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Arne Schmidt

Publications and source records attributed to Arne Schmidt.

21 records · Page 2Linked to original sources

Tilt Assembly: Algorithms for Micro-Factories That Build Objects with Uniform External Forces

We present algorithmic results for the parallel assembly of many micro-scale objects in two and three dimensions from tiny particles, which has been proposed in the context of programmable matter and self-assembly for building high-yield micro-factories. The underlying model has particles moving under the influence of uniform external forces until they hit an obstacle; particles can bond when being forced together with another appropriate particle. Due to the physical and geometric constraints, not all shapes can be built in this manner; this gives rise to the Tilt Assembly Problem (TAP) of deciding constructibility. For simply-connected polyominoes $P$ in 2D consisting of $N$ unit-squares ("tiles"), we prove that TAP can be decided in $O(N\log N)$ time. For the optimization variant MaxTAP (in which the objective is to construct a subshape of maximum possible size), we show polyAPX-hardness: unless P=NP, MaxTAP cannot be approximated within a factor of $Ω(N^{\frac{1}{3}})$; for tree-shaped structures, we give an $O(N^{\frac{1}{2}})$-approximation algorithm. For the efficiency of the assembly process itself, we show that any constructible shape allows pipelined assembly, which produces copies of $P$ in $O(1)$ amortized time, i.e., $N$ copies of $P$ in $O(N)$ time steps. These considerations can be extended to three-dimensional objects: For the class of polycubes $P$ we prove that it is NP-hard to decide whether it is possible to construct a path between two points of $P$; it is also NP-hard to decide constructibility of a polycube $P$. Moreover, it is expAPX-hard to maximize a path from a given start point.

cs.DS↗

New Geometric Algorithms for Fully Connected Staged Self-Assembly

We consider staged self-assembly systems, in which square-shaped tiles can be added to bins in several stages. Within these bins, the tiles may connect to each other, depending on the glue types of their edges. Previous work by Demaine et al. showed that a relatively small number of tile types suffices to produce arbitrary shapes in this model. However, these constructions were only based on a spanning tree of the geometric shape, so they did not produce full connectivity of the underlying grid graph in the case of shapes with holes; designing fully connected assemblies with a polylogarithmic number of stages was left as a major open problem. We resolve this challenge by presenting new systems for staged assembly that produce fully connected polyominoes in O(log^2 n) stages, for various scale factors and temperature τ = 2 as well as τ = 1. Our constructions work even for shapes with holes and uses only a constant number of glues and tiles. Moreover, the underlying approach is more geometric in nature, implying that it promised to be more feasible for shapes with compact geometric description.

cs.DS↗

Computing Nonsimple Polygons of Minimum Perimeter

We provide exact and approximation methods for solving a geometric relaxation of the Traveling Salesman Problem (TSP) that occurs in curve reconstruction: for a given set of vertices in the plane, the problem Minimum Perimeter Polygon (MPP) asks for a (not necessarily simply connected) polygon with shortest possible boundary length. Even though the closely related problem of finding a minimum cycle cover is polynomially solvable by matching techniques, we prove how the topological structure of a polygon leads to NP-hardness of the MPP. On the positive side, we show how to achieve a constant-factor approximation. When trying to solve MPP instances to provable optimality by means of integer programming, an additional difficulty compared to the TSP is the fact that only a subset of subtour constraints is valid, depending not on combinatorics, but on geometry. We overcome this difficulty by establishing and exploiting additional geometric properties. This allows us to reliably solve a wide range of benchmark instances with up to 600 vertices within reasonable time on a standard machine. We also show that using a natural geometry-based sparsification yields results that are on average within 0.5% of the optimum.

cs.CG↗