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Christian Scheffer

Publications and source records attributed to Christian Scheffer.

At least 19 recordsLinked to original sources

Tilt Automata: Gathering Particles With Uniform External Control

Motivated by targeted drug delivery, we investigate the gathering of particles in the full tilt model of externally controlled motion planning: A set of particles is located at the tiles of a polyomino with all particles reacting uniformly to an external force by moving as far as possible in one of the four axis-parallel directions until they hit the boundary. The goal is to choose a sequence of directions that moves all particles to a common position. Our results include a polynomial-time algorithm for gathering in a completely filled polyomino as well as hardness reductions for approximating shortest gathering sequences and for determining whether the particles in a partially filled polyomino can be gathered. We pay special attention to the impact of restricted geometry, particularly polyominoes without holes. As corollaries, we make progress on an open question from [Balanza-Martinez et al., SODA 2020] by showing that deciding whether a given position can be occupied remains NP-hard in polyominoes without holes and provide initial results on the parameterized complexity of tilt problems. Our results build on a connection we establish between tilt models and the theory of synchronizing automata.

cs.CG

Moving Matter: Using a Single, Simple Robot to Reconfigure a Connected Set of Building Blocks

We implement and evaluate different methods for the reconfiguration of a connected arrangement of tiles into a desired target shape, using a single active robot that can move along the tile structure. This robot can pick up, carry, or drop off one tile at a time, but it must maintain a single connected configuration at all times. Becker et al. (CCCG 2025) recently proposed an algorithm that uses histograms as canonical intermediate configurations, guaranteeing performance within a constant factor of the optimal solution if the start and target configuration are well-separated. We implement and evaluate this algorithm, both in a simulated and practical setting, using an inchworm type robot to compare it with two existing heuristic algorithms.

cs.RO

Guarding Offices with Maximum Dispersion

We investigate the Dispersive Art Gallery Problem with vertex guards and rectangular visibility ($r$-visibility) for a class of orthogonal polygons that reflect the properties of real-world floor plans: these office-like polygons consist of rectangular rooms and corridors. In the dispersive variant of the Art Gallery Problem, the objective is not to minimize the number of guards but to maximize the minimum geodesic $L_1$-distance between any two guards, called the dispersion distance. Our main contributions are as follows. We prove that determining whether a vertex guard set can achieve a dispersion distance of $4$ in office-like polygons is NP-complete, where vertices of the polygon are restricted to integer coordinates. Additionally, we present a simple worst-case optimal algorithm that guarantees a dispersion distance of $3$ in polynomial time. Our complexity result extends to polyominoes, resolving an open question posed by Rieck and Scheffer (CGTA 2024). When vertex coordinates are allowed to be rational, we establish analogous results, proving that achieving a dispersion distance of $2+\varepsilon$ is NP-hard for any $\varepsilon > 0$, while the classic Art Gallery Problem remains solvable in polynomial time for this class of polygons. Furthermore, we give a straightforward polynomial-time algorithm that computes worst-case optimal solutions with a dispersion distance of $2$. On the other hand, for the more restricted class of hole-free independent office-like polygons, we propose a dynamic programming approach that computes optimal solutions. Moreover, we demonstrate that the problem is practically tractable for arbitrary orthogonal polygons. To this end, we compare solvers based on SAT, CP, and MIP formulations. Notably, SAT solvers efficiently compute optimal solutions for randomly generated instances with up to $1600$ vertices in under $15$s.

cs.CG

Drainability and Fillability of Polyominoes in Diverse Models of Global Control

Tilt models offer intuitive and clean definitions of complex systems in which particles are influenced by global control commands. Despite a wide range of applications, there has been almost no theoretical investigation into the associated issues of filling and draining geometric environments. This is partly because a globally controlled system (i.e., passive matter) exhibits highly complex behavior that cannot be locally restricted. Thus, there is a strong need for theoretical studies that investigate these models both (1) in terms of relative power to each other, and (2) from a complexity theory perspective. In this work, we provide (1) general tools for comparing and contrasting different models of global control, and (2) both complexity and algorithmic results on filling and draining.

