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Hugo Akitaya

Publications and source records attributed to Hugo Akitaya.

9 recordsLinked to original sources

Undecidability of Tiling with a Tromino

Given a periodic placement of copies of a tromino (either L or I), we prove co-RE-completeness (and hence undecidability) of deciding whether it can be completed to a plane tiling. By contrast, the problem becomes decidable if the initial placement is finite, or if the tile is a domino instead of a tromino (in any dimension). As a consequence, tiling a given periodic subset of the plane with a given tromino (L or I) is co-RE-complete. We also prove co-RE-completeness of tiling the entire plane with two polyominoes (one of which is disconnected and the other of which has constant size), and of tiling 3D space with two connected polycubes (one of which has constant size). If we restrict to tiling by translation only (no rotation), then we obtain co-RE-completeness with one more tile: two trominoes for a periodic subset of 2D, three polyominoes for the 2D plane, and three connected polycubes for 3D space. Along the way, we prove several new complexity and algorithmic results about periodic (infinite) graphs. Notably, we prove that Periodic Planar (1-in-)3SAT-3, 3DM, and Graph Orientation are co-RE-complete in 2D and PSPACE-complete in 1D; we extend basic results in graph drawing to 2D periodic graphs; and we give a polynomial-time algorithm for perfect matching in bipartite periodic graphs.

cs.CG

Input-Sensitive Reconfiguration of Sliding Cubes

A configuration of $n$ unit-cube-shaped \textit{modules} (or \textit{robots}) is a lattice-aligned placement of the $n$ modules so that their union is face-connected. The reconfiguration problem aims at finding a sequence of moves that reconfigures the modules from one given configuration to another. The sliding cube model (in which modules are allowed to slide over the face or edge of neighboring modules) is one of the most studied theoretical models for modular robots. In the sliding cubes model we can reconfigure between any two shapes in $O(n^2)$ moves ([Abel \textit{et al.} SoCG 2024]). If we are interested in a reconfiguration algorithm into a \textit{compact configuration}, the number of moves can be reduced to the sum of coordinates of the input configuration (a number that ranges from $\Omega(n^{4/3})$ to $O(n^2)$, [Kostitsyna \textit{et al.} SWAT 2024]). We introduce a new algorithm that combines both universal reconfiguration and an input-sensitive bound on the sum of coordinates of both configurations, with additional advantages, such as $O(1)$ amortized computation per move.

cs.CG

Facet-Hamiltonicity

We consider facet-Hamiltonian cycles of polytopes, defined as cycles in their skeleton such that every facet is visited exactly once. These cycles can be understood as optimal watchman routes that guard the facets of a polytope. We consider the existence of such cycles for a variety of polytopes, the facets of which have a natural combinatorial interpretation. In particular, we prove the following results: - Every permutahedron has a facet-Hamiltonian cycle. These cycles consist of circular sequences of permutations of $n$ elements, where two successive permutations differ by a single adjacent transposition, and such that every subset of $[n]$ appears as a prefix in a contiguous subsequence. With these cycles we associate what we call rhombic strips which encode interleaved Gray codes of the Boolean lattice, one Gray code for each rank. These rhombic strips correspond to simple Venn diagrams. - Every generalized associahedron has a facet-Hamiltonian cycle. This generalizes the so-called rainbow cycles of Felsner, Kleist, M\"utze, and Sering (SIDMA 2020) to associahedra of any finite type. We relate the constructions to the Conway-Coxeter friezes and the bipartite belts of finite type cluster algebras. - Graph associahedra of wheels, fans, and complete split graphs have facet-Hamiltonian cycles. For associahedra of complete bipartite graphs and caterpillars, we construct facet-Hamiltonian paths. The construction involves new insights on the combinatorics of graph tubings. We also consider the computational complexity of deciding whether a given polytope has a facet-Hamiltonian cycle and show that the problem is NP-complete, even when restricted to simple 3-dimensional polytopes.

