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1.
Solving jigsaw puzzles by computer   总被引:3,自引:0,他引:3  
An algorithm to assemble large jigsaw puzzles using curve matching and combinatorial optimization techniques is presented. The pieces are photographed one by one and then the assembly algorithm, which uses only the puzzle piece shape information, is applied. The algorithm was experimented successfully in the assembly of 104-piece puzzles with many almost similar pieces. It was also extended to solve an intermixed puzzle assembly problem and has successfully solved a 208-piece puzzle consisting of two intermixed 104-piece puzzles. Previous results solved puzzles with about 10 pieces, which were substantially different in shape.Work on this paper has been supported by Office of Naval Research Grant N00014-82-K-0381, National Science Foundation Grant No. NSF-DCR-83-20085, and by grants from the Digital Equipment Corporation, and the IBM Corporation.  相似文献   

2.
Sliding puzzles on graphs are generalizations of the Fifteen Puzzle. Wilson has shown that the sliding puzzle on a 2-connected graph always generates all even permutations of the tiles on the vertices of the graph, unless the graph is isomorphic to a cycle or the graph θ0 [R.M. Wilson, Graph puzzles, homotopy, and the alternating group, J. Combin. Theory Ser. B 16 (1974) 86–96]. In a rotating puzzle on a graph, tiles are allowed to be rotated on some of the cycles of the graph. It was shown by Scherphuis that all even permutations of the tiles are also obtainable for the rotating puzzle on a 2-edge-connected graph, except for a few cases. In this paper, Scherphuis’ Theorem is generalized to every connected graph, and Wilson’s Theorem is derived from the generalized Scherphuis’ Theorem, which will give a uniform treatise for these two families of puzzles and reveal the structural relation of the graphs of the two puzzles.  相似文献   

3.
The puzzle-assembly problem has many application areas such as restoration and reconstruction of archeological findings, repairing of broken objects, solving jigsaw type puzzles, molecular docking problem, etc. The puzzle pieces usually include not only geometrical shape information but also visual information such as texture, color, and continuity of lines. This paper presents a new approach to the puzzle-assembly problem that is based on using textural features and geometrical constraints. The texture of a band outside the border of pieces is predicted by inpainting and texture synthesis methods. Feature values are derived from these original and predicted images of pieces. An affinity measure of corresponding pieces is defined and alignment of the puzzle pieces is formulated as an optimization problem where the optimum assembly of the pieces is achieved by maximizing the total affinity measure. A Fast Fourier Transform based image registration technique is used to speed up the alignment of the pieces. Experimental results are presented on real and artificial data sets.  相似文献   

4.
This article suggests that logic puzzles, such as the well-known Tower of Hanoi puzzle, can be used to introduce computer science concepts to mathematics students of all ages. Mathematics teachers introduce their students to computer science concepts that are enacted spontaneously and subconsciously throughout the solution to the Tower of Hanoi puzzle. These concepts include, but are not limited to, conditionals, iteration, and recursion. Lessons, such as the one proposed in this article, are easily implementable in mathematics classrooms and extracurricular programmes as they are good candidates for ‘drop in’ lessons that do not need to fit into any particular place in the typical curriculum sequence. As an example for readers, the author describes how she used the puzzle in her own Number Sense and Logic course during the federally funded Upward Bound Math/Science summer programme for college-intending low-income high school students. The article explains each computer science term with real-life and mathematical examples, applies each term to the Tower of Hanoi puzzle solution, and describes how students connected the terms to their own solutions of the puzzle. It is timely and important to expose mathematics students to computer science concepts. Given the rate at which technology is currently advancing, and our increased dependence on technology in our daily lives, it has become more important than ever for children to be exposed to computer science. Yet, despite the importance of exposing today's children to computer science, many children are not given adequate opportunity to learn computer science in schools. In the United States, for example, most students finish high school without ever taking a computing course. Mathematics lessons, such as the one described in this article, can help to make computer science more accessible to students who may have otherwise had little opportunity to be introduced to these increasingly important concepts.  相似文献   

