Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity∗
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Snakes in the Plane
Snakes in the Plane by Paul Church A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Mathematics in Computer Science Waterloo, Ontario, Canada, 2008 c 2008 Paul Church I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii Abstract Recent developments in tiling theory, primarily in the study of anisohedral shapes, have been the product of exhaustive computer searches through various classes of poly- gons. I present a brief background of tiling theory and past work, with particular empha- sis on isohedral numbers, aperiodicity, Heesch numbers, criteria to characterize isohedral tilings, and various details that have arisen in past computer searches. I then develop and implement a new “boundary-based” technique, characterizing shapes as a sequence of characters representing unit length steps taken from a finite lan- guage of directions, to replace the “area-based” approaches of past work, which treated the Euclidean plane as a regular lattice of cells manipulated like a bitmap. The new technique allows me to reproduce and verify past results on polyforms (edge-to-edge as- semblies of unit squares, regular hexagons, or equilateral triangles) and then generalize to a new class of shapes dubbed polysnakes, which past approaches could not describe. My implementation enumerates polyforms using Redelmeier’s recursive generation algo- rithm, and enumerates polysnakes using a novel approach. -
Generating Single and Multiple Cooperative Heuristics for the One Dimensional Bin Packing Problem Using a Single Node Genetic Programming Island Model
Generating Single and Multiple Cooperative Heuristics for the One Dimensional Bin Packing Problem Using a Single Node Genetic Programming Island Model Kevin Sim Emma Hart Institute for Informatics and Digital Innovation Institute for Informatics and Digital Innovation Edinburgh Napier University Edinburgh Napier University Edinburgh, Scotland, UK Edinburgh, Scotland, UK [email protected] [email protected] ABSTRACT exhibit superior performance than similar human designed Novel deterministic heuristics are generated using Single Node heuristics and can be used to produce collections of heuris- Genetic Programming for application to the One Dimen- tics that collectively maximise the potential of selective HH. sional Bin Packing Problem. First a single deterministic The papers contribution is two fold. Single heuristics ca- heuristic was evolved that minimised the total number of pable of outperforming a range of well researched deter- bins used when applied to a set of 685 training instances. ministic heuristics are generated by combining features ex- Following this, a set of heuristics were evolved using a form tracted from those heuristics. Secondly an island model[19] of cooperative co-evolution that collectively minimise the is adapted to use multiple SNGP implementations to gener- number of bins used across the same set of problems. Re- ate diverse sets of heuristics which collectively outperform sults on an unseen test set comprising a further 685 prob- any of the single heuristics when used in isolation. Both ap- lem instances show that the single evolved heuristic out- proaches are trained and evaluated using equal divisions of a performs existing deterministic heuristics described in the large set of 1370 benchmark problem instances sourced from literature. -
13. Mathematics University of Central Oklahoma
Southwestern Oklahoma State University SWOSU Digital Commons Oklahoma Research Day Abstracts 2013 Oklahoma Research Day Jan 10th, 12:00 AM 13. Mathematics University of Central Oklahoma Follow this and additional works at: https://dc.swosu.edu/ordabstracts Part of the Animal Sciences Commons, Biology Commons, Chemistry Commons, Computer Sciences Commons, Environmental Sciences Commons, Mathematics Commons, and the Physics Commons University of Central Oklahoma, "13. Mathematics" (2013). Oklahoma Research Day Abstracts. 12. https://dc.swosu.edu/ordabstracts/2013oklahomaresearchday/mathematicsandscience/12 This Event is brought to you for free and open access by the Oklahoma Research Day at SWOSU Digital Commons. It has been accepted for inclusion in Oklahoma Research Day Abstracts by an authorized administrator of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. Abstracts from the 2013 Oklahoma Research Day Held at the University of Central Oklahoma 05. Mathematics and Science 13. Mathematics 05.13.01 A simplified proof of the Kantorovich theorem for solving equations using scalar telescopic series Ioannis Argyros, Cameron University The Kantorovich theorem is an important tool in Mathematical Analysis for solving nonlinear equations in abstract spaces by approximating a locally unique solution using the popular Newton-Kantorovich method.Many proofs have been given for this theorem using techniques such as the contraction mapping principle,majorizing sequences, recurrent functions and other techniques.These methods are rather long,complicated and not very easy to understand in general by undergraduate students.In the present paper we present a proof using simple telescopic series studied first in a Calculus II class. -
