Michael Brand FUN with Algorithms, July 1-3, 2014 Canonic shape Non-canonic shape Non-planar shape (partially assembled) Apictorial Canonic puzzle = pictoral puzzle + canonic shape n=12 d=4 n=20 d=4 n=27 d=6 n = size of the puzzle ( = # of tiles) d = degree of the puzzle ( = max # connecting to a tile) "Tile matching" - Does the outline of the tab on tile A match the outline of the pocket on tile B? ◦ Can be ignored by assuming a tile-matching Oracle. "Parsimonious Testing" - Which two tiles should I try to match up next? ◦ Can be ignored by assuming Oracle pre-calculation. "Bijection Reconstruction" - Where does tile A go in the finished puzzle? "Bijection Reconstruction" - Instance of (sub-)graph isomorphism. ◦ Polynomial without spurious matches (bounded d). ◦ Else: NPC even on canonicals (E.+M. Demaine). "Tile matching" - Lots and lots of literature "Parsimonious Testing" ◦ Best results use quite complex edge representations. ◦ Complex matching algorithms can be slow, increasing the importance of Parsimonious Testing (e.g. to find optimal trade-offs). ◦ Nothing. We address this gap in the literature. We introduce a model where Parsimonious Testing can be studied in isolation. ◦ We present it as a communication problem. I (infinitely powerful computer, but with no knowledge of edge shapes) O (Oracle with perfect edge-matching abilities; can be queried) How many queries to O does I need, in order to solve the puzzle? Jigsaw puzzle = <T, P, Ep, Q> ◦ T=tiles; P=positions; |T|=|P|=n ◦ <P,Ep>=shape, undirected graph of degree d ◦ Q=set of queries (that can be asked of O) Two types of queries ◦ Match queries: does tile x fit to tile y? ◦ Positional queries: does tile x fit in position p? ◦ (We assume no spurious matches.) Pictorial puzzle: Q = all possible queries Apictorial puzzle: Q = all match queries Solution: bijection, π, from T to P. Solution algorithm = decision tree Queries from Q Partitioning stops when remaining solution is unique q1? q2? q3? q4? 𝜋1 𝜋2 𝜋3 q5? 𝜋4 𝜋5 Solvable puzzle = has a solution algorithm Communication complexity = depth of minimum-depth solution tree 𝜋6 The communication complexity of any set of solvable jigsaw puzzles with bounded degree is 𝜃(𝑛2 ), where 𝑛 is the puzzle size. Note that O(𝑛2) is a trivial upper bound (ask all queries), so proof is really for Ω(𝑛2 ). ◦ Loosely: no easy puzzles. ◦ Our puzzle def simplifies some aspects that cannot affect this basic result. (e.g., orientation and spurious matches can only make puzzles more complex.) Without bounded degree, can be as low as 𝜃(𝑛 log 𝑛). Any bipartite graph, 𝐿, 𝑅, 𝐸 , with 𝐿 = 𝑅 = 𝑛, where the degree of each vertex is at least 𝑛/2 has a perfect matching. Proof: from Hall's theorem ◦ Any set S of size more than n/2 in L or R must have n neighbours. ◦ □ Any set of bounded-degree graphs, 𝑉, 𝐸 , has a code of distance 3 of size Ω( 𝑉 ). Proof: greedy algorithm ◦ guarantees size 𝑉 𝑉 = 2 =Ω 𝑉 1 + 𝑑 + 𝑑(𝑑 − 1) 𝑑 + 1 per assumption that degree is bounded. ◦ □ Positional puzzle: Q = the set of all positional queries. The communication complexity of positional puzzles is 𝜃(𝑛2 ), where 𝑛 is the puzzle size. Note: by definition -- solvable Proof: ◦ We find a long path in the tree. ◦ Can be thought of as an algorithm for an "adversarial Oracle" trying to delay determination of the correct matching bijection. Initialisation 1: 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ← ∅. 