cs.CG

Efficient Reconfiguration of Tile Arrangements by a Single Active Robot

We consider the problem of reconfiguring a two-dimensional connected grid arrangement of passive building blocks from a start configuration to a goal configuration, using a single active robot that can move on the tiles, remove individual tiles from a given location and physically move them to a new position by walking on the remaining configuration. The objective is to determine a schedule that minimizes the overall makespan, while keeping the tile configuration connected. We provide both negative and positive results. (1) We generalize the problem by introducing weighted movement costs, which can vary depending on whether tiles are carried or not, and prove that this variant is NP-hard. (2) We give a polynomial-time constant-factor approximation algorithm for the case of disjoint start and target bounding boxes, which additionally yields optimal carry distance for 2-scaled instances.

cs.CG

Tile Reconfiguration by a Finite Automaton

Shape formation is one of the most thoroughly studied problems in programmable matter and swarm robotics. However, in many models, the class of shapes that can be formed is highly restricted due to the particles' limited memory. In the hybrid model, an active agent with the computational power of a deterministic finite automaton can form shapes by lifting and placing passive tiles on the triangular lattice. We study the shape reconfiguration problem where the agent additionally has the ability to distinguish so-called target nodes from non-target nodes and needs to form a target shape from the initial tile configuration. We present a worst-case optimal $O(mn)$ algorithm for simply connected target shapes, where $m$ is the initial number of unoccupied target nodes and $n$ is the total number of tiles. Furthermore, we show how an agent can reconfigure a large class of target shapes with holes in $O(n^4)$ steps.

cs.DS

Coordinated Motion Planning: Multi-Agent Path Finding in a Densely Packed, Bounded Domain

We study Multi-Agent Path Finding for arrangements of labeled agents in the interior of a simply connected domain: Given a unique start and target position for each agent, the goal is to find a sequence of parallel, collision-free agent motions that minimizes the overall time (the makespan) until all agents have reached their respective targets. A natural case is that of a simply connected polygonal domain with axis-parallel boundaries and integer coordinates, i.e., a simple polyomino, which amounts to a simply connected union of lattice unit squares or cells. We focus on the particularly challenging setting of densely packed agents, i.e., one per cell, which strongly restricts the mobility of agents, and requires intricate coordination of motion. We provide a variety of novel results for this problem, including (1) a characterization of polyominoes in which a reconfiguration plan is guaranteed to exist; (2) a characterization of shape parameters that induce worst-case bounds on the makespan; (3) a suite of algorithms to achieve asymptotically worst-case optimal performance with respect to the achievable stretch for cases with severely limited maneuverability. This corresponds to bounding the ratio between obtained makespan and the lower bound provided by the max-min distance between the start and target position of any agent and our shape parameters. Our results extend findings by Demaine et al. (SIAM Journal on Computing, 2019) who investigated the problem for solid rectangular domains, and in the closely related field of Permutation Routing, as presented by Alpert et al. (Computational Geometry, 2022) for convex pieces of grid graphs.

cs.CG

Dispersive Vertex Guarding for Simple and Non-Simple Polygons

We study the Dispersive Art Gallery Problem with vertex guards: Given a polygon $\mathcal{P}$, with pairwise geodesic Euclidean vertex distance of at least $1$, and a rational number $\ell$; decide whether there is a set of vertex guards such that $\mathcal{P}$ is guarded, and the minimum geodesic Euclidean distance between any two guards (the so-called dispersion distance) is at least $\ell$. We show that it is NP-complete to decide whether a polygon with holes has a set of vertex guards with dispersion distance $2$. On the other hand, we provide an algorithm that places vertex guards in simple polygons at dispersion distance at least $2$. This result is tight, as there are simple polygons in which any vertex guard set has a dispersion distance of at most $2$.

