Searcharxiv⌕ Search

arXiv subjects

Erik D. Demaine

Publications and source records attributed to Erik D. Demaine.

At least 73 records · Page 4Linked to original sources

ZHED is NP-complete

We prove that the 2017 puzzle game ZHED is NP-complete, even with just 1 tiles. Such a puzzle is defined by a set of unit-square 1 tiles in a square grid, and a target square of the grid. A move consists of selecting an unselected 1 tile and then filling the next unfilled square in a chosen direction from that tile (similar to Tipover and Cross Purposes). We prove NP-completeness of deciding whether the target square can be filled, by a reduction from rectilinear planar monotone 3SAT.

cs.CC↗

Compacting Squares: Input-Sensitive In-Place Reconfiguration of Sliding Squares

A well-established theoretical model for modular robots in two dimensions are edge-connected configurations of square modules, which can reconfigure through so-called sliding moves. Dumitrescu and Pach [Graphs and Combinatorics, 2006] proved that it is always possible to reconfigure one edge-connected configuration of $n$ squares into any other using at most $O(n^2)$ sliding moves, while keeping the configuration connected at all times. For certain pairs of configurations, reconfiguration may require $Ω(n^2)$ sliding moves. However, significantly fewer moves may be sufficient. We prove that it is NP-hard to minimize the number of sliding moves for a given pair of edge-connected configurations. On the positive side we present Gather&Compact, an input-sensitive in-place algorithm that requires only $O(\bar{P} n)$ sliding moves to transform one configuration into the other, where $\bar{P}$ is the maximum perimeter of the two bounding boxes. The squares move within the bounding boxes only, with the exception of at most one square at a time which may move through the positions adjacent to the bounding boxes. The $O(\bar{P} n)$ bound never exceeds $O(n^2)$, and is optimal (up to constant factors) among all bounds parameterized by just $n$ and $\bar{P}$. Our algorithm is built on the basic principle that well-connected components of modular robots can be transformed efficiently. Hence we iteratively increase the connectivity within a configuration, to finally arrive at a single solid $xy$-monotone component. We implemented Gather&Compact and compared it experimentally to the in-place modification by Moreno and Sacristán [EuroCG 2020] of the Dumitrescu and Pach algorithm (MSDP). Our experiments show that Gather&Compact consistently outperforms MSDP by a significant margin, on all types of square configurations.

cs.CG↗

An Efficient Reversible Algorithm for Linear Regression

This paper presents an efficient reversible algorithm for linear regression, both with and without ridge regression. Our reversible algorithm matches the asymptotic time and space complexity of standard irreversible algorithms for this problem. Needed for this result is the expansion of the analysis of efficient reversible matrix multiplication to rectangular matrices and matrix inversion.

cs.DS↗

Area-Optimal Simple Polygonalizations: The CG Challenge 2019

We give an overview of theoretical and practical aspects of finding a simple polygon of minimum (Min-Area) or maximum (Max-Area) possible area for a given set of n points in the plane. Both problems are known to be NP-hard and were the subject of the 2019 Computational Geometry Challenge, which presented the quest of finding good solutions to more than 200 instances, ranging from n = 10 all the way to n = 1, 000, 000.

cs.CG↗

Any Regular Polyhedron Can Transform to Another by O(1) Refoldings

We show that several classes of polyhedra are joined by a sequence of O(1) refolding steps, where each refolding step unfolds the current polyhedron (allowing cuts anywhere on the surface and allowing overlap) and folds that unfolding into exactly the next polyhedron; in other words, a polyhedron is refoldable into another polyhedron if they share a common unfolding. Specifically, assuming equal surface area, we prove that (1) any two tetramonohedra are refoldable to each other, (2) any doubly covered triangle is refoldable to a tetramonohedron, (3) any (augmented) regular prismatoid and doubly covered regular polygon is refoldable to a tetramonohedron, (4) any tetrahedron has a 3-step refolding sequence to a tetramonohedron, and (5) the regular dodecahedron has a 4-step refolding sequence to a tetramonohedron. In particular, we obtain at most 6-step refolding sequence between any pair of Platonic solids, applying (5) for the dodecahedron and (1) and/or (2) for all other Platonic solids. As far as the authors know, this is the first result about common unfolding involving the regular dodecahedron.

