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Fast Placement Algorithm for Rectilinear Jigsaw Puzzles


Yasuyuki Murai*, Hiroyuki Tsuji*, Hisayuki Tatsumi**,
and Shinji Tokumasu*


*Department of Information and Computer Sciences, Kanagawa Institute of Technology, 1030 Shimo-ogino, Atsugi, Kanagawa 243-0292, Japan
**Department of Computer Science, Tsukuba University of Technology, 4-12-7 Kasuga, Tsukuba, Ibaraki 305-0821, Japan


Received: February 22, 2005

Accepted: December 21, 2005


Keywords: game theory, polyominoes, placement algorithm, rectilinear jigsaw puzzle

Journal ref: Journal of Advanced Computational Intelligence and Intelligent Informatics, Vol.10, No.3 pp. 323-331, 2006

Abstract



In previous papers, rectilinear jigsaw puzzles have been described as a specialized placement problem such that this has at least one solution to placement, but generally not that many. Instead of adopting the well-known iterative method to solve this problem, a new game-theoretic algorithm is developed by translating the problem to one of checkmate in games analogous to chess or shogi. By extending the game-theoretic algorithm, a much faster algorithm for large puzzles is developed by introducing various heuristics on the placement of pieces. We also proved through numerical experiments that this worked efficiently.
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Reference

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