Edge-matching puzzle

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A partially completed Eternity II edge-matching puzzle Eternity II 2.jpg
A partially completed Eternity II edge-matching puzzle

An edge-matching puzzle is a type of tiling puzzle involving tiling an area with (typically regular) polygons whose edges are distinguished with colours or patterns, in such a way that the edges of adjacent tiles match.

Contents

Edge-matching puzzles are known to be NP-complete, and capable of conversion to and from equivalent jigsaw puzzles and polyomino packing puzzle. [1]

The first edge-matching puzzles were patented in the U.S. by E. L. Thurston in 1892. [2] Current examples of commercial edge-matching puzzles include the Eternity II puzzle, Tantrix, Kadon Enterprises' range of edge-matching puzzles, and the Edge Match Puzzles iPhone app.

Notable variations

MacMahon Squares

A solution to MacMahon Squares with the largest single-color area MacMahon Squares solution.png
A solution to MacMahon Squares with the largest single-color area

MacMahon Squares is the name given to a recreational math puzzle suggested by British mathematician Percy MacMahon, who published a treatise on edge-colouring of a variety of shapes in 1921. [4] This particular puzzle uses 24 tiles consisting of all permutations of 3 colors for the edges of a square. The tiles must be arranged into a 6×4 rectangular area such that all edges match and, furthermore, only one color is used for the outside edge of the rectangle. [5]

This puzzle can be extended to tiles with permutations of 4 colors, arranged in 10×7. [6] In either case, the squares are a subset of the Wang tiles, reducing tiles that are similar under rotation. Solutions number well into the thousands. [7]

MacMahon Squares, along with variations on the idea, was commercialized as Multimatch.

TetraVex

GNOME Tetravex. GNOME Tetravex screenshot.png
GNOME Tetravex.

TetraVex is a computer game that presents the player with a square grid and a collection of tiles, by default nine square tiles for a 3×3 grid. Each tile has four single-digit numbers, one on each edge. The objective of the game is to place the tiles into the grid in the proper position, completing this puzzle as quickly as possible. The tiles cannot be rotated, and two can be placed next to each other only if the numbers on adjacent edges match. [8] [9]

TetraVex was inspired by "the problem of tiling the plane" as described by Donald Knuth on page 382 of Volume 1: Fundamental Algorithms, the first book in his series The Art of Computer Programming . It was named by Scott Ferguson, the development lead and an architect of the first version of Visual Basic, who wrote it for Windows Entertainment Pack 3. [10]

TetraVex is also available as an open source game in the GNOME Games collection. [11]

The possible number of TetraVex can be counted. On a board there are horizontal and vertical pairs that must match and numbers along the edges that can be chosen arbitrarily. Hence there are choices of 10 digits, i.e. possible boards.

Deciding if a TetraVex puzzle has a solution is in general NP-complete. [12] Its computational approach involves the Douglas-Rachford algorithm. [13] [14]

Hexagons

A single-cross serpentile Serpentile 021 3C 0-GR-B.svg
A single-cross serpentile

Serpentiles are the hexagonal tiles used in various abstract strategy games such as Psyche-Paths, Kaliko, and Tantrix. Within each serpentile, the edges are paired, thus restricting the set of tiles in such a way that no edge color occurs an odd number of times within the hexagon.

Three dimensions

Mathematically, edge-matching puzzles are two-dimensional. A 3D edge-matching puzzle is such a puzzle that is not flat in Euclidean space, so involves tiling a three-dimensional area such as the surface of a regular polyhedron. As before, polygonal pieces have distinguished edges to require that the edges of adjacent pieces match.

3D edge-matching puzzles are not currently under direct U.S. patent protection, since the 1892 patent by E. L. Thurston has expired. [2] Current examples of commercial puzzles include the Dodek Duo, The Enigma, Mental Misery, [15] and Kadon Enterprises' range of three-dimensional edge-matching puzzles. [16]

Incorporation of edge matching

Part of a Carcassonne game showing matching edges Carcassonne-meeple.jpg
Part of a Carcassonne game showing matching edges

The Carcassonne board game employs edge matching to constrain where its square tiles may be placed. The original game has three types of edges: fields, roads and cities.

