Edge-matching Puzzle
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An edge-matching puzzle is a type of
tiling puzzle Tiling puzzles are puzzles involving two-dimensional packing problems in which a number of flat shapes have to be assembled into a larger given shape without overlaps (and often without gaps). Some tiling puzzles ask you to dissect a given ...
involving
tiling Tiling may refer to: *The physical act of laying tiles *Tessellations Computing *The compiler optimization of loop tiling *Tiled rendering, the process of subdividing an image by regular grid *Tiling window manager People *Heinrich Sylvester The ...
an area with (typically regular)
polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two toge ...
s whose edges are distinguished with colours or patterns, in such a way that the edges of adjacent tiles match. Edge-matching puzzles are known to be
NP-complete In computational complexity theory, a problem is NP-complete when: # it is a problem for which the correctness of each solution can be verified quickly (namely, in polynomial time) and a brute-force search algorithm can find a solution by tryi ...
, and capable of conversion to and from equivalent
jigsaw puzzle A jigsaw puzzle is a tiling puzzle that requires the assembly of often irregularly shaped interlocking and mosaiced pieces, each of which typically has a portion of a picture. When assembled, the puzzle pieces produce a complete picture. In th ...
s and
polyomino A polyomino is a plane geometric figure formed by joining one or more equal squares edge to edge. It is a polyform whose cells are squares. It may be regarded as a finite subset of the regular square tiling. Polyominoes have been used in pop ...
packing puzzle. The first edge-matching puzzles were patented in the U.S. by E. L. Thurston in 1892. Current examples of commercial edge-matching puzzles include the Eternity II puzzle,
Tantrix ''Tantrix'' is a hexagonal tile-based abstract game invented by Mike McManaway from New Zealand. Each of the 56 different tiles in the set contains three lines, going from one edge of the tile to another. No two lines on a tile have the same ...
, Kadon Enterprises' range of edge-matching puzzles, and the Edge Match Puzzles iPhone app.


Notable variations


MacMahon Squares

MacMahon Squares is the name given to a recreational math puzzle suggested by British mathematician
Percy MacMahon Percy Alexander MacMahon (26 September 1854 – 25 December 1929) was a mathematician A mathematician is someone who uses an extensive knowledge of mathematics in their work, typically to solve mathematical problems. Mathematicians are ...
, who published a treatise on edge-colouring of a variety of shapes in 1921. This particular puzzle uses 24 tiles consisting of all permutations of 3 colors for the edges of a square. The tiles must be arranged into a 6×4 rectangular area such that all edges match and, furthermore, only one color is used for the outside edge of the rectangle. This puzzle can be extended to tiles with permutations of 4 colors, arranged in 10×7. In either case, the squares are a subset of the
Wang tiles Wang tiles (or Wang dominoes), first proposed by mathematician, logician, and philosopher Hao Wang in 1961, are a class of formal systems. They are modelled visually by square tiles with a color on each side. A set of such tiles is selected, an ...
, reducing tiles that are similar under rotation. Solutions number well into the thousands. MacMahon Squares, along with variations on the idea, was commercialized as Multimatch.


TetraVex

TetraVex is a computer game that presents the player with a square grid and a collection of tiles, by default nine square tiles for a 3×3 grid. Each tile has four single-digit numbers, one on each edge. The objective of the game is to place the tiles into the grid in the proper position, completing this puzzle as quickly as possible. The tiles cannot be rotated, and two can be placed next to each other only if the numbers on adjacent edges match. TetraVex was inspired by "the problem of tiling the plane" as described by
Donald Knuth Donald Ervin Knuth ( ; born January 10, 1938) is an American computer scientist, mathematician, and professor emeritus at Stanford University. He is the 1974 recipient of the ACM Turing Award, informally considered the Nobel Prize of computer sc ...
on page 382 of ''Volume 1: Fundamental Algorithms'', the first book in his series ''
The Art of Computer Programming ''The Art of Computer Programming'' (''TAOCP'') is a comprehensive monograph written by the computer scientist Donald Knuth presenting programming algorithms and their analysis. Volumes 1–5 are intended to represent the central core of compu ...
''. It was named by Scott Ferguson, the development lead and an architect of the first version of Visual Basic, who wrote it for
Windows Entertainment Pack 3 ''Microsoft Entertainment Pack'' , also known as ''Windows Entertainment Pack'' or simply ''WEP'' , is a collection of 16-bit casual computer games for Windows. There were four Entertainment Packs released between 1990 and 1992. These games w ...
. TetraVex is also available as an open source game in the GNOME Games collection. The possible number of TetraVex can be counted. On a n\timesn board there are n(n-1) horizontal and vertical pairs that must match and 4n numbers along the edges that can be chosen arbitrarily. Hence there are 2n(n-1)+4n=2n(n+1) choices of 10 digits, i.e. 10^ possible boards. Deciding if a TetraVex puzzle has a solution is in general
NP-complete In computational complexity theory, a problem is NP-complete when: # it is a problem for which the correctness of each solution can be verified quickly (namely, in polynomial time) and a brute-force search algorithm can find a solution by tryi ...
. Its computational approach involves the Douglas-Rachford algorithm.


