Erik D. Demaine’s research while affiliated with Association for Uncertainty in Artificial Intelligence and other places

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Publications (775)


Figure 1: F,R,T,K,L,B = Front, Right, Top, bacK, Left, Bottom. B vertices indexed 1, 2, 3, 4; T vertices indexed 5, 6, 7, 8. v 1 is marked white.
Figure 2: The three simple closed geodesics on a cube. The first is an equatorial band. The other two are as depicted.
Figure 3: (v 1 , v 2 , v 3 , v 3 , v 4 ) is a simple closed quasigeodesic. Based on Fig. 2 in [DHK20].
Figure 6: The seven slope ranges. Cases 2, 3, and 6 (in blue) are ruled out in Claim 1, and Cases 1, 4, 5, and 7 (in pink) are ruled out in Claim 2, leaving only the five slopes (in purple) allowed in Lemma 1.
Figure 12: A 1-vertex quasigeo on a 1 × 1 × 1 1 4 box.
Quasigeodesics on the Cube
  • Preprint
  • File available

March 2025

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19 Reads

MIT CompGeom Group

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Hugo A. Akitaya

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Erik D. Demaine

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[...]

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A quasigeodesic is a curve on the surface of a convex polyhedron that has π\le \pi surface to each side at every point. In contrast, a geodesic has exactly π\pi to each side and so can never pass through a vertex, whereas quasigeodesics can. Although it is known that every convex polyhedron has at least three simple closed quasigeodesics, little else is known. Only tetrahedra have been thoroughly studied. In this paper we explore the quasigeodesics on a cube, which have not been previously enumerated. We prove that the cube has exactly 15 simple closed quasigeodesics (beyond the three known simple closed geodesics). For the lower bound we detail 15 simple closed quasigeodesics. Our main contribution is establishing a matching upper bound. For general convex polyhedra, there is no known upper bound.

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Pushing Blocks via Checkable Gadgets: PSPACE-completeness of Push-1F and Block/Box Dude

December 2024

We prove PSPACE-completeness of the well-studied pushing-block puzzle Push-1F, a theoretical abstraction of many video games (introduced in 1999). The proof also extends to Push-k for any k2k \ge 2. We also prove PSPACE-completeness of two versions of the recently studied block-moving puzzle game with gravity, Block Dude - a video game dating back to 1994 - featuring either liftable blocks or pushable blocks. Two of our reductions are built on a new framework for "checkable" gadgets, extending the motion-planning-through-gadgets framework to support gadgets that can be misused, provided those misuses can be detected later.


Continuous Flattening and Reversing of Convex Polyhedral Linkages

December 2024

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5 Reads

We prove two results about transforming any convex polyhedron, modeled as a linkage L of its edges. First, if we subdivide each edge of L in half, then L can be continuously flattened into a plane. Second, if L is equilateral and we again subdivide each edge in half, then L can be reversed, i.e., turned inside-out. A linear number of subdivisions is optimal up to constant factors, as we show (nonequilateral) examples that require a linear number of subdivisions. For nonequilateral linkages, we show that more subdivisions can be required: even a tetrahedron can require an arbitrary number of subdivisions to reverse. For nonequilateral tetrahedra, we provide an algorithm that matches this lower bound up to constant factors: logarithmic in the aspect ratio.


Folding One Polyhedral Metric Graph into Another

December 2024

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3 Reads

We analyze the problem of folding one polyhedron, viewed as a metric graph of its edges, into the shape of another, similar to 1D origami. We find such foldings between all pairs of Platonic solids and prove corresponding lower bounds, establishing the optimal scale factor when restricted to integers. Further, we establish that our folding problem is also NP-hard, even if the source graph is a tree. It turns out that the problem is hard to approximate, as we obtain NP-hardness even for determining the existence of a scale factor 1.5-{\epsilon}. Finally, we prove that, in general, the optimal scale factor has to be rational. This insight then immediately results in NP membership. In turn, verifying whether a given scale factor is indeed the smallest possible, requires two independent calls to an NP oracle, rendering the problem DP-complete.