See also

Related Research Articles

<span class="mw-page-title-main">Pentomino</span> Geometric shape formed from five squares

Derived from the Greek word for '5', and "domino", a pentomino is a polyomino of order 5; that is, a polygon in the plane made of 5 equal-sized squares connected edge to edge. When rotations and reflections are not considered to be distinct shapes, there are 12 different free pentominoes. When reflections are considered distinct, there are 18 one-sided pentominoes. When rotations are also considered distinct, there are 63 fixed pentominoes.

<span class="mw-page-title-main">Polyomino</span> Geometric shapes formed from squares

A polyomino is a plane geometric figure formed by joining one or more equal squares edge to edge. It is a polyform whose cells are squares. It may be regarded as a finite subset of the regular square tiling.

<span class="mw-page-title-main">Packing problems</span> Problems which attempt to find the most efficient way to pack objects into containers

Packing problems are a class of optimization problems in mathematics that involve attempting to pack objects together into containers. The goal is to either pack a single container as densely as possible or pack all objects using as few containers as possible. Many of these problems can be related to real-life packaging, storage and transportation issues. Each packing problem has a dual covering problem, which asks how many of the same objects are required to completely cover every region of the container, where objects are allowed to overlap.

<span class="mw-page-title-main">Catalan number</span> Recursive integer sequence

In combinatorial mathematics, the Catalan numbers are a sequence of natural numbers that occur in various counting problems, often involving recursively defined objects. They are named after the French-Belgian mathematician Eugène Charles Catalan.

<span class="mw-page-title-main">Prism (geometry)</span> Solid with 2 parallel n-gonal bases connected by n parallelograms

In geometry, a prism is a polyhedron comprising an n-sided polygon base, a second base which is a translated copy of the first, and n other faces, necessarily all parallelograms, joining corresponding sides of the two bases. All cross-sections parallel to the bases are translations of the bases. Prisms are named after their bases, e.g. a prism with a pentagonal base is called a pentagonal prism. Prisms are a subclass of prismatoids.

<span class="mw-page-title-main">Polycube</span> Shape made from cubes joined together

A polycube is a solid figure formed by joining one or more equal cubes face to face. Polycubes are the three-dimensional analogues of the planar polyominoes. The Soma cube, the Bedlam cube, the Diabolical cube, the Slothouber–Graatsma puzzle, and the Conway puzzle are examples of packing problems based on polycubes.

<span class="mw-page-title-main">Tromino</span> Geometric shape formed from three squares

A tromino or triomino is a polyomino of size 3, that is, a polygon in the plane made of three equal-sized squares connected edge-to-edge.

<span class="mw-page-title-main">Tiling puzzle</span> Puzzles involving the assembly of flat shapes

Tiling puzzles are puzzles involving two-dimensional packing problems in which a number of flat shapes have to be assembled into a larger given shape without overlaps. Some tiling puzzles ask players to dissect a given shape first and then rearrange the pieces into another shape. Other tiling puzzles ask players to dissect a given shape while fulfilling certain conditions. The two latter types of tiling puzzles are also called dissection puzzles.

The 3-partition problem is a strongly NP-complete problem in computer science. The problem is to decide whether a given multiset of integers can be partitioned into triplets that all have the same sum. More precisely:

In geometry, a polytope or a tiling is isotoxal or edge-transitive if its symmetries act transitively on its edges. Informally, this means that there is only one type of edge to the object: given two edges, there is a translation, rotation, and/or reflection that will move one edge to the other while leaving the region occupied by the object unchanged.

<span class="mw-page-title-main">Eternity II puzzle</span> Edge-matching puzzle

The Eternity II puzzle is an edge-matching puzzle launched on 28 July 2007. It was developed by Christopher Monckton and marketed and copyrighted by TOMY UK Ltd as a successor to the original Eternity puzzle. The puzzle was part of a competition in which a $2 million prize was offered for the first complete solution. The competition ended at noon on 31 December 2010, with no solution being found.

A three-dimensional edge-matching puzzle is a type of edge-matching puzzle or tiling puzzle involving tiling a three-dimensional area with polygonal pieces whose edges are distinguished with colors or patterns, in such a way that the edges of adjacent pieces match. Edge-matching puzzles are known to be NP-complete, and capable of conversion to and from equivalent jigsaw puzzles and polyomino packing puzzle.

<span class="mw-page-title-main">Equidissection</span> Partition of a polygon into triangles of equal area

In geometry, an equidissection is a partition of a polygon into triangles of equal area. The study of equidissections began in the late 1960s with Monsky's theorem, which states that a square cannot be equidissected into an odd number of triangles. In fact, most polygons cannot be equidissected at all.

