Protecting billiard balls from collisions
Jayadev Athreya, Krzysztof Burdzy

TL;DR
This paper introduces a game modeling billiard ball collisions, analyzing strategies to maximize or minimize collisions, with bounds related to the Erdős–Szekeres Theorem, revealing new insights into collision configurations.
Contribution
It formulates a novel game-theoretic problem on billiard collisions and establishes bounds using combinatorial geometry, extending Erdős–Szekeres Theorem applications.
Findings
The game's value is approximately (up to constants).
Lower bounds are derived from the Erd51s-Szekeres Theorem.
Upper bounds generalize the Erd51s-Szekeres Theorem.
Abstract
We present a game inspired by research on the possible number of billiard ball collisions in the whole Euclidean space. One player tries to place static "balls" with zero radius (i.e., points) in a way that will minimize the total number of possible collisions caused by the cue ball. The other player tries to find initial conditions for the cue ball to maximize the number of collisions. The value of the game is (up to constants). The lower bound is based on the Erd\H{o}s-Szekeres Theorem. The upper bound may be considered a generalization of the Erd\H{o}s-Szekeres Theorem.
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Protecting billiard balls from collisions
Jayadev Athreya and Krzysztof Burdzy
Department of Mathematics, Box 354350, University of Washington, Seattle, WA 98195
Abstract.
We present a game inspired by research on the possible number of billiard ball collisions in the whole Euclidean space. One player tries to place static “balls” with zero radius (i.e., points) in a way that will minimize the total number of possible collisions caused by the cue ball. The other player tries to find initial conditions for the cue ball to maximize the number of collisions. The value of the game is (up to constants). The lower bound is based on the Erdős-Szekeres Theorem. The upper bound may be considered a generalization of the Erdős-Szekeres Theorem.
JSA’s research was supported in part by NSF CAREER grant DMS 1559860. KB’s research was supported in part by Simons Foundation Grant 506732.
1. Introduction
This paper is inspired by articles on the maximum number of totally elastic collisions for a finite system of balls in a billiard table with no walls (i.e, the whole Euclidean space). We will review the history of this problem in Section 1.1. It is a challenge to find initial conditions so that the ensuing evolution involves a large number of collisions. The first lower bound, given in [10], was of order in dimensions . This was later improved in [9] to an exponential lower bound in dimensions . One particularly simple set of initial conditions is to make balls static (i.e., their initial velocities are zero) and send the remaining ball (“cue ball”) in a direction that would trigger a large number of collisions. Needless to say, these initial conditions are inspired by real billiards games.
We will use the above idea as an inspiration for a game—a simplified and idealized version of the original problem. Consider two players. The first player has to place identical balls at some locations in the Euclidean space. These balls are static. The other player has one cue ball. The goal of the second player is to give the initial position and velocity to the cue ball that will maximize the number of collisions (between the cue ball and other balls, and between the other balls). The goal of the first player is to place the balls in a way that will minimize the maximum number of collisions, with the maximum taken over all initial conditions of the cue ball.
If a moving ball strikes a static ball then they will move in directions that form the right angle (assuming that the balls have the same masses and radii). This rigid property of elastic collisions suggests that the first player should place the balls at very large distances because then it will be hard for the second player to arrange for each of the two balls involved in a collision to move in a direction that will result in a new collision with some other ball.
The above remarks lead us to the following idealized model. The static balls are assumed to be far from each other, in the sense that the ratio of the ball diameter to the typical distance between balls is very small. We will take this idea to the limit and we will assume that the balls’ radii are zero. In other words, the cue ball, also assumed to be pointwise, will have to hit a point, not a ball. Second, only one of the two balls (points) involved in a collision will be allowed to be involved in another collision, i.e., only one billiard trajectory may emanate from a point of the collision. The unique billiard trajectory leaving a collision point will have to form an angle greater than with the trajectory of the ball arriving at the collision location. Finally, moving balls will be able to collide only with static balls (points) because it is “unlikely” that two moving balls can collide. See Fig. 1.
Informally speaking, our main result says that, in two dimensions, the value of the game is (in the rigorous statement, the bounds for both players have unequal constants in front of ). The first player may place the balls (points) in such a way that the second player can create at most collisions, and no matter where the balls are placed by the first player, the second one can generate at least collisions.