Figure 26 Possible configurations when P includes a point on T-cut edges in Case C-3.
Figure 27 Possible configurations when P includes no point on T-cut edges in Case C-3.
Dudeney's Dissection is Optimal

December 2024

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82 Reads

In 1907, Henry Ernest Dudeney posed a puzzle: ``cut any equilateral triangle \dots\ into as few pieces as possible that will fit together and form a perfect square'' (without overlap, via translation and rotation). Four weeks later, Dudeney demonstrated a beautiful four-piece solution, which today remains perhaps the most famous example of a dissection. In this paper (over a century later), we finally solve Dudeney's puzzle, by proving that the equilateral triangle and square have no common dissection with three or fewer polygonal pieces. We reduce the problem to the analysis of a discrete graph structure representing the correspondence between the edges and vertices of the pieces forming each polygon, using ideas from common unfolding.


All Polyhedral Manifolds are Connected by a 2-Step Refolding

December 2024

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2 Reads

We prove that, for any two polyhedral manifolds P, Q, there is a polyhedral manifold I such that P, I share a common unfolding and I, Q share a common unfolding. In other words, we can unfold P, refold (glue) that unfolding into I, unfold I, and then refold into Q. Furthermore, if P, Q are embedded in 3D, then I can be embedded in 3D (without self-intersection). These results generalize to n given manifolds P_1, P_2, ..., P_n; they all have a common unfolding with an intermediate manifold I. Allowing more than two unfold/refold steps, we obtain stronger results for two special cases: for doubly covered convex planar polygons, we achieve that all intermediate polyhedra are planar; and for tree-shaped polycubes, we achieve that all intermediate polyhedra are tree-shaped polycubes.


Figure 1: A bicolored point set and its minimum bichromatic spanning tree (MinBST).
Minimum Plane Bichromatic Spanning Trees

September 2024

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31 Reads

For a set of red and blue points in the plane, a minimum bichromatic spanning tree (MinBST) is a shortest spanning tree of the points such that every edge has a red and a blue endpoint. A MinBST can be computed in O(nlogn)O(n\log n) time where n is the number of points. In contrast to the standard Euclidean MST, which is always plane (noncrossing), a MinBST may have edges that cross each other. However, we prove that a MinBST is quasi-plane, that is, it does not contain three pairwise crossing edges, and we determine the maximum number of crossings. Moreover, we study the problem of finding a minimum plane bichromatic spanning tree (MinPBST) which is a shortest bichromatic spanning tree with pairwise noncrossing edges. This problem is known to be NP-hard. The previous best approximation algorithm, due to Borgelt et al. (2009), has a ratio of O(n)O(\sqrt{n}). It is also known that the optimum solution can be computed in polynomial time in some special cases, for instance, when the points are in convex position, collinear, semi-collinear, or when one color class has constant size. We present an O(logn)O(\log n)-factor approximation algorithm for the general case.


Tiling with Three Polygons is Undecidable

September 2024

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3 Reads

We prove that the following problem is co-RE-complete and thus undecidable: given three simple polygons, is there a tiling of the plane where every tile is an isometry of one of the three polygons (either allowing or forbidding reflections)? This result improves on the best previous construction which requires five polygons.


Deltahedral Domes over Equiangular Polygons

August 2024

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31 Reads

A polyiamond is a polygon composed of unit equilateral triangles, and a generalized deltahedron is a convex polyhedron whose every face is a convex polyiamond. We study a variant where one face may be an exception. For a convex polygon P, if there is a convex polyhedron that has P as one face and all the other faces are convex polyiamonds, then we say that P can be domed. Our main result is a complete characterization of which equiangular n-gons can be domed: only if n is in {3, 4, 5, 6, 8, 10, 12}, and only with some conditions on the integer edge lengths.