In geometry, a partition of a polygon is a set of primitive units, which do not overlap and whose union equals the polygon. A polygon partition problem is a problem of finding a partition which is minimal in some sense, for example a partition with a smallest number of units or with units of smallest total side-length.

Serpentiles is the name coined by Kurt N. Van Ness for the hexagonal tiles used in various edge-matching puzzle connection abstract strategy games, such as Psyche-Paths, Kaliko, and Tantrix. For each tile, one to three colors are used to draw paths linking the six sides together in various configurations. Each side is connected to another side by a specific path route and color. Gameplay generally proceeds so that players take turns laying down tiles. During each turn, a tile is laid adjacent to existing tiles so that colored paths are contiguous across tile edges.

<span class="mw-page-title-main">Planar SAT</span>

In computer science, the planar 3-satisfiability problem (abbreviated PLANAR 3SAT or PL3SAT) is an extension of the classical Boolean 3-satisfiability problem to a planar incidence graph. In other words, it asks whether the variables of a given Boolean formula—whose incidence graph consisting of variables and clauses can be embedded on a plane—can be consistently replaced by the values TRUE or FALSE in such a way that the formula evaluates to TRUE. If this is the case, the formula is called satisfiable. On the other hand, if no such assignment exists, the function expressed by the formula is FALSE for all possible variable assignments and the formula is unsatisfiable. For example, the formula "a AND NOT b" is satisfiable because one can find the values a = TRUE and b = FALSE, which make (a AND NOT b) = TRUE. In contrast, "a AND NOT a" is unsatisfiable.

In discrete mathematics and theoretical computer science, reconfiguration problems are computational problems involving reachability or connectivity of state spaces.

Rectangle packing is a packing problem where the objective is to determine whether a given set of small rectangles can be placed inside a given large polygon, such that no two small rectangles overlap. Several variants of this problem have been studied.

<span class="mw-page-title-main">MacMahon Squares</span> Puzzle published in 1921 by Percy MacMahon

MacMahon Squares are an edge-matching puzzle first published by Percy MacMahon in 1921, using 24 unique squares with 3-color patterns; each of the four edges is assigned a single color. The complete set of 24 squares are organized next to each other by matching edge colors to create a 4 by 6 grid. Such tessellation puzzles have multiple variants, which are determined by restrictions on how to arrange the 24 squares. This game has also been commercialized in numerous physical forms, by various companies.

References

  1. Erik D. Demaine, Martin L. Demaine. "Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity" (PDF). Retrieved 2007-08-12.
  2. 1 2 "Rob's puzzle page: Edge Matching". Archived from the original on 2007-10-22. Retrieved 2007-08-12.
  3. Gardner, Martin (2009). Sphere Packing, Lewis Caroll and Reversi. Cambridge University Press.
  4. MacMahon, Percy Alexander (1921). New mathematical pastimes. Gerstein - University of Toronto. Cambridge, University Press.
  5. Steckles, Katie. Blackboard Bold: MacMahon Squares. Retrieved 10 March 2021.
  6. Guy. Cube Root of 31. Wang Tiles. Retrieved 12 April 2021.
  7. Wade Philpott (credited). Kadon Enterprises. Multimatch. Retrieved 12 April 2021.
  8. Whittum, Christopher (2013). Energize Education Through Open Source. pg 32.
  9. Gagné, Marcel (2006). Moving to Ubuntu Linux.
  10. "The Birth of Visual Basic". Forestmoon.com. Retrieved 2010-05-11.
  11. "License - README". gnome-games. gnome.org. 2011. Retrieved 2012-10-02.
  12. Takenaga, Yasuhiko; Walsh, Toby (15 September 2006). "TetraVex is NP-complete". Information Processing Letters. Information Processing Letters, Volume 99, Issue 5, Pages 171–174. 99 (5): 171–174. doi:10.1016/j.ipl.2006.04.010. S2CID   7228681.
  13. Bansal, Pulkit(2010). "Code for solving Tetravex using Douglas–Rachford algorithm [ permanent dead link ]". Retrieved 10 March 2021.
  14. Linstrom, Scott B.; Sims, Brailey (2020). Survey: Sixty years of Douglas Rachford. Cambridge University Press.
  15. "Rob's puzzle page: Pattern Puzzles" . Retrieved 2009-06-22.
  16. "Kadon Enterprises, More About Edgematching" . Retrieved 2009-06-22.