A rigorous mathematical representation of the game and our claims is given in Section 2. We analyze only the two dimensional case.
Our proof of the lower bound is based on the Erdős-Szekeres Theorem. The upper bound may be considered a generalization of (one direction of) the Erdős-Szekeres Theorem. The Erdős-Szekeres Theorem was proved in [12]. For short proofs, see [3, 15].
There are many possible versions and generalizations of the game. One of the most obvious modifications is to allow the angle between consecutive portions of the trajectory to be in the interval for some . We do not know any theorems about this version of the game, except for the obvious monotonicity; for example, if then the second player can generate at least as many collisions as in the original game (when the lower bound for the angle is equal to ).
1.1. Hard ball collisions—historical review
The question of whether a finite system of hard balls can have an infinite number of elastic collisions was posed by Ya. Sinai. It was answered in the negative by [16]. For alternative proofs see [13, 14, 11]. It was proved in [6] that a system of balls in the Euclidean space undergoing elastic collisions can experience at most
[TABLE]
collisions. Here and denote the maximum and the minimum masses of the balls. Likewise, and denote the maximum and the minimum radii of the balls. The following alternative upper bound for the maximum number of collisions appeared in [4]
[TABLE]
The papers [6, 5, 7, 8, 4] were the first to present universal bounds (1.1)-(1.2) on the number of collisions of hard balls in any dimension. No improved universal bounds were found since then, as far as we know.
It has been proved in [10] by example that the number of elastic collisions of balls in -dimensional space is greater than for and , for some initial conditions. The previously known lower bound was of order (that bound was for balls in dimension 1 and was totally elementary). An exponential lower bound was given in [9] in dimensions .
A related article, [2], gives an upper bound for the number of “collisions” of pinned billiard balls.
2. Rigorous model
Whenever we refer to the angle between two line segments sharing an endpoint, we mean the smaller of the two angles, i.e., the one in the range .
Let be the family of all sets of distinct points in . Given a set , we define an admissible billiard trajectory as a polygonal line with vertices , such that , all are distinct, each is equal to some , and the angle between the line segments and is in the range for all . We will call the length of and we will write . The set of all admissible billiard trajectories relative to will be denoted . See Fig. 2.
Theorem**.**
The following holds for every .
(i) For every there exists with .
(ii) There exists such that |\Gamma|\leq 3\Big{\lceil}\sqrt{n}\Big{\rceil} for every .
Proof.
(i) Let the coordinates of ’s be denoted . We can assume without loss of generality that the set is oriented so that all coordinates are distinct, and the same is true for .
Let . By the Erdős-Szekeres Theorem, there exists a sequence such that the sequence is monotone. This implies that the angle between the line segments and is in the range for all .
(ii) Let m=\Big{\lceil}\sqrt{n}\Big{\rceil}. For , let be the set of vertices of a regular -gon inscribed in a circle of radius . That is, consists of the points (in complex notation) , for . See Fig. 3.
We can find a scaling factor sufficiently small so that if and then the angle between line segments and is strictly less than . For such an , a stronger property holds, namely,
(*) If , , , and then the angle between line segments and is strictly less than .
Let . We have |\mathcal{X}|=m^{2}=\Big{\lceil}\sqrt{n}\Big{\rceil}^{2}\geq n. The validity of the argument given below is not affected by the possibility that may have more than elements.
Suppose that . Let be the largest number with the property that some of the vertices of belong to . The number of vertices of in is at most , i.e., the cardinality of .
Let the line segments in be denoted for , where . Let be a maximal interval of consecutive integers such that for all . Here “maximal” means that either or , and, similarly, either or . We have because the number of vertices of in is at most .
Suppose that . Then for some . It follows from (*) that if then for some . By induction, if then for some . Since and for all , it follows that .
A completely analogous argument shows that . Hence,
[TABLE]
∎
Remark. The space is an interesting configuration space. It seems interesting to try and understand the topology of . The topology of is a well-studied subject, as it is the classifying space of the braid group , see [1, pp.183-186].
The reference list from the paper itself. Each links out to its DOI / PubMed record.
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