Aztec Diamond Theorem
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In combinatorial mathematics, an Aztec diamond of order ''n'' consists of all squares of a square lattice whose centers (''x'',''y'') satisfy , ''x'', + , ''y'', ≤ ''n''. Here ''n'' is a fixed integer, and the square lattice consists of unit squares with the origin as a vertex of 4 of them, so that both ''x'' and ''y'' are
half-integers In mathematics, a half-integer is a number of the form :n + \tfrac, where n is an whole number. For example, :, , , 8.5 are all ''half-integers''. The name "half-integer" is perhaps misleading, as the set may be misunderstood to include number ...
. The Aztec diamond theorem states that the number of
domino tiling In geometry, a domino tiling of a region in the Euclidean plane is a tessellation of the region by dominoes, shapes formed by the union of two unit squares meeting edge-to-edge. Equivalently, it is a perfect matching in the grid graph formed by p ...
s of the Aztec diamond of order ''n'' is 2''n''(''n''+1)/2. The Arctic Circle theorem says that a random tiling of a large Aztec diamond tends to be frozen outside a certain circle. It is common to color the tiles in the following fashion. First consider a checkerboard coloring of the diamond. Each tile will cover exactly one black square. Vertical tiles where the top square covers a black square, is colored in one color, and the other vertical tiles in a second. Similarly for horizontal tiles. Knuth has also defined Aztec diamonds of order ''n'' + 1/2. They are identical with the polyominoes associated with the centered square numbers.


Non-intersecting paths

Something that is very useful for counting tilings is looking at the non-intersecting paths through its corresponding directed graph. If we define our movements through a tiling (
domino tiling In geometry, a domino tiling of a region in the Euclidean plane is a tessellation of the region by dominoes, shapes formed by the union of two unit squares meeting edge-to-edge. Equivalently, it is a perfect matching in the grid graph formed by p ...
) to be * (1,1) when we are the bottom of a vertical tiling * (1,0) where we are the end of a horizontal tiling * (1,-1) when we are at the top of a vertical tiling Then through any tiling we can have these paths from our sources to our
sinks A sink is a bowl-shaped plumbing fixture for washing hands, dishwashing, and other purposes. Sinks have a tap (faucet) that supply hot and cold water and may include a spray feature to be used for faster rinsing. They also include a drain to ...
. These movements are similar to Schröder paths. For example, consider an Aztec Diamond of order 2, and after drawing its directed graph we can label its sources and
sinks A sink is a bowl-shaped plumbing fixture for washing hands, dishwashing, and other purposes. Sinks have a tap (faucet) that supply hot and cold water and may include a spray feature to be used for faster rinsing. They also include a drain to ...
. a_1,a_2 are our sources and b_1, b_2 are our sinks. On its directed graph, we can draw a path from a_i to b_j, this gives us a path matrix, P_2 , P_2 = \begin a_1b_1 & a_2b_1\\ a_1b_2 & a_2b_2 \\ \end = \begin 6 & 2 \\ 2 & 2 \\ \end where a_ib_j = all the paths from a_i to b_j. The number of tilings for order 2 is det(P_2) = 12 - 4 = 8 = 2^ According to Lindstrom-Gessel-Viennot, if we let ''S'' be the set of all our sources and ''T'' be the set of all our sinks of our directed graph then det(P_n) = number of non-intersecting paths from S to T. Considering the directed graph of the Aztec Diamond, it has also been shown by Eu and Fu that Schröder paths and the tilings of the Aztec diamond are in
bijection In mathematics, a bijection, also known as a bijective function, one-to-one correspondence, or invertible function, is a function between the elements of two sets, where each element of one set is paired with exactly one element of the other s ...
. Hence, finding the
determinant In mathematics, the determinant is a scalar value that is a function of the entries of a square matrix. It characterizes some properties of the matrix and the linear map represented by the matrix. In particular, the determinant is nonzero if and ...
of the path matrix, P_n, will give us the number of tilings for the Aztec Diamond of order ''n''. Another way to determine the number of tilings of an Aztec Diamond is using Hankel matrices of large and small Schröder numbers, using the method from Lindstrom-Gessel-Viennot again. Finding the
determinant In mathematics, the determinant is a scalar value that is a function of the entries of a square matrix. It characterizes some properties of the matrix and the linear map represented by the matrix. In particular, the determinant is nonzero if and ...
of these matrices gives us the number of non-intersecting paths of small and large Schröder numbers, which is in
bijection In mathematics, a bijection, also known as a bijective function, one-to-one correspondence, or invertible function, is a function between the elements of two sets, where each element of one set is paired with exactly one element of the other s ...
with the tilings. The small Schröder numbers are \ = \ and the large Schröder numbers are \=\ , and in general our two Hankel matrices will be H_n = \begin x_1 & x_2 & \cdots & x_n\\ x_2 & x_3 & \cdots & x_\\ \vdots & \vdots & & \vdots\\ x_n & x_ & \cdots & x_\\ \end and G_n = \begin y_1 & y_2 & \cdots & y_n\\ y_2 & y_3 & \cdots & y_\\ \vdots & \vdots & & \vdots\\ y_n & y_ & \cdots & y_\\ \end where det(H_n) = 2^ and det(G_n) = 2^ where n \geq 1 (It also true that det(H_n^0) = 2^ where this is the Hankel matrix like H_n, but started with x_0 instead of x_1 for the first entry of the matrix in the top left corner).


