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Erik D. Demaine

Publications and source records attributed to Erik D. Demaine.

At least 145 records · Page 8Linked to original sources

Rigid Origami Vertices: Conditions and Forcing Sets

We develop an intrinsic necessary and sufficient condition for single-vertex origami crease patterns to be able to fold rigidly. We classify such patterns in the case where the creases are pre-assigned to be mountains and valleys as well as in the unassigned case. We also illustrate the utility of this result by applying it to the new concept of minimal forcing sets for rigid origami models, which are the smallest collection of creases that, when folded, will force all the other creases to fold in a prescribed way.

math.MG↗

Characterization of Curved Creases and Rulings: Design and Analysis of Lens Tessellations

We describe a general family of curved-crease folding tessellations consisting of a repeating "lens" motif formed by two convex curved arcs. The third author invented the first such design in 1992, when he made both a sketch of the crease pattern and a vinyl model (pictured below). Curve fitting suggests that this initial design used circular arcs. We show that in fact the curve can be chosen to be any smooth convex curve without inflection point. We identify the ruling configuration through qualitative properties that a curved folding satisfies, and prove that the folded form exists with no additional creases, through the use of differential geometry.

cs.CG↗

Classic Nintendo Games are (Computationally) Hard

We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokemon. Our results apply to generalized versions of Super Mario Bros. 1-3, The Lost Levels, and Super Mario World; Donkey Kong Country 1-3; all Legend of Zelda games; all Metroid games; and all Pokemon role-playing games. In addition, we prove PSPACE-completeness of the Donkey Kong Country games and several Legend of Zelda games.

cs.CC↗

Folding a Paper Strip to Minimize Thickness

In this paper, we study how to fold a specified origami crease pattern in order to minimize the impact of paper thickness. Specifically, origami designs are often expressed by a mountain-valley pattern (plane graph of creases with relative fold orientations), but in general this specification is consistent with exponentially many possible folded states. We analyze the complexity of finding the best consistent folded state according to two metrics: minimizing the total number of layers in the folded state (so that a "flat folding" is indeed close to flat), and minimizing the total amount of paper required to execute the folding (where "thicker" creases consume more paper). We prove both problems strongly NP-complete even for 1D folding. On the other hand, we prove the first problem fixed-parameter tractable in 1D with respect to the number of layers.

cs.DS↗

Filling a Hole in a Crease Pattern: Isometric Mapping from Prescribed Boundary Folding

Given a sheet of paper and a prescribed folding of its boundary, is there a way to fold the paper's interior without stretching so that the boundary lines up with the prescribed boundary folding? For polygonal boundaries nonexpansively folded at finitely many points, we prove that a consistent isometric mapping of the polygon interior always exists and is computable in polynomial time.

cs.CG↗

Zig-Zag Numberlink is NP-Complete

When can $t$ terminal pairs in an $m \times n$ grid be connected by $t$ vertex-disjoint paths that cover all vertices of the grid? We prove that this problem is NP-complete. Our hardness result can be compared to two previous NP-hardness proofs: Lynch's 1975 proof without the ``cover all vertices'' constraint, and Kotsuma and Takenaga's 2010 proof when the paths are restricted to have the fewest possible corners within their homotopy class. The latter restriction is a common form of the famous Nikoli puzzle \emph{Numberlink}; our problem is another common form of Numberlink, sometimes called \emph{Zig-Zag Numberlink} and popularized by the smartphone app \emph{Flow Free}.

cs.CC↗

Fun with Fonts: Algorithmic Typography

Over the past decade, we have designed six typefaces based on mathematical theorems and open problems, specifically computational geometry. These typefaces expose the general public in a unique way to intriguing results and hard problems in hinged dissections, geometric tours, origami design, computer-aided glass design, physical simulation, and protein folding. In particular, most of these typefaces include puzzle fonts, where reading the intended message requires solving a series of puzzles which illustrate the challenge of the underlying algorithmic problem.

cs.CG↗

Linear-Time Algorithm for Sliding Tokens on Trees

Suppose that we are given two independent sets $I_b$ and $I_r$ of a graph such that $|I_b|=|I_r|$, and imagine that a token is placed on each vertex in $I_b$. Then, the sliding token problem is to determine whether there exists a sequence of independent sets which transforms $I_b$ into $I_r$ so that each independent set in the sequence results from the previous one by sliding exactly one token along an edge in the graph. This problem is known to be PSPACE-complete even for planar graphs, and also for bounded treewidth graphs. In this paper, we thus study the problem restricted to trees, and give the following three results: (1) the decision problem is solvable in linear time; (2) for a yes-instance, we can find in quadratic time an actual sequence of independent sets between $I_b$ and $I_r$ whose length (i.e., the number of token-slides) is quadratic; and (3) there exists an infinite family of instances on paths for which any sequence requires quadratic length.

