The three-body problem
Given three masses, their positions and their velocities, where will they be at any later
time? Newton answered this for two bodies in 1687: they trace ellipses, parabolas
or hyperbolas forever, and a formula tells you exactly where they will be. Add a third body
and there is no such formula.
Why it's hard to solve
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Too many unknowns, too few rules. Three bodies in space have 18 numbers
that change over time (3 position and 3 velocity components each). Conservation of
energy, momentum and angular momentum pins down only 10 of them. In 1887 Heinrich Bruns
proved there are no other algebraic conserved quantities to make up the difference.
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No general closed-form answer. Henri Poincaré showed around 1890 that
the motion generally can't be reduced to a neat formula at all. Karl Sundman did find an
infinite series that solves it (1912), but it converges so slowly that it is useless in
practice.
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So we simulate. Like this page, astronomers step the bodies forward in
small time increments with a computer. That works, but every step adds a tiny error.
Why it's unstable
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Chaos. Poincaré also discovered that the system is chaotic: a
difference in starting positions far smaller than you could ever measure grows
exponentially over time. Two nearly identical setups soon look nothing alike, so
long-term prediction is impossible even though the laws are exact.
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Close encounters. When two bodies pass near each other they swap a lot
of energy very quickly. One can be flung onto a wide orbit, or out of the system.
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Ejection is the usual ending. Most three-body systems eventually throw
one body out. The other two settle into a tight pair carrying away the leftover energy.
The rare stable dances
Special starting positions do repeat forever. Euler (1767) found three bodies in a line,
and Lagrange (1772) found them at the corners of an equilateral triangle; Jupiter's Trojan
asteroids ride that triangle. In 1993 Cris Moore found three equal masses chasing each
other around a figure-eight. But most of these orbits are balanced on a knife-edge: nudge
them and chaos takes over.
About this simulation
Helios runs in 2D with equal masses. It softens gravity at very close range so bodies pass
through each other instead of reaching infinite speeds. It also adds a weak pull toward the
center of the screen so bodies return instead of escaping. Click to place bodies, press
Play, and watch how small changes in placement lead to completely different outcomes.