THE ART of Puzzle Game Design
THE ART OF Puzzle Design Scott Kim & Alexey Pajitnov with Bob Bates, Gary Rosenzweig, Michael Wyman March 8, 2000 Game Developers Conference These are presentation slides from an all-day tutorial given at the 2000 Game Developers Conference in San Jose, California (www.gdconf.com). After the conference, the slides will be available at www.scottkim.com. Puzzles Part of many games. Adventure, education, action, web But how do you create them? Puzzles are an important part of many computer games. Cartridge-based action puzzle gamse, CD-ROM puzzle anthologies, adventure game, and educational game all need good puzzles. Good News / Bad News Mental challenge Marketable? Nonviolent Dramatic? Easy to program Hard to invent? Growing market Small market? The good news is that puzzles appeal widely to both males and females of all ages. Although the market is small, it is rapidly expanding, as computers become a mass market commodity and the internet shifts computer games toward familiar, quick, easy-to-learn games. Outline MORNING AFTERNOON What is a puzzle? Guest Speakers Examples Exercise Case studies Question & Design process Answer We’ll start by discussing genres of puzzle games. We’ll study some classic puzzle games, and current projects. We’ll cover the eight steps of the puzzle design process. We’ll hear from guest speakers. Finally we’ll do hands-on projects, with time for question and answer. What is a Puzzle? Five ways of defining puzzle games First, let’s map out the basic genres of puzzle games. Scott Kim 1. Definition of “Puzzle” A puzzle is fun and has a right answer. -
Three-Dimensional Bin-Packing Approaches, Issues, and Solutions
Three Dimensional Bin-Packing Issues and Solutions Seth Sweep University of Minnesota, Morris [email protected] Abstract This paper reviews the three-dimensional version of the classic NP-hard bin-packing, optimization problem along with its theoretical relevance and practical importance. Also, new approximation solutions are introduced based on prior research. The three-dimensional bin-packing optimization problem concerns placing box-shaped objects of arbitrary size and number into a box-shaped, three-dimensional space efficiently. Approximation algorithms become a guide that attempts to place objects in the least amount of space and time. As a NP-hard problem, three-dimensional bin- packing holds much academic interest to computer scientists. However, this problem also has relevance in industrial settings such as shipping cargo and efficiently designing machinery with replaceable parts, such as automobiles. Industry relies on algorithms to provide good solutions to versions of this problem. This research project adapted common approaches to one-dimensional bin-packing, such as next fit and best fit, to three dimensions. Adaptation of these algorithms is possible by dividing the space of a bin. Then, by paying attention strictly to the width of each object, the one-dimensional approaches attempt to efficiently pack into the divided compartments of the original bin. Through focusing entirely on width, these divisions effectively become multiple one-dimensional bins. However, entirely disregarding the volume of the bin by ignoring height and depth may generate inefficient packings. As this paper details in more depth, generally cubical objects may pack well but exceptionally high or long objects leave large gaps of empty space unpacked. -
Solving Pictorial Jigsaw Puzzle by Stigmergy-Inspired Internet-Based Human Collective Intelligence
Solving Pictorial Jigsaw Puzzle by Stigmergy-inspired Internet-based Human Collective Intelligence Bo Shen Wei Zhang Haiyan Zhao Peking University, Beijing, China Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China Beijing, China [email protected] [email protected] [email protected] Zhi Jin Yanhong Wu Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China [email protected] [email protected] ABSTRACT 1 INTRODUCTION The pictorial jigsaw (PJ) puzzle is a well-known leisure game for hu- Pictorial jigsaw (PJ) puzzle is a well-known leisure game for people mans. Usually, a PJ puzzle game is played by one or several human from children to adults. In a PJ puzzle game, the goal is to recover an players face-to-face in the physical space. In this paper, we focus on image with human-sensitive contents from n different pieces of the how to solve PJ puzzles in the cyberspace by a group of physically image, as fast as possible. Besides the appearance of a leisure game, distributed human players. We propose an approach to solving PJ PJ puzzle has a deep metaphorical meaning. It embodies perfectly puzzle by stigmergy-inspired Internet-based human collective intel- a kind of complex problems that can not be resolved in a top-down ligence. The core of the approach is a continuously executing loop, manner, but only in a bottom-up, exploring and growing manner. named the EIF loop, which consists of three activities: exploration, That is, such a problem usually can not be pre-decomposed into a integration, and feedback. -
Algorithmic Combinatorial Game Theory∗
