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Ryuhei Uehara

Publications and source records attributed to Ryuhei Uehara.

At least 19 recordsLinked to original sources

Polyomino Nets Covering Three Different Boxes of Area 106 and Related Results

We present new results for polyomino nets that fold into 2 and 3 different cuboids through a computer search. The main result is the finding of 40 nets that fold into all three different cuboids with a surface area of 106. The secondary results are the finding of infinite families of nets that fold into three cuboid shapes, and the calculation of the number of common nets between smaller cuboids. The algorithms used to make the searches feasible will also be explained. The algorithms include taking advantage of some hidden structures in the nets that fold into the Nx1x1 cuboids, taking advantage of how a lot of nets fold into cuboid shapes in a 'striped' way, and using a variant of Redelmeier's algorithm. The paper ends with open questions that encourage the reader to broaden our collective understanding of the subject of creating polyomino nets.

cs.CG

Computational Complexity of Swish

Swish is a card game in which players are given cards having symbols (hoops and balls), and find a valid superposition of cards, called a "swish." Dailly, Lafourcade, and Marcadet (FUN 2024) studied a generalized version of Swish and showed that the problem is solvable in polynomial time with one symbol per card, while it is NP-complete with three or more symbols per card. In this paper, we resolve the previously open case of two symbols per card, which corresponds to the original game. We show that Swish is NP-complete for this case. Specifically, we prove the NP-hardness when the allowed transformations of cards are restricted to a single (horizontal or vertical) flip or 180-degree rotation, and extend the results to the original setting allowing all three transformations. In contrast, when neither transformation is allowed, we present a polynomial-time algorithm. Combining known and our results, we establish a complete characterization of the computational complexity of Swish with respect to both the number of symbols per card and the allowed transformations.

cs.DS

All Polyhedral Manifolds are Connected by a 2-Step Refolding

We prove that, for any two polyhedral manifolds $\mathcal P,\mathcal Q$, there is a polyhedral manifold $\mathcal I$ such that $\mathcal P,\mathcal I$ share a common unfolding and $\mathcal I,\mathcal Q$ share a common unfolding. In other words, we can unfold $\mathcal P$, refold (glue) that unfolding into $\mathcal I$, unfold $\mathcal I$, and then refold into $\mathcal Q$. Furthermore, if $\mathcal P,\mathcal Q$ have no boundary and can be embedded in 3D (without self-intersection), then so does $\mathcal I$. These results generalize to $n$ given manifolds $\mathcal P_1,\mathcal P_2, \dots, \mathcal P_n$; they all have a common unfolding with the same intermediate manifold $\mathcal I$. Allowing more than two unfold/refold steps, we obtain stronger results for two special cases: for doubly covered convex planar polygons, we achieve that all intermediate polyhedra are planar; and for tree-shaped polycubes, we achieve that all intermediate polyhedra are tree-shaped polycubes.

cs.CG

All Polyhedral Manifolds are Connected by a 2-Step Refolding

We prove that, for any two polyhedral manifolds $\mathcal P, \mathcal Q$, there is a polyhedral manifold $\mathcal I$ such that $\mathcal P, \mathcal I$ share a common unfolding and $\mathcal I,\mathcal Q$ share a common unfolding. In other words, we can unfold $\mathcal P$, refold (glue) that unfolding into $\mathcal I$, unfold $\mathcal I$, and then refold into $\mathcal Q$. Furthermore, if $\mathcal P, \mathcal Q$ have no boundary and can be embedded in 3D (without self-intersection), then so does $\mathcal I$. These results generalize to $n$ given manifolds $\mathcal P_1, \mathcal P_2, \dots, \mathcal P_n$; they all have a common unfolding with the same intermediate manifold $\mathcal I$. Allowing more than two unfold/refold steps, we obtain stronger results for two special cases: for doubly covered convex planar polygons, we achieve that all intermediate polyhedra are planar; and for tree-shaped polycubes, we achieve that all intermediate polyhedra are tree-shaped polycubes.

cs.CG

Dudeney's Dissection is Optimal

In 1907, Henry Ernest Dudeney posed a puzzle: ``cut any equilateral triangle \dots\ into as few pieces as possible that will fit together and form a perfect square'' (without overlap, via translation and rotation). Four weeks later, Dudeney demonstrated a beautiful four-piece solution, which today remains perhaps the most famous example of dissection. In this paper (over a century later), we finally solve Dudeney's puzzle, by proving that the equilateral triangle and square have no common dissection with three or fewer polygonal pieces. We reduce the problem to the analysis of discrete graph structures representing the correspondence between the edges and the vertices of the pieces forming each polygon.