cs.CG↗

Yin-Yang Puzzles are NP-complete

We prove NP-completeness of Yin-Yang / Shiromaru-Kuromaru pencil-and-paper puzzles. Viewed as a graph partitioning problem, we prove NP-completeness of partitioning a rectangular grid graph into two induced trees (normal Yin-Yang), or into two induced connected subgraphs (Yin-Yang without $2 \times 2$ rule), subject to some vertices being pre-assigned to a specific tree/subgraph.

cs.CC↗

Strings-and-Coins and Nimstring are PSPACE-complete

We prove that Strings-and-Coins -- the combinatorial two-player game generalizing the dual of Dots-and-Boxes -- is strongly PSPACE-complete on multigraphs. This result improves the best previous result, NP-hardness, argued in Winning Ways. Our result also applies to the Nimstring variant, where the winner is determined by normal play; indeed, one step in our reduction is the standard reduction (also from Winning Ways) from Nimstring to Strings-and-Coins.

cs.CC↗

Continuous Flattening of All Polyhedral Manifolds using Countably Infinite Creases

We prove that any finite polyhedral manifold in 3D can be continuously flattened into 2D while preserving intrinsic distances and avoiding crossings, answering a 19-year-old open problem, if we extend standard folding models to allow for countably infinite creases. The most general cases previously known to be continuously flattenable were convex polyhedra and semi-orthogonal polyhedra. For non-orientable manifolds, even the existence of an instantaneous flattening (flat folded state) is a new result. Our solution extends a method for flattening semi-orthogonal polyhedra: slice the polyhedron along parallel planes and flatten the polyhedral strips between consecutive planes. We adapt this approach to arbitrary nonconvex polyhedra by generalizing strip flattening to nonorthogonal corners and slicing along a countably infinite number of parallel planes, with slices densely approaching every vertex of the manifold. We also show that the area of the polyhedron that needs to support moving creases (which are necessary for closed polyhedra by the Bellows Theorem) can be made arbitrarily small.

cs.CG↗

Snipperclips: Cutting Tools into Desired Polygons using Themselves

We study Snipperclips, a computer puzzle game whose objective is to create a target shape with two tools. The tools start as constant-complexity shapes, and each tool can snip (i.e., subtract its current shape from) the other tool. We study the computational problem of, given a target shape represented by a polygonal domain of $n$ vertices, is it possible to create it as one of the tools' shape via a sequence of snip operations? If so, how many snip operations are required? We consider several variants of the problem (such as allowing the tools to be disconnected and/or using an undo operation) and bound the number of operations needed for each of the variants.

cs.CG↗

Polyhedral Characterization of Reversible Hinged Dissections

We prove that two polygons $A$ and $B$ have a reversible hinged dissection (a chain hinged dissection that reverses inside and outside boundaries when folding between $A$ and $B$) if and only if $A$ and $B$ are two noncrossing nets of a common polyhedron. Furthermore, monotone reversible hinged dissections (where all hinges rotate in the same direction when changing from $A$ to $B$) correspond exactly to noncrossing nets of a common convex polyhedron. By envelope/parcel magic, it becomes easy to design many hinged dissections.

cs.CG↗

Characterizing Universal Reconfigurability of Modular Pivoting Robots

We give both efficient algorithms and hardness results for reconfiguring between two connected configurations of modules in the hexagonal grid. The reconfiguration moves that we consider are "pivots", where a hexagonal module rotates around a vertex shared with another module. Following prior work on modular robots, we define two natural sets of hexagon pivoting moves of increasing power: restricted and monkey moves. When we allow both moves, we present the first universal reconfiguration algorithm, which transforms between any two connected configurations using $O(n^3)$ monkey moves. This result strongly contrasts the analogous problem for squares, where there are rigid examples that do not have a single pivoting move preserving connectivity. On the other hand, if we only allow restricted moves, we prove that the reconfiguration problem becomes PSPACE-complete. Moreover, we show that, in contrast to hexagons, the reconfiguration problem for pivoting squares is PSPACE-complete regardless of the set of pivoting moves allowed. In the process, we strengthen the reduction framework of Demaine et al. [FUN'18] that we consider of independent interest.

cs.CG↗

Arithmetic Expression Construction

When can $n$ given numbers be combined using arithmetic operators from a given subset of $\{+, -, \times, ÷\}$ to obtain a given target number? We study three variations of this problem of Arithmetic Expression Construction: when the expression (1) is unconstrained; (2) has a specified pattern of parentheses and operators (and only the numbers need to be assigned to blanks); or (3) must match a specified ordering of the numbers (but the operators and parenthesization are free). For each of these variants, and many of the subsets of $\{+,-,\times,÷\}$, we prove the problem NP-complete, sometimes in the weak sense and sometimes in the strong sense. Most of these proofs make use of a "rational function framework" which proves equivalence of these problems for values in rational functions with values in positive integers.

