Abstract

The infinite discrete stable Boltzmann maps are "heavy-tailed" generalisations of the well-known Uniform Infinite Planar Quadrangulation. Very efficient tools to study these objects are Markovian step-by-step explorations of the lattice called peeling processes. Such a process depends on an algorithm which selects at each step the next edge where the exploration continues. We prove here that, whatever this algorithm, a peeling process always reveals about the same portion of the map, thus growing roughly metric balls. Applied to well-designed algorithms, this easily enables us to compare distances in the map and in its dual, as well as to control the so-called pioneer points of the simple random walk, both on the map and on its dual.

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