Transcript Document

Eternity Puzzle
The Eternity puzzle was launched in 1999, selling for approx £35, with the lure
of a stg£1m prize for the first solution. Any solution would do.
It is in effect a complex jigsaw puzzle:
• its 209 pieces are plastic polygons,
• angles between edge lines are always multiples of 15º,
• colour is no help,
• pieces have no “right side up”,
 all of which means that small numbers of pieces may be fitted together
in a large number of configurations.
Several smaller versions of the puzzle were also marketed, at about £12 each,
with the promise that solving them would reveal the position of one piece in the
author’s solution. (These “hint pieces” actually a hindrance …)
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The 209 pieces - “polydudes”, “dodecadudes”
The pieces all covered the same area - 12 “tridrafters” - but with different shapes.
Each one could be imagined as a clump of interlocking equilateral triangles with
half-triangles arranged on the outside, with two restrictions:
• no angles of 15º or 345º
• no “narrow necks”, less than triangle altitude - for manufacturing reasons?
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The area to be filled
The area to be filled was a
dodecahedron, exactly the
right size for 209 pieces,
symmetrical but slightly
irregular:
proceeding clockwise, its
edges alternate between
• “full equilateral triangles”
• “half equilateral triangles”
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Filling a region of size 4
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Filling a region of size 4
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Filling a region of size 4
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Filling a region of size 4
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Filling a region of size 4
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Alex Selby’s winning solution
The publishers stated that in
September 2000, and every
year thereafter, scrutineers
would inspect all claimed
solutions.
To their horror, this correct
solution was submitted in
time for Sept 2000.
(spot the parallelogram?)
Selby won the £1m prize.
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Guenter Stertenbrink’s non-winning solution
This different correct
solution was also submitted
in time for Sept 2000.
He left with nothing!
The two solutions were
found by independent
programs working on
generally the same
principles.
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Complexity
Mailing list contributors estimated that
• a search of the entire space - not stopping after finding one solution but
instead seeking all solutions - would generate approx 10300 partial layouts
• small puzzles of this type are easy, larger ones rapidly get more difficult
• but a puzzle of this type has a critical size:
 beyond that size, a puzzle of this type will tend to have multiple
solutions, not just one solution planted by the puzzle’s creator
 this puzzle was too big:
 critical size ~70-80 pieces: with 209 there would be ~1095 solutions
Even so, with ~1095 solutions spread around a tree with ~10300 nodes, there still
are ~10205 nodes expected before finding the first solution.
• Far too much time required for depth-first search.
• Far too much space needed for breadth-first search.
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The puzzle creator’s mistake
It is believed that the creator of the puzzle, C. Monckton, generated the puzzle:
• using all 770 possible dodecadudes to find a tiling of the specified area,
• then discarding the 551 not used in the solution.
A program set up to solve this kind of problem would show a dramatic increase
in problem space complexity as the size of region to be tiled grew larger, from
say 10 to 20 to 30.
Probably the creator assumed that this growth in complexity would continue, so
that 209 pieces would be, in practical terms, impossible to solve.
… unaware of the existence of a critical size beyond which puzzles get easier
… unaware that hints about his solution were worse than useless
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Two phases of search
With DFS and BFS overwhelmed, some heuristic search would be required.
Several mailing-list participants pursued the following line of reasoning:
1. When there are many pieces available, it is relatively easy to find a piece to
fill a particular site;
2. When only a few pieces remain, it becomes much harder to fill a site.
3. Some pieces are intrinsically easier than others to place in contact with
neighbouring pieces in tiling arrangements.
4. A heuristic search that preferred to use up awkward pieces early, leaving
nicer pieces for later, would have better chance of success.
5. Therefore, use a heuristically-guided beam search for the early stages of
filling the area, followed by an exhaustive search when only a relatively
small region (size 30 perhaps) and small number of pieces remain.
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Quantifying the awkwardness of pieces
Selby, Stertenbrink, and others, assessed piece awkwardness as follows:
• For each of a number of smallish regions (size 24, say),
 For each of several randomly chosen relatively large subsets of the 209
pieces (say 90 pieces per collection)
– Find all possible ways of tiling the area with the pieces.
For each such solution, for each piece it contains, increment a
count of the number of solutions the piece appears in.
The greater the number, the nicer the piece; the less the number, the more
awkward the piece.
Selby used a logarithmic formula for Niceness of a piece.
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The pieces according to (Selby’s) “niceness” or “tilability”
The graph plots
piece niceness
against the
pieces’ position
in the ranking, so
it is by definition
monotonically
nondecreasing
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Nicest piece has score ~+0.66
Nastiest has score ~-2.8
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From “the superpiece” to “the beast piece”
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Site selection - Selby
Selby’s program used
• a vector-based representation of pieces,
• a vector-based representation of the edge of the area currently filled.
• a tabulation of
 eleven-vector subsequences capable of being matched on both sides,
 pieces that fit the vertex in the middle of the eleven
Placement of a piece is rejected outright if the edge it forms cannot be tiled with
the remaining pieces - using the tabulation. (2-ply lookahead an option)
The tabulation also allows identification of the most constrained site along the
edge of a partially tiled area.
Program aimed (in both beam-search and DFS) to fill the most constrained site.
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Selby’s Site Selection
There is no authority for this
example!
It is meant to illustrate the
principle of site selection.
The area to the left of the
line might have been filled,
the area to the right remains
to be filled, the most
constrained site is obvious!
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Stertenbrink’s site selection
Stertenbrink partitioned the board into two regions:
• an “endgame” region, with a shape with no nasty edge points
• the rest of the area
A fixed ordering of sites in the larger area was used in the beam-search phase,
Whenever that was filled, the remaining (generally easier) pieces were used to
tile the endgame region, with an exhaustive depth-first search.
Months before Selby found his solution, Stertenbrink began finding 208-piece
partial solutions by this method - but that last piece would never fit the space
available dammit!
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Stertenbrink’s endgame
This is one of several “good
endgames”, size 64.
#35
#51
#52
#53
#54
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Hybrid search
In both cases, a beam search was used for the opening phase:
• width of beam is a parameter:
• widths around 100-10000 were tried, (and 1M later), widening beam gives
more chance of a solution but at greater cost in memory and greater movegeneration cost
• tradeoff between effort spent in the endgame and getting to the endgame
When the endgame is sufficiently small, exhaustive search (by a fast program)
becomes feasible.
Exhaustive enumeration of solutions to numerous small underconstrained
problems allows generation of piece niceness data which can be used for
heuristically guided search.
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Reference
http://www.archduke.demon.co.uk/eternity/talk/notes.html
Caution:
if inventing a puzzle, think very hard before offering a big prize.
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