Citations (30)


... (5) Current CCPJ-based robots can only have single, predefined shape morphing. We will explore new strategies to achieve multiple shape self-deployment [25]. (6) Integrating onboard sensing, control, and power systems to enable untethered operation for field applications. ...

Reference:

Self-Deployable, Adaptive Soft Robots Based on Contracting-Cord Particle Jamming
Routing Reconfigurations
  • Citing Conference Paper
  • July 2024

... The existential query of possible moves/swaps remains the same regardless of whether a player is making decisions vs them occurring by natural processes. The complexity of the gadgets used here are considered in the 0-player setting in [11]. ...

PSPACE-Completeness of Reversible Deterministic Systems
  • Citing Article
  • July 2023

International Journal of Foundations of Computer Science

... If the design should have less constraints the isometry enforcement [8] approach can be used, that requires always the monitoring of all surface patches concerning their bending radii. Using the Lotus [9] approach, starting from one surface with a predefined curvature always requires monitoring of the second generated patch, and is therefore a good compromise in the design stage. ...

Lotus: A Curved Folding Design Tool for Grasshopper
  • Citing Conference Paper
  • January 2021

... This is a one player game where the goal is to navigate a robot through a system of gadgets to reach a goal location. The problem of changing the state of the entire system to a desired state has been shown to be PSPACE-complete [1]. This reduction treats the model as a game where the player must perform reactions moving a robot species through the surface. ...

Traversability, Reconfiguration, and Reachability in the Gadget Framework

Algorithmica

... The motion-planning-through-gadgets framework, introduced in [8] and further developed in [2,3,5,9,10,13,15], captures a broad range of combinatorial motionplanning problems. It also serves as a powerful tool for proving hardness of games and puzzles that involve an agent moving in and interacting with an environment where the goal is to reach a specified location. ...

Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
  • Citing Article
  • June 2023

Theoretical Computer Science

... As a 2011 survey of Welzl summarizes, "Basically nothing is known for related algorithmic questions (determining the number of simple polygonizations for a given point set, enumerating all simple polygonizations)" [36]. The shortest polygonalization is the NP-hard Euclidean traveling salesperson tour [30], and several other optimal polygonalizations are also NP-hard [11,15]; the complexity of the longest polygonalization is another unknown [12]. ...

Area-Optimal Simple Polygonalizations: The CG Challenge 2019
  • Citing Article
  • December 2022

ACM Journal of Experimental Algorithmics

... Related Work Many pencil-and-paper puzzles have been studied from the lens of computational complexity, especially those by the designer Nikoli. For example the following puzzles all have results showing generalized versions to be NP-complete: Angle Loop [33], Bag / Corral [12], Chained Block [22], Country Road [17], Fillomino [37], Five-Cells [20], Hashiwokakero [7], Hebi [23], Heyawake [16], Hiroimono / Goishi Hiroi [6], Kouchoku [33], Kurodoko [25], Light Up / Akari [29], LITS [30], Masyu / Pearl [13], Mid-Loop [33], Nagareru Loop [21], Nagenawa [33], Nurimeizu [21], Numberlink [26], Nurikabe [28,15], Ring-ring [33], Satogaeri [23], Shakashaka [11,3], Slitherlink [38,37,2], Spiral Galaxies / Tentai Show [14,9], Suraromu [23], Tatamibari [4], Yajilin [17], and Yosenabe [19]. There have also been multiple surveys on the topic of computational complexity and games and puzzles [35,24,8]. ...

Rectangular Spiral Galaxies are still hard
  • Citing Article
  • March 2023

Computational Geometry

... The motion-planning-through-gadgets framework, introduced in [8] and further developed in [2,3,5,9,10,13,15], captures a broad range of combinatorial motionplanning problems. It also serves as a powerful tool for proving hardness of games and puzzles that involve an agent moving in and interacting with an environment where the goal is to reach a specified location. ...

PSPACE-Completeness of Reversible Deterministic Systems
  • Citing Chapter
  • January 2022

Lecture Notes in Computer Science