...
...this is part of an overview.
what I have to explain is how they set up one of these layered triangulated geometries----and how they then shuffle the cards so as to get a series of random geometries. this is the nutsandbolts part.
a 4-simplex is the 4D analog of a triangle and they build these appoximate piecewise flat geometries out of two TYPES of 4-simples, the
"level"-kind and the "tilt"-kind
they call them the (4,1) kind and the (3,2) kind. it is how the vertices are destributed between two causal layers
I have to balance giving an overview with giving some introductory nutsandbolts.
the best source on the basics is http://arxiv.org/hep-th/0105267
we have to COUNT THE CAUSAL GEOMETRIES of spacetime, it sounds terribly hard but it isn't and they managed to program it, and it's the basic job we can't get around
causal means LAYERED, each model of spacetime gets laid down in sheets or slices, like a book with pages or a tree-trunk with rings, an event in one layer can only be caused by something from a deeper layer----or think of it like a many-storied building.
so we have to BUILD ALL POSSIBLE LAYERED SPACETIME GEOMETRIES in such a way that we can COUNT THEM or anyway explore to find what are the most numerous kind or the most likely kind, or somehow average them.
Maybe in the end we won't be able to count them exactly but we will have statistics and averages and random samples about them just as if we could actually count them. We will take the census of these layered spacetime geometries.
The technique will be to learn how to build layered geometries using "triangular" building blocks cut out of the txyz space of special relativity
these blocks will all be the same size----their spatial edges will be a fixed length 'a' that we will successively make smaller and smaller---and they will be of two kinds. the LEVEL kind and the TILT kind. The level kind is like a pyramid which has a 3D spatial tetrahedron as its base, on one floor of the building, and its 5-th vertex on the floor above or, the upsidedown version, the floor below.
the authors write the level kind as either (4,1) or (1,4), because it has 4 vertexes (the 4 vertices of the tetrahedron) on this floor and 1 vertex on the floor above, or viceversa one vertex on this floor and 4 on the floor above
intuitively one layer is all of 3D space, and the spacetime history of the universe is being built 3D layer by 3D layer, so it is like a book except the pages are 3D.
a LEVEL kind of building block has 4 timelike edges going from each of the four corners of its spatial tetrahedron base up to the vertex on the floor above, or else going down to the solitary vertex on the floor below. the other kind of buildingblock is like the LEVEL kind but tilted over so that now one of those timelike edges becomes a ridge and is entirely in the floor above, and instead of sitting on a full tetrahedron base it is now only sitting on a triangle side of it.
the authors write the TILT kind of buildingblock as either (3,2) or (2,3)
because it has 3 vertices on one floor, that make its spatial triangle base, and it has 2 vertices on the floor above or below, that make this ridge I mentioned. Like the ridge of a roof or the keel of a boat, depending it is up or down.
the TILT kind has 4 spacelike edges (three for the triangle and one for the base) and it has 6 timelike edges, whereas the LEVEL kind had 6 spacelike (that you need to make a tetrahedron) and 4 timelike.
the quickest way to understand this business is to follow through the analogous 3D case which is spelled out in
http://arxiv.org/hep-th/0105267
there, the building blocks are tetrahedrons---spatial layers are intuitively 2D, like the pages of a book---everything is easy to imagine, and they have a lot of drawings
but I am trying to discuss modeling 4D spacetime geometry without first going thru the 3D case.