Hexagons

Serpentiles Serpentiles is the name coined by Kurt N. Van Ness for the hexagonal tiles used in various edge-matching puzzle connection abstract strategy games, such as Psyche-Paths, Kaliko, and Tantrix. For each tile, one to three colors are used to draw path ...
are the hexagonal tiles used in various
abstract strategy game Abstract strategy games admit a number of definitions which distinguish these from strategy games in general, mostly involving no or minimal narrative theme, outcomes determined only by player choice (with no randomness), and perfect information. ...
s such as Psyche-Paths, Kaliko, and
Tantrix ''Tantrix'' is a hexagonal tile-based abstract game invented by Mike McManaway from New Zealand. Each of the 56 different tiles in the set contains three lines, going from one edge of the tile to another. No two lines on a tile have the same ...
. Within each serpentile, the edges are paired, thus restricting the set of tiles in such a way that no edge color occurs an odd number of times within the hexagon.


Three dimensions

Mathematically, edge-matching puzzles are
two-dimensional In mathematics, a plane is a Euclidean (flat), two-dimensional surface that extends indefinitely. A plane is the two-dimensional analogue of a point (zero dimensions), a line (one dimension) and three-dimensional space. Planes can arise as s ...
. A 3D edge-matching puzzle is such a puzzle that is not flat in
Euclidean space Euclidean space is the fundamental space of geometry, intended to represent physical space. Originally, that is, in Euclid's Elements, Euclid's ''Elements'', it was the three-dimensional space of Euclidean geometry, but in modern mathematics ther ...
, so involves
tiling Tiling may refer to: *The physical act of laying tiles *Tessellations Computing *The compiler optimization of loop tiling *Tiled rendering, the process of subdividing an image by regular grid *Tiling window manager People *Heinrich Sylvester The ...
a three-dimensional area such as the surface of a
regular polyhedron A regular polyhedron is a polyhedron whose symmetry group acts transitively on its flags. A regular polyhedron is highly symmetrical, being all of edge-transitive, vertex-transitive and face-transitive. In classical contexts, many different equival ...
. As before,
polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two toge ...
al pieces have distinguished edges to require that the edges of adjacent pieces match. 3D edge-matching puzzles are not currently under direct U.S. patent protection, since the 1892 patent by E. L. Thurston has expired. Current examples of commercial puzzles include the Dodek Duo, The Enigma, Mental Misery, and Kadon Enterprises' range of three-dimensional edge-matching puzzles.


Incorporation of edge matching

The
Carcassonne Carcassonne (, also , , ; ; la, Carcaso) is a French fortified city in the department of Aude, in the region of Occitanie. It is the prefecture of the department. Inhabited since the Neolithic, Carcassonne is located in the plain of the ...
board game employs edge matching to constrain where its square tiles may be placed. The original game has three types of edges: fields, roads and cities.


See also

*
Domino tiling In geometry, a domino tiling of a region in the Euclidean plane is a tessellation of the region by dominoes, shapes formed by the union of two unit squares meeting edge-to-edge. Equivalently, it is a perfect matching in the grid graph formed by p ...
*
Wang domino Wang tiles (or Wang dominoes), first proposed by mathematician, logician, and philosopher Hao Wang in 1961, are a class of formal systems. They are modelled visually by square tiles with a color on each side. A set of such tiles is selected, an ...
es


References


External links


Erich's Matching Puzzles Collection


by Peter Esser

by Rob Stegmann

Tiling puzzles {{combin-stub