cs.CG

Quasigeodesics on the Cube

A quasigeodesic is a curve on the surface of a convex polyhedron that has $\le π$ surface to each side at every point. In contrast, a geodesic has exactly $π$ to each side and so can never pass through a vertex, whereas quasigeodesics can. Although it is known that every convex polyhedron has at least three simple closed quasigeodesics, little else is known. Only tetrahedra have been thoroughly studied. In this paper we explore the quasigeodesics on a cube, which have not been previously enumerated. We prove that the cube has exactly $15$ simple closed quasigeodesics (beyond the three known simple closed geodesics). For the lower bound we detail $15$ simple closed quasigeodesics. Our main contribution is establishing a matching upper bound. For general convex polyhedra, there is no known upper bound.

math.MG

Gathering on a Circle with Limited Visibility by Anonymous Oblivious Robots

A swarm of anonymous oblivious mobile robots, operating in deterministic Look-Compute-Move cycles, is confined within a circular track. All robots agree on the clockwise direction (chirality), they are activated by an adversarial semi-synchronous scheduler (SSYNCH), and an active robot always reaches the destination point it computes (rigidity). Robots have limited visibility: each robot can see only the points on the circle that have an angular distance strictly smaller than a constant $\vartheta$ from the robot's current location, where $0<\vartheta\leqπ$ (angles are expressed in radians). We study the Gathering problem for such a swarm of robots: that is, all robots are initially in distinct locations on the circle, and their task is to reach the same point on the circle in a finite number of turns, regardless of the way they are activated by the scheduler. Note that, due to the anonymity of the robots, this task is impossible if the initial configuration is rotationally symmetric; hence, we have to make the assumption that the initial configuration be rotationally asymmetric. We prove that, if $\vartheta=π$ (i.e., each robot can see the entire circle except its antipodal point), there is a distributed algorithm that solves the Gathering problem for swarms of any size. By contrast, we also prove that, if $\vartheta\leq π/2$, no distributed algorithm solves the Gathering problem, regardless of the size of the swarm, even under the assumption that the initial configuration is rotationally asymmetric and the visibility graph of the robots is connected. The latter impossibility result relies on a probabilistic technique based on random perturbations, which is novel in the context of anonymous mobile robots. Such a technique is of independent interest, and immediately applies to other Pattern-Formation problems.

cs.DC

On the Computational Complexity of Generalized Common Shape Puzzles

In this study, we investigate the computational complexity of some variants of generalized puzzles. We are provided with two sets S_1 and S_2 of polyominoes. The first puzzle asks us to form the same shape using polyominoes in S_1 and S_2. We demonstrate that this is polynomial-time solvable if S_1 and S_2 have constant numbers of polyominoes, and it is strongly NP-complete in general. The second puzzle allows us to make copies of the pieces in S_1 and S_2. That is, a polyomino in S_1 can be used multiple times to form a shape. This is a generalized version of the classical puzzle known as the common multiple shape puzzle. For two polyominoes P and Q, the common multiple shape is a shape that can be formed by many copies of P and many copies of Q. We show that the second puzzle is undecidable in general. The undecidability is demonstrated by a reduction from a new type of undecidable puzzle based on tiling. Nevertheless, certain concrete instances of the common multiple shape can be solved in a practical time. We present a method for determining the common multiple shape for provided tuples of polyominoes and outline concrete results, which improve on the previously known results in puzzle society.

cs.CC

Computational Complexity of Flattening Fixed-Angle Orthogonal Chains

Planar/flat configurations of fixed-angle chains and trees are well studied in the context of polymer science, molecular biology, and puzzles. In this paper, we focus on a simple type of fixed-angle linkage: every edge has unit length (equilateral), and each joint has a fixed angle of $90^\circ$ (orthogonal) or $180^\circ$ (straight). When the linkage forms a path (open chain), it always has a planar configuration, namely the zig-zag which alternating the $90^\circ$ angles between left and right turns. But when the linkage forms a cycle (closed chain), or is forced to lie in a box of fixed size, we prove that the flattening problem -- deciding whether there is a planar noncrossing configuration -- is strongly NP-complete. Back to open chains, we turn to the Hydrophobic-Hydrophilic (HP) model of protein folding, where each vertex is labeled H or P, and the goal is to find a folding that maximizes the number of H-H adjacencies. In the well-studied HP model, the joint angles are not fixed. We introduce and analyze the fixed-angle HP model, which is motivated by real-world proteins. We prove strong NP-completeness of finding a planar noncrossing configuration of a fixed-angle orthogonal equilateral open chain with the most H--H adjacencies, even if the chain has only two H vertices. (Effectively, this lets us force the chain to be closed.)

cs.CG

Sorting Balls and Water: Equivalence and Computational Complexity

Various forms of sorting problems have been studied over the years. Recently, two kinds of sorting puzzle apps are popularized. In these puzzles, we are given a set of bins filled with colored units, balls or water, and some empty bins. These puzzles allow us to move colored units from a bin to another when the colors involved match in some way or the target bin is empty. The goal of these puzzles is to sort all the color units in order. We investigate computational complexities of these puzzles. We first show that these two puzzles are essentially the same from the viewpoint of solvability. That is, an instance is sortable by ball-moves if and only if it is sortable by water-moves. We also show that every yes-instance has a solution of polynomial length, which implies that these puzzles belong to in NP. We then show that these puzzles are NP-complete. For some special cases, we give polynomial-time algorithms. We finally consider the number of empty bins sufficient for making all instances solvable and give non-trivial upper and lower bounds in terms of the number of filled bins and the capacity of bins.