cs.DM↗

The two-handed tile assembly model is not intrinsically universal

The well-studied Two-Handed Tile Assembly Model (2HAM) is a model of tile assembly in which pairs of large assemblies can bind, or self-assemble, together. In order to bind, two assemblies must have matching glues that can simultaneously touch each other, and stick together with strength that is at least the temperature $τ$, where $τ$ is some fixed positive integer. We ask whether the 2HAM is intrinsically universal, in other words we ask: is there a single universal 2HAM tile set $U$ which can be used to simulate any instance of the model? Our main result is a negative answer to this question. We show that for all $τ' < τ$, each temperature-$τ'$ 2HAM tile system does not simulate at least one temperature-$τ$ 2HAM tile system. This impossibility result proves that the 2HAM is not intrinsically universal, in stark contrast to the simpler (single-tile addition only) abstract Tile Assembly Model which is intrinsically universal ("The tile assembly model is intrinsically universal", FOCS 2012). However, on the positive side, we prove that, for every fixed temperature $τ\geq 2$, temperature-$τ$ 2HAM tile systems are indeed intrinsically universal: in other words, for each $τ$ there is a single universal 2HAM tile set $U$ that, when appropriately initialized, is capable of simulating the behavior of any temperature-$τ$ 2HAM tile system. As a corollary of these results we find an infinite set of infinite hierarchies of 2HAM systems with strictly increasing simulation power within each hierarchy. Finally, we show that for each $τ$, there is a temperature-$τ$ 2HAM system that simultaneously simulates all temperature-$τ$ 2HAM systems.

cs.CG↗

Covering Folded Shapes

Can folding a piece of paper flat make it larger? We explore whether a shape $S$ must be scaled to cover a flat-folded copy of itself. We consider both single folds and arbitrary folds (continuous piecewise isometries $S\rightarrow R^2$). The underlying problem is motivated by computational origami, and is related to other covering and fixturing problems, such as Lebesgue's universal cover problem and force closure grasps. In addition to considering special shapes (squares, equilateral triangles, polygons and disks), we give upper and lower bounds on scale factors for single folds of convex objects and arbitrary folds of simply connected objects.

cs.CG↗

Picture-Hanging Puzzles

We show how to hang a picture by wrapping rope around n nails, making a polynomial number of twists, such that the picture falls whenever any k out of the n nails get removed, and the picture remains hanging when fewer than k nails get removed. This construction makes for some fun mathematical magic performances. More generally, we characterize the possible Boolean functions characterizing when the picture falls in terms of which nails get removed as all monotone Boolean functions. This construction requires an exponential number of twists in the worst case, but exponential complexity is almost always necessary for general functions.

cs.DS↗

Particle Computation: Designing Worlds to Control Robot Swarms with only Global Signals

Micro- and nanorobots are often controlled by global input signals, such as an electromagnetic or gravitational field. These fields move each robot maximally until it hits a stationary obstacle or another stationary robot. This paper investigates 2D motion-planning complexity for large swarms of simple mobile robots (such as bacteria, sensors, or smart building material). In previous work we proved it is NP-hard to decide whether a given initial configuration can be transformed into a desired target configuration; in this paper we prove a stronger result: the problem of finding an optimal control sequence is PSPACE-complete. On the positive side, we show we can build useful systems by designing obstacles. We present a reconfigurable hardware platform and demonstrate how to form arbitrary permutations and build a compact absolute encoder. We then take the same platform and use dual-rail logic to build a universal logic gate that concurrently evaluates AND, NAND, NOR and OR operations. Using many of these gates and appropriate interconnects we can evaluate any logical expression.