math.CO

Complexity of Simple Folding of Mixed Orthogonal Crease Patterns

Continuing results from JCDCGGG 2016 and 2017, we solve several new cases of the simple foldability problem -- deciding which crease patterns can be folded flat by a sequence of (some model of) simple folds. We give new efficient algorithms for mixed crease patterns, where some creases are assigned mountain/valley while others are unassigned, for all 1D cases and for 2D rectangular paper with orthogonal one-layer simple folds. By contrast, we show strong NP-completeness for mixed orthogonal crease patterns on 2D rectangular paper with some-layers simple folds, complementing a previous result for all-layers simple folds. We also prove strong NP-completeness for finite simple folds (no matter the number of layers) of unassigned orthogonal crease patterns on arbitrary paper, complementing a previous result for assigned crease patterns, and contrasting with a previous positive result for infinite all-layers simple folds. In total, we obtain a characterization of polynomial vs. NP-hard for all cases -- finite/infinite one/some/all-layers simple folds of assigned/unassigned/mixed orthogonal crease patterns on 1D/rectangular/arbitrary paper -- except the unsolved case of infinite all-layers simple folds of assigned orthogonal crease patterns on arbitrary paper.

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

Robot Development and Path Planning for Indoor Ultraviolet Light Disinfection

Regular irradiation of indoor environments with ultraviolet C (UVC) light has become a regular task for many indoor settings as a result of COVID-19, but current robotic systems attempting to automate it suffer from high costs and inefficient irradiation. In this paper, we propose a purpose-made inexpensive robotic platform with off-the-shelf components and standard navigation software that, with a novel algorithm for finding optimal irradiation locations, addresses both shortcomings to offer affordable and efficient solutions for UVC irradiation. We demonstrate in simulations the efficacy of the algorithm and show a prototypical run of the autonomous integrated robotic system in an indoor environment. In our sample instances, our proposed algorithm reduces the time needed by roughly 30\% while it increases the coverage by a factor of 35\% (when compared to the best possible placement of a static light).

cs.RO

Escaping a Polygon

Suppose an escaping player ("human") moves continuously at maximum speed $1$ in the interior of a region, while a pursuing player ("zombie") moves continuously at maximum speed $r$ outside the region. For what $r$ can the first player escape the region, that is, reach the boundary a positive distance away from the pursuing player, assuming optimal play by both players? We formalize a model for this infinitesimally alternating 2-player game and prove that it has a unique winner in any locally rectifiable region. Our model thus avoids pathological behaviors (where both players can have "winning strategies") previously identified for pursuit-evasion games such as the Lion and Man problem in certain metric spaces. For some specific regions, including both equilateral triangle and square, we give exact results for the critical speed ratio, above which the pursuing player can win and below which the escaping player can win (and at which the pursuing player can win). For simple polygons, we give a simple formula and polynomial-time algorithm that is guaranteed to give a 10.89898-approximation to the critical speed ratio, and we give a pseudopolynomial-time approximation scheme for approximating the critical speed ratio arbitrarily closely. On the negative side, we prove NP-hardness of the problem for polyhedral domains in 3D, and prove stronger results (PSPACE-hardness and NP-hardness even to approximate) for generalizations to multiple escaping and pursuing players.

cs.CG

Rigid Foldability is NP-Hard

In this paper, we show that deciding rigid foldability of a given crease pattern using all creases is weakly NP-hard by a reduction from Partition, and that deciding rigid foldability with optional creases is strongly NP-hard by a reduction from 1-in-3 SAT. Unlike flat foldability of origami or flexibility of other kinematic linkages, whose complexity originates in the complexity of the layer ordering and possible self-intersection of the material, rigid foldability from a planar state is hard even though there is no potential self-intersection. In fact, the complexity comes from the combinatorial behavior of the different possible rigid folding configurations at each vertex. The results underpin the fact that it is harder to fold from an unfolded sheet of paper than to unfold a folded state back to a plane, frequently encountered problem when realizing folding-based systems such as self-folding matter and reconfigurable robots.

cs.CG

Recognizing Weakly Simple Polygons

We present an $O(n\log n)$-time algorithm that determines whether a given planar $n$-gon is weakly simple. This improves upon an $O(n^2\log n)$-time algorithm by Chang, Erickson, and Xu (2015). Weakly simple polygons are required as input for several geometric algorithms. As such, how to recognize simple or weakly simple polygons is a fundamental question.

cs.CG