JACIII Vol.10 No.3 pp. 323-331
doi: 10.20965/jaciii.2006.p0323


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

February 22, 2005
December 21, 2005
May 20, 2006
game theory, polyominoes, placement algorithm, rectilinear jigsaw puzzle

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.

Cite this article as:
Yasuyuki Murai, Hiroyuki Tsuji, Hisayuki Tatsumi, and
and Shinji Tokumasu, “Fast Placement Algorithm for Rectilinear Jigsaw Puzzles,” J. Adv. Comput. Intell. Intell. Inform., Vol.10, No.3, pp. 323-331, 2006.
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Last updated on Mar. 05, 2021