cs.CG

The Lawn Mowing Problem: From Algebra to Algorithms

For a given polygonal region $P$, the Lawn Mowing Problem (LMP) asks for a shortest tour $T$ that gets within Euclidean distance 1/2 of every point in $P$; this is equivalent to computing a shortest tour for a unit-diameter cutter $C$ that covers all of $P$. As a generalization of the Traveling Salesman Problem, the LMP is NP-hard; unlike the discrete TSP, however, the LMP has defied efforts to achieve exact solutions, due to its combination of combinatorial complexity with continuous geometry. We provide a number of new contributions that provide insights into the involved difficulties, as well as positive results that enable both theoretical and practical progress. (1) We show that the LMP is algebraically hard: it is not solvable by radicals over the field of rationals, even for the simple case in which $P$ is a $2\times 2$ square. This implies that it is impossible to compute exact optimal solutions under models of computation that rely on elementary arithmetic operations and the extraction of $k$th roots, and explains the perceived practical difficulty. (2) We exploit this algebraic analysis for the natural class of polygons with axis-parallel edges and integer vertices (i.e., polyominoes), highlighting the relevance of turn-cost minimization for Lawn Mowing tours, and leading to a general construction method for feasible tours. (3) We show that this construction method achieves theoretical worst-case guarantees that improve previous approximation factors for polyominoes. (4) We demonstrate the practical usefulness \emph{beyond polyominoes} by performing an extensive practical study on a spectrum of more general benchmark polygons: We obtain solutions that are better than the previous best values by Fekete et al., for instance sizes up to $20$ times larger.

cs.CG

A Closer Cut: Computing Near-Optimal Lawn Mowing Tours

For a given polygonal region $P$, the Lawn Mowing Problem (LMP) asks for a shortest tour $T$ that gets within Euclidean distance 1 of every point in $P$; this is equivalent to computing a shortest tour for a unit-disk cutter $C$ that covers all of $P$. As a geometric optimization problem of natural practical and theoretical importance, the LMP generalizes and combines several notoriously difficult problems, including minimum covering by disks, the Traveling Salesman Problem with neighborhoods (TSPN), and the Art Gallery Problem (AGP). In this paper, we conduct the first study of the Lawn Mowing Problem with a focus on practical computation of near-optimal solutions. We provide new theoretical insights: Optimal solutions are polygonal paths with a bounded number of vertices, allowing a restriction to straight-line solutions; on the other hand, there can be relatively simple instances for which optimal solutions require a large class of irrational coordinates. On the practical side, we present a primal-dual approach with provable convergence properties based on solving a special case of the TSPN restricted to witness sets. In each iteration, this establishes both a valid solution and a valid lower bound, and thereby a bound on the remaining optimality gap. As we demonstrate in an extensive computational study, this allows us to achieve provably optimal and near-optimal solutions for a large spectrum of benchmark instances with up to 2000 vertices.

cs.CG

Efficiently Reconfiguring a Connected Swarm of Labeled Robots

When considering motion planning for a swarm of $n$ labeled robots, we need to rearrange a given start configuration into a desired target configuration via a sequence of parallel, collision-free robot motions. The objective is to reach the new configuration in a minimum amount of time; an important constraint is to keep the swarm connected at all times. Problems of this type have been considered before, with recent notable results achieving constant stretch for not necessarily connected reconfiguration: If mapping the start configuration to the target configuration requires a maximum Manhattan distance of $d$, the total duration of an overall schedule can be bounded to $\mathcal{O}(d)$, which is optimal up to constant factors. However, constant stretch could only be achieved if disconnected reconfiguration is allowed, or for scaled configurations (which arise by increasing all dimensions of a given object by the same multiplicative factor) of unlabeled robots. We resolve these major open problems by (1) establishing a lower bound of $\Omega(\sqrt{n})$ for connected, labeled reconfiguration and, most importantly, by (2) proving that for scaled arrangements, constant stretch for connected reconfiguration can be achieved. In addition, we show that (3) it is NP-complete to decide whether a makespan of 2 can be achieved, while it is possible to check in polynomial time whether a makespan of 1 can be achieved.

