher dimensional lattice, where we then apply the restrictions. These advantages may provide a key guiding principle for phason dynamics and an important tool for self error-correction in quasicrystal growth.
The projection method for constructing quasiperiodic tilings from a higher dimensional lattice provides a useful context for computing a quasicrystal’s vertex configurations, frequencies, and empires (forced tiles). We review the projection method within the framework of the dual relationship between the Delaunay and Voronoi cell complexes of the lattice being projected. We describe a new method for calculating empires (forced tiles) which also borrows from the dualisation formalism and which generalizes to tilings generated projections of non-cubic lattices. These techniques were used to compute the vertex configurations, frequencies and empires of icosahedral quasicrystals obtained as a projections of the D 6 and Z 6 lattices to R 3 and we present our analyses. We discuss the implications of this new generalization.
On a two-dimensional quasicrystal, a Penrose tiling, we simulate for the first time a game of life dynamics governed by non-local rules. Quasicrystals have inherently non-local order since any local patch, the emperor, forces the existence of a large number of tiles at all distances, the empires. Considering the emperor and its local patch as a quasiparticle, in this case a glider, its empire represents its field and the interaction between quasiparticles can be modeled as the interaction between their empires. Following a set of rules, we model the walk of life in different setups and we present examples of self-interaction and two-particle interactions in several scenarios. This dynamic is influenced by both higher dimensional representations and local choice of hinge variables. We discuss our results in the broader context of particle physics and quantum field theory, as a first step in building a geometrical model that bridges together higher dimensional representations, quasicrystals and fundamental particles interactions.
In light of the self-simulation hypothesis, a simple form of implementation of the principle of efficient language is discussed in a self-referential geometric quasicrystalline state sum model in three dimensions. Emergence is discussed in the context of geometric state sum models.
In light of the self-simulation hypothesis, a simple form implementation of the principle of efficient language is discussed in a self-referential geometric quasicrystalline state sum model in three dimensions. Emergence is discussed in context of geometric state sum models.
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