Chaos game in an extended hyperbolic plane

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The extended hyperbolic plane of the title of this paper refers to the real projective plane from which an oval curve (to be referred to as the absolute) -- a nondegenerate curve, defined by a quadratic form, having at least one real point -- is removed, so it consists of two connected components, the real hyperbolic plane and its exterior. If \(A\) and \(B\) are two points lying in the same connected component of the extended hyperbolic plane, then there are two points \(K_1\) and \(K_2\) (not necessaily real) the line \(AB\) has in common with the absolute. Using the four points \(A, B, K_1, K_2\) one can define two points \(S_1\) and \(S_2\) as midpoint and quasimidpoint, as the points that satisfy the following cross-ratio equations: \((S_1, S_2; A, B)=-1\) and \((S_1, S_2,: K_1, K_2)=-1\). The aim of this paper is to describe the behavior of analogues of the Sierpiński triangle obtained by means of the chaos game applied to three points which are in the same connected component of the extended hyperbolic plane, and in case they lie in the connected component that lies outside of the absolute, are such that the interior of the triangle contains no point of the absolute. This is done by first finding formulas for the coordinates of midpoints and quasimidpoints, presenting an algorithm for the chaos game, and finally implementing that algorithm for several special cases and presenting the outcomes as figures.











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