Polynomial-order oscillations in geometric discrepancy

This paper demonstrates that the optimal homothetic quadratic discrepancy for planar convex bodies does not necessarily follow a single order of growth, but can instead exhibit prescribed polynomial-order oscillations between logarithmic and square-root rates depending on the geometry of the boundary.

Thomas Beretti

Published 2026-03-05
📖 5 min read🧠 Deep dive

Imagine you are a master chef trying to sprinkle salt evenly over a giant, irregularly shaped pizza dough. You want the salt to be perfectly uniform, but the dough isn't a perfect circle or a square; it's a weird, bumpy shape.

This paper is about a mathematical game called "Discrepancy." In this game, you drop NN points (like grains of salt) onto a shape (the dough). You then ask: "How unevenly are these points distributed?"

If you pick a random spot on the dough and count the salt grains inside it, you compare that number to what you expected to find. The difference is the "discrepancy." The goal is to find the best possible arrangement of points so that this difference is as small as possible.

The Big Question

Mathematicians have known for a long time that the "smoothness" of the dough's edge determines how hard this game is:

  • If the dough is a perfect square (sharp corners): The best you can do is a very slow, logarithmic growth of error. It's like a gentle hill.
  • If the dough is a perfect circle (smooth curve): The error grows faster, like a steep hill (specifically, the square root of the number of points).

For decades, mathematicians thought: "Okay, if the shape is a polygon, the error grows like logN\log N. If it's smooth, it grows like N\sqrt{N}. That's it. Those are the only two rules."

The Twist: The "Shape-Shifting" Dough

Thomas Beretti, the author of this paper, says: "Not so fast!"

He proves that you can design a shape that is a chameleon. This shape can change its behavior depending on how many points you throw at it.

  • Scenario A: If you throw 100 points, the shape acts like a square (low error).
  • Scenario B: If you throw 1,000 points, it suddenly acts like a circle (higher error).
  • Scenario C: If you throw 1,000,000 points, it might act like a weird hybrid, growing at a rate somewhere in between.

The paper shows that you can construct a shape that oscillates (swings back and forth) between these different growth rates. It's like a pendulum that doesn't just swing left and right, but changes its speed and height unpredictably as time goes on.

How Did He Do It? (The Two Methods)

The author uses two different "kitchens" to bake these special shapes.

Method 1: The "Russian Doll" Approach (The Implicit Method)

Imagine building a shape by stacking layers of dough on top of each other.

  1. Start with a square-ish shape.
  2. Add a tiny layer of smooth dough on top.
  3. Add a tiny layer of sharp corners on top of that.
  4. Repeat this forever, getting smaller and smaller.

Because the layers get infinitely small, the final shape is a perfect limit. By carefully choosing when to add the "sharp" layers and when to add the "smooth" layers, the author forces the shape to behave like a square for a while, then a circle for a while, then back again.

  • The Catch: We know the shape exists, but we can't easily describe its edge with a simple formula. It's like a fractal that you can see but can't fully draw.

Method 2: The "Architect" Approach (The Explicit Method)

This is the more impressive trick. Here, the author designs the edge of the shape by hand, like an architect drawing a blueprint.
He creates a curve that looks like a series of different mathematical functions glued together.

  • One section looks like y=x1.5y = x^{1.5}.
  • The next section looks like y=x1.8y = x^{1.8}.
  • The next looks like y=x1.2y = x^{1.2}.

By making these sections transition very smoothly but very quickly, he creates a shape where the "roughness" of the edge changes depending on how closely you look at it.

  • The Magic: When you use a small number of points, your "eyes" (the math) see the roughness of one section. When you use a huge number of points, your "eyes" zoom in and see a different section with different roughness.

The "Generic" Truth

The paper also reveals a surprising fact about the universe of shapes.
If you pick a shape completely at random (from the set of all possible convex shapes), it is almost guaranteed to be a "chameleon."

  • Most shapes do not have a single, predictable growth rate.
  • They are chaotic. They oscillate between being "easy" (logarithmic) and "hard" (polynomial) forever.
  • The "nice" shapes (perfect squares or perfect circles) are actually the rare exceptions, like finding a perfect diamond in a pile of gravel.

The Takeaway

This paper shatters the idea that geometric shapes have simple, predictable rules for how they distribute points.

  • Old View: Shapes are either "cornery" or "smooth," and that's it.
  • New View: Shapes can be complex, shifting personalities. They can be designed to confuse mathematicians by changing their growth rate as you add more data points.

It's a reminder that in mathematics, even something as simple as a "shape" can hide infinite complexity if you know how to look for it. The author didn't just find a weird shape; he showed that weirdness is the norm, and predictability is the exception.