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Ancient Geometry & The Rule of Six

This treatise examines the way in which British Neolithic peoples might have used geometry to construct their Stone Circles and Henges. Diogenes NRest 10/05/2024

Another compelling way of thinking about this is that we are approximating the Polygons with a Circle. The Babylonians used 3 as an approximation of Pi. The circumference of the Circle is 2 Pi x Radius, which in Babylonian terms is 6 x Radius. For a Polygon of 11 sides we use a Radius of 11, which makes the circumference 6 x 11 or 11 x 6. We need the perimeter of the Polygon to be 11 x 6. Thus we get the Rule of Six directly from the bad Babylonian approximation of Pi. Using a bad approximation of Pi might seem a daft place to start. If we used the correct version of Pi, then the size of the circumference would be larger than 66. However when drawing the sides of the Polygons, we are taking shortcuts compared with going around the circumference properly. Thus using 3 as Pi counteracts the shortcut effect in a strangely coherent way.

Looking at this the other way around, Regular Polygons were used by the Greeks to estimate areas. This is called the Method of Exhaustion. Initally developed by Antiphon and Eudoxus of Cnidus, it was subsequently used by Euclid and Archimedes. Archimedes used the Method of Exhaustion as a way to compute the area inside a circle by filling the circle with a sequence of polygons with an increasing number of sides. The more sides, the more accurate the approximation. Thus the crude approximation of PI used in the Rule of Six deteriorates as the number of sides increases. Enhanced Rule of Six partially corrects for this, in a simplistic manner. Note by using mid points in the sides, you can double the number of points in a polygon without incurring any extra inaccuracy due to this effect.

In order to make Polygons with more sides, the Rule of Six already provides midpoints on the sides to double up the degree of Symmetry by projection (as shown with Hexagons). For odd numbered Polygons, we don't even need these as we can survey the diametrically opposed points on the circle to double up. So all the low numbered symmetries can easily be doubled up covering 10, 12, 14, 16 Fold symmetries. After that we could use compass methods to halve the angles and double the symmetries again, but I think it more likely that it would have been done by eye once the existing stones were close enough. Simply by 2 people, an observer and a mover, judging when the new stones were half way between the previous stones.

My aim in developing this treatise was to try to work out the simplest possible techniques that ancient peoples might have used in their architecture. In order to do this you need to divest yourself of modern notions on exactness. The Neolithic version of accuracy would be indistinguishable by eye on the ground, no matter what age you were in. Until the advent of Lidar and potentially drones, nobody had a decent view from directly above. There is evidence that the Rule of Six was used in Bronze Age Mesapotamia. Occam's Razor is our guide - the simplest explanation which covers all the fact is probably the correct one.

British Neolithic

Elm Decline (4710 - 4500BC) at Gors Fawr Bog is documented by T. Darvill, D.M.Evans, R.Fyfe & G.Wainwright, Strumble-Preseli Ancient Communities and Environment Study (SPACES): 4th report 2005, Archaeology in Wales 45: 17-23. We don't currently have any evidence of the direct causal agent. The least interesting, but plausible cause is Dutch Elm Disease. Otherwise it would seem to fall to man. Current notional dates might suggest that the Mesolithic people took to clearing the land for Farming. However it might be just as likely that this represents the arrival of the Neolithic farming peoples. The recent map (Detlef Gronenborn, Barbara Horejs, Börner, Ober) suggests that the Neolithic people were already in Brittany and Normandy by 5000BC, so the early date is feasible.

Neolithic people designed Circles, Ellipses and latterly more complex shapes as both Stone Circles and Henges. In the matter of Stone Circles, they usually favoured an even number of stones. Using diametrically opposed pairs of stones reduced the amount of work required and was pleasingly symmetric. The most common number of stones was 12, however we also get 8 and 10 stone settings which require a different geometry. There are circles with all sorts of different numbers of stones in them, but the most important aspect is their geometry. The stones have to belong to a defined pattern. We ignore associated stones that don't fit in and mentally include stones that might be missing in the pattern as long as the overall pattern is sound.