Playing Games with Algorithms: Algorithmic Combinatorial Game Theory∗ Erik D. Demaine† Robert A. Hearn‡ Abstract Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we begin with general background in Combinatorial Game Theory, which analyzes ideal play in perfect-information games, and Constraint Logic, which provides a framework for showing hardness. Then we survey results about the complexity of determining ideal play in these games, and the related problems of solving puzzles, in terms of both polynomial-time algorithms and computational intractability results. Our review of background and survey of algorithmic results are by no means complete, but should serve as a useful primer. 1 Introduction Many classic games are known to be computationally intractable (assuming P 6= NP): one-player puzzles are often NP-complete (as in Minesweeper) or PSPACE-complete (as in Rush Hour), and two-player games are often PSPACE-complete (as in Othello) or EXPTIME-complete (as in Check- ers, Chess, and Go). Surprisingly, many seemingly simple puzzles and games are also hard. Other results are positive, proving that some games can be played optimally in polynomial time. In some cases, particularly with one-player puzzles, the computationally tractable games are still interesting for humans to play. We begin by reviewing some basics of Combinatorial Game Theory in Section 2, which gives tools for designing algorithms, followed by reviewing the relatively new theory of Constraint Logic in Section 3, which gives tools for proving hardness. -
Gemblo and Polyhex Blokus
with John Gough < [email protected]> Gemblo and Polyhex Blokus Blokus joined together whole-edge to whole-edge. Gemblo is one of the possible polyhex Blokus is an abstract strategy board game games that might be invented. Why for 2 to 4 players. It uses polyominoes obvious? Because both Blokus and Blokus WHicH are plane geometric lgures formed Trigon used families of shapes made from by joining one or more equal squares edge regular polygons that tessellate. How many to edge refer &igure . 0olyominoes HaVe are there? been described as being “a polyform whose cells are squaresv and they are classiled Gemblo according to how many cells they have. ie. number of cells. Wikipedia, 2017 March In 2005, Gemblo was created by Justin Oh 19). Polyominoes and other mathematically in Korea. It is an abstract strategy board patterned families of shapes were invented game with translucent, coloured pieces, by Solomon Golomb, and popularised by each of which is made up of one to lve hex- Martin Gardner. agons. The six colours are clear, red, yellow, green, blue, and purple. Despite the obvious similarities to Blokus, Oh has stated that when he was inventing Gemblo he did not know about Blokus. The name is based on the word ‘gem’, alluding to the gem-like colours used for the play- ing pieces and ‘blocking’—a central feature of playing. The size of the playing board depends on the number of people playing. Figure 1: Examples of polyominoes With players using a hexagonal shaped board that has sides of 8 unit-hexagons. Blokus—using squares—has a sister- game called Blokus Trigon that uses poly- Playing Gemblo iamonds, those families of shapes made s Gemblo can be played as a one- from unit-sided equilateral triangles joined person puzzle or solitaire, or by whole-edge to whole-edge. -
Exactly Solving Packing Problems with Fragmentation
Exactly solving packing problems with fragmentation M. Casazza, A. Ceselli, Università degli Studi di Milano, Dipartimento di Informatica, OptLab – Via Bramante 65, 26013 – Crema (CR) – Italy {marco.casazza, alberto.ceselli}@unimi.it April 13, 2015 In packing problems with fragmentation a set of items of known weight is given, together with a set of bins of limited capacity; the task is to find an assignment of items to bins such that the sum of items assigned to the same bin does not exceed its capacity. As a distinctive feature, items can be split at a price, and fractionally assigned to different bins. Arising in diverse application fields, packing with fragmentation has been investigated in the literature from both theoretical, modeling, approximation and exact optimization points of view. We improve the theoretical understanding of the problem, and we introduce new models by exploiting only its combinatorial nature. We design new exact solution algorithms and heuristics based on these models. We consider also variants from the literature arising while including different objective functions and the option of handling weight overhead after splitting. We present experimental results on both datasets from the literature and new, more challenging, ones. These show that our algorithms are both flexible and effective, outperforming by orders of magnitude previous approaches from the literature for all the variants considered. By using our algorithms we could also assess the impact of explicitly handling split overhead, in terms of both solutions quality and computing effort. Keywords: Bin Packing, Item Fragmentation, Mathematical Programming, Branch&Price 1 1 Introduction Logistics has always been a benchmark for combinatorial optimization methodologies, as practitioners are traditionally familiar with the competitive advantage granted by optimized systems. -
Solving Packing Problems with Few Small Items Using Rainbow Matchings