2: 𝑈 = 𝐿, 𝑅, 𝐸 ← 𝑇, 𝑃, 𝑇 × 𝑃 . The bijection portion already determined. Bipartite graph managing unmatched tiles and positions. Queries not yet asked. Function DOES X FIT POSITION P(x, p) 𝑁𝑈 𝑥 = x's neighbours in U. 3: 𝑀 ← a perfect matching in U 4: 𝐸 ← 𝐸 ∖ 𝑥, 𝑝 5: while ∃ 𝑙, 𝑟 ∈ 𝑀 such that not (𝑁𝑈 𝑙 > 𝑅/2 and 𝑁𝑈 𝑟 > 𝐿/2 ) do 6: 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ← 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ∪ (𝑙, 𝑟). 7: Restrict U and M to (𝐿 ∖ 𝑙 ) × 𝑅 ∖ 𝑟 . 8: end while 9: return 𝑥, 𝑝 ∈ 𝑀𝑎𝑡𝑐ℎ𝑒𝑠. end function Initialisation 1: 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ← ∅. 2: 𝑈 = 𝐿, 𝑅, 𝐸 ← 𝑇, 𝑃, 𝑇 × 𝑃 . Exists by Lemma 1. Function DOES X FIT POSITION P(x, p) 3: 𝑀 ← a perfect matching in U 4: 𝐸 ← 𝐸 ∖ 𝑥, 𝑝 5: while ∃ 𝑙, 𝑟 ∈ 𝑀 such that not (𝑁𝑈 𝑙 > 𝑅/2 and 𝑁𝑈 𝑟 > 𝐿/2 ) do 6: 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ← 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ∪ (𝑙, 𝑟). 7: Restrict U and M to (𝐿 ∖ 𝑙 ) × 𝑅 ∖ 𝑟 . 8: end while 9: return 𝑥, 𝑝 ∈ 𝑀𝑎𝑡𝑐ℎ𝑒𝑠. Satisfied at latest when 𝐿 = 𝑅 = ∅. end function Initialisation 1: 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ← ∅. 2: 𝑈 = 𝐿, 𝑅, 𝐸 ← 𝑇, 𝑃, 𝑇 × 𝑃 . By Lemma 1, while this invariant is maintained and L, R are not empty, U has more than one perfect matching, so puzzle is not yet solved. Function DOES X FIT POSITION P(x, p) 3: 𝑀 ← a perfect matching in U 4: 𝐸 ← 𝐸 ∖ 𝑥, 𝑝 5: while ∃ 𝑙, 𝑟 ∈ 𝑀 such that not (𝑁𝑈 𝑙 > 𝑅/2 and 𝑁𝑈 𝑟 > 𝐿/2 ) do 6: 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ← 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ∪ (𝑙, 𝑟). 7: Restrict U and M to (𝐿 ∖ 𝑙 ) × 𝑅 ∖ 𝑟 . 8: end while 9: return 𝑥, 𝑝 ∈ 𝑀𝑎𝑡𝑐ℎ𝑒𝑠. end function Removing even one element from L and R requires at least 𝑅/2 = 𝐿/2 queries. To empty all elements (and solve the puzzle), one needs at least 𝑛 𝑛−1 1 + + ⋯+ = 𝜃 𝑛2 2 2 2 queries. □ The main claim is different to Lemma 3 in that here both positional and match queries are allowed. We will use the Oracle strategy from Lemma 3 to answer positional queries, but will ◦ change the initialisation; and ◦ provide a new function to answer match queries. Exists by Lemma 2. 1: 2: 3: 4: 5: C ← code of distance 3 and size Ω 𝑛 over 𝑃, 𝐸𝑝 . S ← an arbitrary bijection from T to P. 𝑇𝑐 ← 𝑥 ∈ 𝑇 | 𝑠(𝑥) ∈ 𝐶 . 𝑀𝑎𝑡𝑐ℎ𝑒𝑠 ← 𝑥, 𝑆 𝑥 | 𝑥 ∈ 𝑇 ∖ 𝑇𝑐 . 𝑈 = 𝐿, 𝑅, 𝐸 ← 𝑇𝑐 , 𝐶, 𝑇𝑐 × 𝐶 . The entire puzzle is predetermined (so, essentially, solved), except for the positions in C. By construction, 𝐿 = 𝑅 = 𝐶 = Ω(𝑛), so solving the puzzle still requires Ω(𝑛2 ) positional queries. Simulate each match query by at-most one positional query. Examples: ◦ y matches z because this is part of the "solved" portion. ◦ No two "unsolved" tiles match. (code distance >1.) ◦ x doesn't match w. ◦ x matches y iff x fits into position p. (Choice of p at most unique given y because code distance>2.) To solve, one still needs to empty U. Match queries do not manipulate U directly; only by invoking at most one positional query. Therefore, if any solution algorithm combining match and positional queries of depth 𝑜(𝑛2 ) can empty U, then there is also such a solution algorithm using positional queries only -- contradicting Lemma 3. □ Conclusions ◦ No (bounded degree) puzzle shapes are essentially much easier than any others. ◦ No strategy is essentially much better than any other. (You don't have to start with the border!) Open problems ◦ All of the above is true in the worst case, against an adversarial Oracle. ◦ What about the expected complexity? (Simulating the more realistic situation where tiles are shuffled randomly, rather than adversarially.) questions?
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