cs.CC↗

Complexity of Retrograde and Helpmate Chess Problems: Even Cooperative Chess is Hard

We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A "retrograde" problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the position is "valid" or "legal" or "reachable". Most real-world retrograde Chess problems ask for the last few moves of such a sequence; we analyze the decision question which gets at the existence of an exponentially long move sequence. A "helpmate" problem asks whether it is possible for a player to become checkmated by any sequence of moves from a given position. A helpmate problem is essentially a cooperative form of Chess, where both players work together to cause a particular player to win; it also arises in regular Chess games, where a player who runs out of time (flags) loses only if they could ever possibly be checkmated from the current position (i.e., the helpmate problem has a solution). Our PSPACE-hardness reductions are from a variant of a puzzle game called Subway Shuffle.

cs.CC↗

Tetris is NP-hard even with $O(1)$ rows or columns

We prove that the classic falling-block video game Tetris (both survival and board clearing) remains NP-complete even when restricted to 8 columns, or to 4 rows, settling open problems posed over 15 years ago [BDH+04]. Our reduction is from 3-Partition, similar to the previous reduction for unrestricted board sizes, but with a better packing of buckets. On the positive side, we prove that 2-column Tetris (and 1-row Tetris) is polynomial. We also prove that the generalization of Tetris to larger $k$-omino pieces is NP-complete even when the board starts empty, even when restricted to 3 columns or 2 rows or constant-size pieces. Finally, we present an animated Tetris font.

cs.CC↗

New Results in Sona Drawing: Hardness and TSP Separation

Given a set of point sites, a sona drawing is a single closed curve, disjoint from the sites and intersecting itself only in simple crossings, so that each bounded region of its complement contains exactly one of the sites. We prove that it is NP-hard to find a minimum-length sona drawing for $n$ given points, and that such a curve can be longer than the TSP tour of the same points by a factor $> 1.5487875$. When restricted to tours that lie on the edges of a square grid, with points in the grid cells, we prove that it is NP-hard even to decide whether such a tour exists. These results answer questions posed at CCCG 2006.

cs.CG↗

Acutely Triangulated, Stacked, and Very Ununfoldable Polyhedra

We present new examples of topologically convex edge-ununfoldable polyhedra, i.e., polyhedra that are combinatorially equivalent to convex polyhedra, yet cannot be cut along their edges and unfolded into one planar piece without overlap. One family of examples is acutely triangulated, i.e., every face is an acute triangle. Another family of examples is stacked, i.e., the result of face-to-face gluings of tetrahedra. Both families achieve another natural property, which we call very ununfoldable: for every $k$, there is an example such that every nonoverlapping multipiece edge unfolding has at least $k$ pieces.

cs.CG↗

Some Polycubes Have No Edge Zipper Unfolding

It is unknown whether every polycube (polyhedron constructed by gluing cubes face-to-face) has an edge unfolding, that is, cuts along edges of the cubes that unfolds the polycube to a single nonoverlapping polygon in the plane. Here we construct polycubes that have no *edge zipper unfolding* where the cut edges are further restricted to form a path.

cs.CG↗

Universal Hinge Patterns for Folding Strips Efficiently into Any Grid Polyhedron

We present two universal hinge patterns that enable a strip of material to fold into any connected surface made up of unit squares on the 3D cube grid--for example, the surface of any polycube. The folding is efficient: for target surfaces topologically equivalent to a sphere, the strip needs to have only twice the target surface area, and the folding stacks at most two layers of material anywhere. These geometric results offer a new way to build programmable matter that is substantially more efficient than what is possible with a square $N \times N$ sheet of material, which can fold into all polycubes only of surface area $O(N)$ and may stack $Θ(N^2)$ layers at one point. We also show how our strip foldings can be executed by a rigid motion without collisions (albeit assuming zero thickness), which is not possible in general with 2D sheet folding. To achieve these results, we develop new approximation algorithms for milling the surface of a grid polyhedron, which simultaneously give a 2-approximation in tour length and an 8/3-approximation in the number of turns. Both length and turns consume area when folding a strip, so we build on past approximation algorithms for these two objectives from 2D milling.

cs.CG↗