cs.RO↗

How to Influence People with Partial Incentives

We study the power of fractional allocations of resources to maximize influence in a network. This work extends in a natural way the well-studied model by Kempe, Kleinberg, and Tardos (2003), where a designer selects a (small) seed set of nodes in a social network to influence directly, this influence cascades when other nodes reach certain thresholds of neighbor influence, and the goal is to maximize the final number of influenced nodes. Despite extensive study from both practical and theoretical viewpoints, this model limits the designer to a binary choice for each node, with no way to apply intermediate levels of influence. This model captures some settings precisely, e.g. exposure to an idea or pathogen, but it fails to capture very relevant concerns in others, for example, a manufacturer promoting a new product by distributing five "20% off" coupons instead of giving away one free product. While fractional versions of problems tend to be easier to solve than integral versions, for influence maximization, we show that the two versions have essentially the same computational complexity. On the other hand, the two versions can have vastly different solutions: the added flexibility of fractional allocation can lead to significantly improved influence. Our main theoretical contribution is to show how to adapt the major positive results from the integral case to the fractional case. Specifically, Mossel and Roch (2006) used the submodularity of influence to obtain their integral results; we introduce a new notion of continuous submodularity, and use this to obtain matching fractional results. We conclude that we can achieve the same greedy $(1-1/e-ε)$-approximation for the fractional case as the integral case. In practice, we find that the fractional model performs substantially better than the integral model, according to simulations on real-world social network data.

cs.GT↗

The complexity of UNO

This paper investigates the popular card game UNO from the viewpoint of algorithmic combinatorial game theory. We define simple and concise mathematical models for the game, including both cooperative and uncooperative versions, and analyze their computational complexity. In particular, we prove that even a single-player version of UNO is NP-complete, although some restricted cases are in P. Surprisingly, we show that the uncooperative two-player version is also in P.

cs.DM↗

Worst-Case Optimal Tree Layout in External Memory

Consider laying out a fixed-topology tree of N nodes into external memory with block size B so as to minimize the worst-case number of block memory transfers required to traverse a path from the root to a node of depth D. We prove that the optimal number of memory transfers is $$ \cases{ \displaystyle Θ\left( {D \over \lg (1{+}B)} \right) & when $D = O(\lg N)$, \cr \displaystyle Θ\left( {\lg N \over \lg \left(1{+}{B \lg N \over D}\right)} \right) & when $D = Ω(\lg N)$ and $D = O(B \lg N)$, \cr \displaystyle Θ\left( {D \over B} \right) & when $D = Ω(B \lg N)$. } $$

cs.DS↗

Combining Binary Search Trees

We present a general transformation for combining a constant number of binary search tree data structures (BSTs) into a single BST whose running time is within a constant factor of the minimum of any "well-behaved" bound on the running time of the given BSTs, for any online access sequence. (A BST has a well behaved bound with $f(n)$ overhead if it spends at most \bigoh{f(n)} time per access and its bound satisfies a weak sense of closure under subsequences.) In particular, we obtain a BST data structure that is \bigoh{\log\log n} competitive, satisfies the working set bound (and thus satisfies the static finger bound and the static optimality bound), satisfies the dynamic finger bound, satisfies the unified bound with an additive \bigoh{\log\log n} factor, and performs each access in worst-case \bigoh{\log n} time.

cs.DS↗

One Tile to Rule Them All: Simulating Any Turing Machine, Tile Assembly System, or Tiling System with a Single Puzzle Piece

In this paper we explore the power of tile self-assembly models that extend the well-studied abstract Tile Assembly Model (aTAM) by permitting tiles of shapes beyond unit squares. Our main result shows the surprising fact that any aTAM system, consisting of many different tile types, can be simulated by a single tile type of a general shape. As a consequence, we obtain a single universal tile type of a single (constant-size) shape that serves as a "universal tile machine": the single universal tile type can simulate any desired aTAM system when given a single seed assembly that encodes the desired aTAM system. We also show how to adapt this result to convert any of a variety of plane tiling systems (such as Wang tiles) into a "nearly" plane tiling system with a single tile (but with small gaps between the tiles). All of these results rely on the ability to both rotate and translate tiles; by contrast, we show that a single nonrotatable tile, of arbitrary shape, can produce assemblies which either grow infinitely or cannot grow at all, implying drastically limited computational power. On the positive side, we show how to simulate arbitrary cellular automata for a limited number of steps using a single nonrotatable tile and a linear-size seed assembly.

cs.DS↗

Necklaces, Convolutions, and X+Y

We give subquadratic algorithms that, given two necklaces each with n beads at arbitrary positions, compute the optimal rotation of the necklaces to best align the beads. Here alignment is measured according to the p norm of the vector of distances between pairs of beads from opposite necklaces in the best perfect matching. We show surprisingly different results for p = 1, p even, and p = \infty. For p even, we reduce the problem to standard convolution, while for p = \infty and p = 1, we reduce the problem to (min, +) convolution and (median, +) convolution. Then we solve the latter two convolution problems in subquadratic time, which are interesting results in their own right. These results shed some light on the classic sorting X + Y problem, because the convolutions can be viewed as computing order statistics on the antidiagonals of the X + Y matrix. All of our algorithms run in o(n^2) time, whereas the obvious algorithms for these problems run in Θ(n^2) time.

cs.DS↗