Solving Packing Problems with Few Small Items Using Rainbow Matchings Max Bannach Institute for Theoretical Computer Science, Universität zu Lübeck, Lübeck, Germany [email protected] Sebastian Berndt Institute for IT Security, Universität zu Lübeck, Lübeck, Germany [email protected] Marten Maack Department of Computer Science, Universität Kiel, Kiel, Germany [email protected] Matthias Mnich Institut für Algorithmen und Komplexität, TU Hamburg, Hamburg, Germany [email protected] Alexandra Lassota Department of Computer Science, Universität Kiel, Kiel, Germany [email protected] Malin Rau Univ. Grenoble Alpes, CNRS, Inria, Grenoble INP, LIG, 38000 Grenoble, France [email protected] Malte Skambath Department of Computer Science, Universität Kiel, Kiel, Germany [email protected] Abstract An important area of combinatorial optimization is the study of packing and covering problems, such as Bin Packing, Multiple Knapsack, and Bin Covering. Those problems have been studied extensively from the viewpoint of approximation algorithms, but their parameterized complexity has only been investigated barely. For problem instances containing no “small” items, classical matching algorithms yield optimal solutions in polynomial time. In this paper we approach them by their distance from triviality, measuring the problem complexity by the number k of small items. Our main results are fixed-parameter algorithms for vector versions of Bin Packing, Multiple Knapsack, and Bin Covering parameterized by k. The algorithms are randomized with one-sided error and run in time 4k · k! · nO(1). To achieve this, we introduce a colored matching problem to which we reduce all these packing problems. The colored matching problem is natural in itself and we expect it to be useful for other applications. -
Edgy Puzzles Karl Schaffer Karl [email protected]
Edgy Puzzles Karl Schaffer [email protected] Countless puzzles involve decomposing areas or volumes of two or three-dimensional figures into smaller figures. “Polyform” puzzles include such well-known examples as pentominoes, tangrams, and soma cubes. This paper will examine puzzles in which the edge sets, or "skeletons," of various symmetric figures like polyhedra are decomposed into multiple copies of smaller graphs, and note their relationship to representations by props or body parts in dance performance. The edges of the tetrahedron in Figure 1 are composed of a folded 9-gon, while the cube and octahedron are each composed of six folded paths of length 2. These constructions have been used in dances created by the author and his collaborators. The photo from the author’s 1997 dance “Pipe Dreams” shows an octahedron in which each dancer wields three lengths of PVC pipe held together by cord at the two internal vertices labeled a in the diagram on the right. The shapes created by the dancers, which might include whimsical designs reminiscent of animals or other objects as well as mathematical forms, seem to appear and dissolve in fluid patterns, usually in time to a musical score. L R a R L a L R Figure 1. PVC pipe polyhedral skeletons used in dances The desire in the dance company co-directed by the author to incorporate polyhedra into dance works led to these constructions, and to similar designs with loops of rope, fingers and hands, and the bodies of dancers. Just as mathematical concepts often suggest artistic explorations for those involved in the interplay between these fields, performance problems may suggest mathematical questions, in this case involving finding efficient and symmetrical ways to construct the skeletons, or edge sets, of the Platonic solids. -
Treb All De Fide Gra U
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UPCommons. Portal del coneixement obert de la UPC Grau en Matematiques` T´ıtol:Tilings and the Aztec Diamond Theorem Autor: David Pardo Simon´ Director: Anna de Mier Departament: Mathematics Any academic:` 2015-2016 TREBALL DE FI DE GRAU Facultat de Matemàtiques i Estadística David Pardo 2 Tilings and the Aztec Diamond Theorem A dissertation submitted to the Polytechnic University of Catalonia in accordance with the requirements of the Bachelor's degree in Mathematics in the School of Mathematics and Statistics. David Pardo Sim´on Supervised by Dr. Anna de Mier School of Mathematics and Statistics June 28, 2016 Abstract Tilings over the plane R2 are analysed in this work, making a special focus on the Aztec Diamond Theorem. A review of the most relevant results about monohedral tilings is made to continue later by introducing domino tilings over subsets of R2. Based on previous work made by other mathematicians, a proof of the Aztec Dia- mond Theorem is presented in full detail by completing the description of a bijection that was not made explicit in the original work. MSC2010: 05B45, 52C20, 05A19. iii Contents 1 Tilings and basic notions1 1.1 Monohedral tilings............................3 1.2 The case of the heptiamonds.......................8 1.2.1 Domino Tilings.......................... 13 2 The Aztec Diamond Theorem 15 2.1 Schr¨odernumbers and Hankel matrices................. 16 2.2 Bijection between tilings and paths................... 19 2.3 Hankel matrices and n-tuples of Schr¨oderpaths............ 27 v Chapter 1 Tilings and basic notions The history of tilings and patterns goes back thousands of years in time.