cs.CG

The Dispersive Art Gallery Problem

We introduce a new variant of the art gallery problem that comes from safety issues. In this variant we are not interested in guard sets of smallest cardinality, but in guard sets with largest possible distances between these guards. To the best of our knowledge, this variant has not been considered before. We call it the Dispersive Art Gallery Problem. In particular, in the dispersive art gallery problem we are given a polygon $\mathcal{P}$ and a real number $\ell$, and want to decide whether $\mathcal{P}$ has a guard set such that every pair of guards in this set is at least a distance of $\ell$ apart. In this paper, we study the vertex guard variant of this problem for the class of polyominoes. We consider rectangular visibility and distances as geodesics in the $L_1$-metric. Our results are as follows. We give a (simple) thin polyomino such that every guard set has minimum pairwise distances of at most $3$. On the positive side, we describe an algorithm that computes guard sets for simple polyominoes that match this upper bound, i.e., the algorithm constructs worst-case optimal solutions. We also study the computational complexity of computing guard sets that maximize the smallest distance between all pairs of guards within the guard sets. We prove that deciding whether there exists a guard set realizing a minimum pairwise distance for all pairs of guards of at least $5$ in a given polyomino is NP-complete. We were also able to find an optimal dynamic programming approach that computes a guard set that maximizes the minimum pairwise distance between guards in tree-shaped polyominoes, i.e., computes optimal solutions. Because the shapes constructed in the NP-hardness reduction are thin as well (but have holes), this result completes the case for thin polyominoes.

cs.CG

Connected Coordinated Motion Planning with Bounded Stretch

We consider the problem of connected coordinated motion planning for a large collective of simple, identical robots: From a given start grid configuration of robots, we need to reach a desired target configuration via a sequence of parallel, collision-free robot motions, such that the set of robots induces a connected grid graph at all integer times. The objective is to minimize the makespan of the motion schedule, i.e., to reach the new configuration in a minimum amount of time. We show that this problem is NP-complete, even for deciding whether a makespan of 2 can be achieved, while it is possible to check in polynomial time whether a makespan of 1 can be achieved. On the algorithmic side, we establish simultaneous constant-factor approximation for two fundamental parameters, by achieving constant stretch for constant scale. Scaled shapes (which arise by increasing all dimensions of a given object by the same multiplicative factor) have been considered in previous seminal work on self-assembly, often with unbounded or logarithmic scale factors; we provide methods for a generalized scale factor, bounded by a constant. Moreover, our algorithm achieves a constant stretch factor: If mapping the start configuration to the target configuration requires a maximum Manhattan distance of $d$, then the total duration of our overall schedule is $\mathcal{O}(d)$, which is optimal up to constant factors.

cs.CG

Particle-Based Assembly Using Precise Global Control

In micro- and nano-scale systems, particles can be moved by using an external force like gravity or a magnetic field. In the presence of adhesive particles that can attach to each other, the challenge is to decide whether a shape is constructible. Previous work provides a class of shapes for which constructibility can be decided efficiently when particles move maximally into the same direction induced by a global signal. In this paper we consider the single step model, i.e., a model in which each particle moves one unit step into the given direction. We restrict the assembly process such that at each single time step actually one particle is added to and moved within the workspace. We prove that deciding constructibility is NP-complete for three-dimensional shapes, and that a maximum constructible shape can be approximated. The same approximation algorithm applies for 2D. We further present linear-time algorithms to decide whether or not a tree-shape in 2D or 3D is constructible. Scaling a shape yields constructibility; in particular we show that the $2$-scaled copy of every non-degenerate polyomino is constructible. In the three-dimensional setting we show that the $3$-scaled copy of every non-degenerate polycube is constructible.