Other tiling problems

Consider the shape, 2 \times n block, and we can ask the same question as for the Aztec Diamond of order ''n''. As this has been proven in many papers, we will refer to. Letting the 2 \times n block shape be denoted by B_n , then it can be seen The number of tilings of B_n = F_ where F_ is the ''n^'' Fibonacci number and n\geq0. It is understood that B_0 is a 2\times0 shape that can only be tiled 1 way, no ways. Using
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, consider B_1 and that is just 2 \times 1 domino tile where there is only F_1 = 1 tiling. Assuming the number of tilings for B_n = F_, then we consider B_. Focusing on how we can begin our tiling, we have two cases. We can start with our first tile being vertical, which means we are left with B_n which has F_n different tilings. The other way we can start our tiling is by laying two horizontal tiles on top of each other, which leaves us with B_ that has F_ different tilings. By adding the two together, the number of tilings for B_ = F_ + F_ = F_.


Generating valid tilings

Finding valid tilings of the Aztec diamond involves the solution of the underlying set-covering problem. Let D=\ be the set of 2X1 dominoes where each domino in D may be placed within the diamond (without crossing its boundaries) when no other dominoes are present. Let S = \ be the set of 1X1 squares lying within the diamond that must be covered. Two dominoes within D can be found to cover any boundary square within S, and four dominoes within D can be found to cover any non-boundary square within S. Define c(s_i)\sub D to be the set of dominoes that cover square s_i, and let x_i be an indicator variable such that x_i =1 if the i^ domino is used in the tiling, and 0 otherwise. With these definitions, the task of tiling the Aztec diamond may be reduced to a constraint satisfaction problem formulated as a binary integer program: \min \sum_ 0\cdot x_i Subject to: \sum_ x_i = 1, for 1\leq i \leq m , and x_i \in \. The i^ constraint guarantee that square s_i will be covered by a single tile, and the collection of m constraints ensures that each square will be covered (no holes in the covering). This formulation can be solved with standard integer programming packages. Additional constraints can be constructed to force placement of particular dominoes, ensure a minimum number of horizontal or vertically-oriented dominoes are used, or generate distinct tilings. An alternative approach is to apply
Knuth's Algorithm X Algorithm X is an algorithm for solving the exact cover problem. It is a straightforward recursive, nondeterministic, depth-first, backtracking algorithm used by Donald Knuth to demonstrate an efficient implementation called DLX, which uses the d ...
to enumerate valid tilings for the problem.


References


External links

* {{mathworld, title=Aztec Diamond, urlname=AztecDiamond Enumerative combinatorics