The Calissons Puzzle

CoRR(2023)

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Abstract
In 2022, Olivier Longuet, a French mathematics teacher, created a game called the \textit{calissons puzzle}. Given a triangular grid in a hexagon and some given edges of the grid, the problem is to find a calisson tiling such that no input edge is overlapped and calissons adjacent to an input edge have different orientations. We extend the puzzle to regions $R$ that are not necessarily hexagonal. The first interesting property of this puzzle is that, unlike the usual calisson or domino problems, it is solved neither by a maximal matching algorithm, nor by Thurston's algorithm. This raises the question of its complexity. We prove that if the region $R$ is finite and simply connected, then the puzzle can be solved by an algorithm that we call the \textit{advancing surface algorithm} and whose complexity is $O(|\partial R|^3)$ where $\partial R|$ is the size of the boundary of the region $R$. In the case where the region is the entire infinite triangular grid, we prove that the existence of a solution can be solved with an algorithm of complexity $O(|X|^3)$ where $X$ is the set of input edges. To prove these theorems, we revisit William Thurston's results on the calisson tilability of a region $R$. The solutions involve equivalence between calisson tilings, stepped surfaces and certain DAG cuts that avoid passing through a set of edges that we call \textit{unbreakable}. It allows us to generalize Thurston's theorem characterizing tilable regions by rewriting it in terms of descending paths or absorbing cycles. Thurston's algorithm appears as a distance calculation algorithm following Dijkstra's paradigm. The introduction of a set $X$ of interior edges introduces negative weights that force a Bellman-Ford strategy to be preferred. These results extend Thurston's legacy by using computer science structures and algorithms.
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puzzle
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