To design a Circle, we need 1 peg and a piece of rope. To design an Ellipse we need 2 pegs and a piece of rope. Ellipses are more complicated. They have an orientation, often NS / EW. They can have a wide variety of shapes from nearly circular to narrow forms. Any rope attached to 2 pegs can be used to create an Ellipse of some shape.

Further Mesapotamian Bronze Age Maths

Tablet YBC 7289 famously documents the Babylonian estimate for the Square Root of 2, marginally under 1.414213. The real value of Root 2 is approx. 1.41421356… This is documented on the diagonal of a square in sexagesimal, 1; 24, 51, 10. The badly drawn figure on the reverse side looks quite close to the 1, 2, Square Root 5 triangle. The only text on the tablet would appear to be a 1 and a 2. No sign of the text for Root 5 (2; 14, 9, 50). This would equate to an approx. value of 2.236065, whereas the true value of Root 5 is close to 2.236068. As we have seen previously, this would suggest a close relationship between each side of the tablet.

How did the Babylonians come to this highly accurate number for the Square Root of 2? It wasn't by using a ruler - this doesn't work to this degree of accuracy, no matter what century you work in. They probably used an Iterative Algorithm. In decimal, make a guess at Root 2, say 1.5. Square the number. It is way too high. Choose a lower number, 1.4 and square it. It is too low, but much closer. Choose a number between 1.4 and 1.5, but closer to the better 1.4, say 1.43 and square it etc. Carry on until you get to as many places as desired. The same procedure applies in sexagesimal, although the guesses would be sexagesimal guesses. It has also been suggested that Archimedes used an iterative approach to calculating Root 3. It is at this point that the Babylonians would have got a sense of the unending (or infinite as we call it). We know the Baylonians had tables of Squared and Cubed integers. By rights there should be a clay tablet somewhere tabulating all the Square Roots of Prime numbers. The Square Roots of all non-Prime numbers could be calculated from these.

We have already seen an example of an Iterative Algorithm when the area of an irregular shaped field was being estimated by using rectangles and right angled triangles. Start with the biggest internal rectangle and then fill in the remaining gaps with smaller rectangles ad infinitum (almost). There comes a point when the remaining space seems to be occupied by right angled triangles. Filling in right angled triangles with rectangles is another of those literally unending tasks. For every rectangle added to a triangle, you get 2 more triangles. We don't need to do this, as we know the area of right angled triangles (which are half rectangles). We simply sum up all the areas delineated to get the total area of the field.

There is an important lesson in this, even for modern computer algorithms. At some point, it may be more efficient to terminate an algorithm at a predetermined point and take a new approach from there on. The modern Quicksort algorithm is a good case in point. The original algorithm can be speeded up by stopping the Quicksort mechanism when the size of the subsets gets to around 24 - 20 items. The members inside these small subsets remain unsorted in the first phase. The members of each subset are all positioned correctly in relation to all the other subsets. Once the first Quicksort phase is complete on this basis, we simply run the whole data set through an Insertion Sort which is more efficient at sorting this nearly sorted data than Quicksort. In lots of ways, this enhanced version of Quicksort takes on the characteristics of the efficient Post Office Sort (before the advent of Post Codes and Sorting machinery).

Machine Learning algorithm Gradient Boosting Machine (GBM) might also benefit from this approach. There is no definite endpoint to the algorithm (unlike Quicksort), just increasing complexity producing diminishing returns. This increases the size of the model and makes it slower. GBMs also have a tendency to overfit. That is become less accurate when the modelling is taken too far. There is an argument for stopping the algorithm after a certain point is reached. There may be better ways of completing the modelling process.

There is much more maths originating from Bronze Age Mesapotamia which is beyond the scope of this treatise. People have written books about it. Here lies the significant foundations of the work which later flourished in Greece. Thanks to Charles Babbage and Ada Lovelace, there was a new age of mechanically executed algorithms. Now we are in the age of electronic algorithms pioneered by Alan Turing and others, but the basic Bronze Age principles still apply.