cs.CG

Packing Squares into a Disk with Optimal Worst-Case Density

We provide a tight result for a fundamental problem arising from packing squares into a circular container: The critical density of packing squares into a disk is $\delta=\frac{8}{5\pi}\approx 0.509$. This implies that any set of (not necessarily equal) squares of total area $A \leq \frac{8}{5}$ can always be packed into a disk with radius 1; in contrast, for any $\varepsilon>0$ there are sets of squares of total area $\frac{8}{5}+\varepsilon$ that cannot be packed, even if squares may be rotated. This settles the last (and arguably, most elusive) case of packing circular or square objects into a circular or square container: The critical densities for squares in a square $\left(\frac{1}{2}\right)$, circles in a square $\left(\frac{\pi}{(3+2\sqrt{2})}\approx 0.539\right)$ and circles in a circle $\left(\frac{1}{2}\right)$ have already been established, making use of recursive subdivisions of a square container into pieces bounded by straight lines, or the ability to use recursive arguments based on similarity of objects and container; neither of these approaches can be applied when packing squares into a circular container. Our proof uses a careful manual analysis, complemented by a computer-assisted part that is based on interval arithmetic. Beyond the basic mathematical importance, our result is also useful as a blackbox lemma for the analysis of recursive packing algorithms. At the same time, our approach showcases the power of a general framework for computer-assisted proofs, based on interval arithmetic.

cs.CG

Worst-Case Optimal Covering of Rectangles by Disks

We provide the solution for a fundamental problem of geometric optimization by giving a complete characterization of worst-case optimal disk coverings of rectangles: For any $\lambda\geq 1$, the critical covering area $A^*(\lambda)$ is the minimum value for which any set of disks with total area at least $A^*(\lambda)$ can cover a rectangle of dimensions $\lambda\times 1$. We show that there is a threshold value $\lambda_2 = \sqrt{\sqrt{7}/2 - 1/4} \approx 1.035797\ldots$, such that for $\lambda<\lambda_2$ the critical covering area $A^*(\lambda)$ is $A^*(\lambda)=3\pi\left(\frac{\lambda^2}{16} +\frac{5}{32} + \frac{9}{256\lambda^2}\right)$, and for $\lambda\geq \lambda_2$, the critical area is $A^*(\lambda)=\pi(\lambda^2+2)/4$; these values are tight. For the special case $\lambda=1$, i.e., for covering a unit square, the critical covering area is $\frac{195\pi}{256}\approx 2.39301\ldots$. The proof uses a careful combination of manual and automatic analysis, demonstrating the power of the employed interval arithmetic technique.

cs.CG

Connected Assembly and Reconfiguration by Finite Automata

We consider methods for connected reconfigurations by finite automate in the so-called \emph{hybrid} or \emph{Robot-on-Tiles} model of programmable matter, in which a number of simple robots move on and rearrange an arrangement of passive tiles in the plane that form \emph{polyomino} shapes, making use of a supply of additional tiles that can be placed. We investigate the problem of reconfiguration under the constraint of maintaining connectivity of the tile arrangement; this reflects scenarios in which disconnected subarrangements may drift apart, e.g., in the absence of gravity in space. We show that two finite automata suffice to mark a bounding box, which can then be used as a stepping stone for more complex operations, such as scaling a tile arrangement by a given factor, rotating arrangements, or copying arrangements to a different location. We also describe an algorithm for scaling monotone polyominoes without the help of a bounding box.

cs.CG

Online Circle Packing

We consider the online problem of packing circles into a square container. A sequence of circles has to be packed one at a time, without knowledge of the following incoming circles and without moving previously packed circles. We present an algorithm that packs any online sequence of circles with a combined area not larger than 0.350389 0.350389 of the square's area, improving the previous best value of {\pi}/10 \approx 0.31416; even in an offline setting, there is an upper bound of {\pi}/(3 + 2 \sqrt{2}) \approx 0.5390. If only circles with radii of at least 0.026622 are considered, our algorithm achieves the higher value 0.375898. As a byproduct, we give an online algorithm for packing circles into a 1\times b rectangle with b \geq 1. This algorithm is worst case-optimal for b \geq 2.36.

cs.DS