cs.CC

Efficient Segment Folding is Hard

We introduce a computational origami problem which we call the segment folding problem: given a set of $n$ line-segments in the plane the aim is to make creases along all segments in the minimum number of folding steps. Note that a folding might alter the relative position between the segments, and a segment could split into two. We show that it is NP-hard to determine whether $n$ line segments can be folded in $n$ simple folding operations.

cs.CG

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

Solving Rep-tile by Computers: Performance of Solvers and Analyses of Solutions

A rep-tile is a polygon that can be dissected into smaller copies (of the same size) of the original polygon. A polyomino is a polygon that is formed by joining one or more unit squares edge to edge. These two notions were first introduced and investigated by Solomon W. Golomb in the 1950s and popularized by Martin Gardner in the 1960s. Since then, dozens of studies have been made in communities of recreational mathematics and puzzles. In this study, we first focus on the specific rep-tiles that have been investigated in these communities. Since the notion of rep-tiles is so simple that can be formulated mathematically in a natural way, we can apply a representative puzzle solver, a MIP solver, and SAT-based solvers for solving the rep-tile problem in common. In comparing their performance, we can conclude that the puzzle solver is the weakest while the SAT-based solvers are the strongest in the context of simple puzzle solving. We then turn to analyses of the specific rep-tiles. Using some properties of the rep-tile patterns found by a solver, we can complete analyses of specific rep-tiles up to certain sizes. That is, up to certain sizes, we can determine the existence of solutions, clarify the number of the solutions, or we can enumerate all the solutions for each size. In the last case, we find new series of solutions for the rep-tiles which have never been found in the communities.

cs.DM

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

Computational Complexity of Jumping Block Puzzles

In combinatorial reconfiguration, the reconfiguration problems on a vertex subset (e.g., an independent set) are well investigated. In these problems, some tokens are placed on a subset of vertices of the graph, and there are three natural reconfiguration rules called ``token sliding,'' ``token jumping,'' and ``token addition and removal''. In the context of computational complexity of puzzles, the sliding block puzzles play an important role. Depending on the rules and set of pieces, the sliding block puzzles characterize the computational complexity classes including P, NP, and PSPACE. The sliding block puzzles correspond to the token sliding model in the context of combinatorial reconfiguration. On the other hand, a relatively new notion of jumping block puzzles is proposed in puzzle society. This is the counterpart to the token jumping model of the combinatorial reconfiguration problems in the context of block puzzles. We investigate several variants of jumping block puzzles and determine their computational complexities.

cs.CC

Efficient Folding Algorithms for Regular Polyhedra

We investigate the folding problem that asks if a polygon P can be folded to a polyhedron Q for given P and Q. Recently, an efficient algorithm for this problem has been developed when Q is a box. We extend this idea to regular polyhedra, also known as Platonic solids. The basic idea of our algorithms is common, which is called stamping. However, the computational complexities of them are different depending on their geometric properties. We developed four algorithms for the problem as follows. (1) An algorithm for a regular tetrahedron, which can be extended to a tetramonohedron. (2) An algorithm for a regular hexahedron (or a cube), which is much efficient than the previously known one. (3) An algorithm for a general deltahedron, which contains the cases that Q is a regular octahedron or a regular icosahedron. (4) An algorithm for a regular dodecahedron. Combining these algorithms, we can conclude that the folding problem can be solved pseudo-polynomial time when Q is a regular polyhedron and other related solid.

cs.CG

Cyclic Shift Problems on Graphs

We study a new reconfiguration problem inspired by classic mechanical puzzles: a colored token is placed on each vertex of a given graph; we are also given a set of distinguished cycles on the graph. We are tasked with rearranging the tokens from a given initial configuration to a final one by using cyclic shift operations along the distinguished cycles. We first investigate a large class of graphs, which generalizes several classic puzzles, and we give a characterization of which final configurations can be reached from a given initial configuration. Our proofs are constructive, and yield efficient methods for shifting tokens to reach the desired configurations. On the other hand, when the goal is to find a shortest sequence of shifting operations, we show that the problem is NP-hard, even for puzzles with tokens of only two different colors.

cs.CC

Reconfiguring Undirected Paths

We consider problems in which a simple path of fixed length, in an undirected graph, is to be shifted from a start position to a goal position by moves that add an edge to either end of the path and remove an edge from the other end. We show that this problem may be solved in linear time in trees, and is fixed-parameter tractable when parameterized either by the cyclomatic number of the input graph or by the length of the path. However, it is PSPACE-complete for paths of unbounded length in graphs of bounded bandwidth.

cs.DS