5.
We consider bin-packing variations related to the well-studied problem of maximizing the total number of pieces packed into a fixed set of bins. We show that, when the objective is to minimize the total number of pieces packed subject to the constraint that no unpacked piece will fit, no polynomial-time relative approximation algorithm exists (unless, of course,P=NP). That is, we prove that it isNP-hard to guarantee packing no more than a constant multiple of the optimal number of pieces, for any constant. This appears to be the first bin-packing problem for which this property has been demonstrated. Furthermore, this result also holds for the allied packing variant which seeks to minimize the maximum number of pieces packed in any single bin. We find the situation to be markedly better for the problem of maximizing the minimum number of pieces in any bin. If all bins possess the same capacity, we prove that the familiar SPF rule is an absolute approximation algorithm with additive constant 1, and can therefore be regarded as a best possible heuristic. For the more general and difficult case in which bin capacities may differ, it turns out that SPF fails to qualify as even a relative approximation algorithm. However, we devise an implementation of the well-known FFD heuristic, which we show to be a relative approximation algorithm, yielding a worst-case performance ratio of 1/2 with additive constant 0. Moreover, we prove that (unlessP=NP) no polynomial-time algorithm can guarantee a higher ratio without sacrificing the additive constant.This author's research is supported in part by the National Science Foundation under grants ECS-8403859 and MIP-8603879.  相似文献   

6.
This paper is concerned with the problem of unconstrained two-dimensional cutting of small rectangular pieces, each of which has its own profit and size, from a large rectangular plate so as to maximize the profit-sum of the pieces produced. Hifi and Zissimopoulos's recursive algorithm using G and Kang's upper bound is presently the most efficient exact algorithm for the problem. We propose a best-first branch and bound algorithm based upon the bottom-up approach that is more efficient than their recursive algorithm. The proposed algorithm uses efficient upper bound and branching strategies that can reduce the number of nodes that must be searched significantly. We demonstrate the efficiency of the proposed algorithm through computational experiments.  相似文献   

7.
This paper investigates the irregular shape packing problem. We represent the problem as an ordered list of pieces to be packed where the order is decoded by a placement heuristic. A placement heuristic from the literature is presented and modified with a more powerful nofit polygon generator and new evaluation criteria. We implement a beam search algorithm to search over the packing order. Using this approach many parallel partial solutions can be generated and compared. Computational results for benchmark problems show that the algorithm generates highly competitive solutions in significantly less time than the best results currently in the literature.  相似文献   

8.
设计一个算法用以生成各种难度等级的数独题,通过对游戏规则的分析,首先从以下三个方面定义难度等级:已知格总数、已知格的分布和穷举搜索复杂度.本算法采用"挖洞"思想,经过以下两步生成数独题:1)运用拉斯维加斯随机算法生成一个终盘;2)采用以下五个操作"抹去"一部分数字来生成数独题:①根据所需要的难度等级选取一种挖洞顺序;②制定两个约束来控制已知格的分布;③通过深度优先搜索来求解,从而保证"挖去"一个数字后该数独题仍有唯一解;④引入剪枝技术来避免无效的"挖洞"尝试;⑤对"挖"好"洞"的数独题进行等效对称变换,以增加题目的多样性.可以生成游戏者所需要的任意5种难度的数独题.经过对算法时间和空间复杂度的分析,论证了本算法的有效性.对"挖洞法"的研究成果可总结为以下三个方面:1)通过对"挖洞"顺序的大量试探,找到了可生成高难度数独题的"挖洞"顺序;2)采用反证法来判断一个数独题解的唯一性;3)通过避免"回溯"和"重填"来降低算法的运行时间.  相似文献   

9.
10.
An enhanced version of the well known Wolf algorithm for the estimation of the Lyapunov characteristic exponents (LCEs) is proposed. It permits interpretation of the local behavior of non-linear flows. The new variant allows for reliable calculation of the non-uniformity-factors (NUFs). The NUFs can be interpreted as standard deviations of the LCEs. Since the latter can also be estimated by the Wolf algorithm, however, without local information on the flow, the new version ensures local interpretability and therefore allows the calculation of the NUFs. The local contributions to the LCEs which we call “local LCEs” can at least be calculated up to three dimensions. Application of the modified method to a hyperchaotic flow in four dimensions shows that an extension to many dimensions is possible and promises new insight into so far not fully understood high-dimensional non-linear systems.  相似文献   

11.
为提高不同类型冲突证据融合结果的可靠性,提出基于多证据同步融合的目标辨识算法。新算法先是通过分析证据之间的冲突状况,选择适用的冲突衡量参数,并相应给出基于不同参数的证据及源自于不同证据焦元的权值计算公式;进一步,依据新的焦元权值对多证据局部冲突信息实行按权指派。实例和仿真应用结果显示,与现有常用相关算法比较,新算法具有稳定性高、使用范围广泛的优点。  相似文献   

12.
The Invisible Wall Project analyzes problem-solving processes of children in Grades 3 and 4 and Grades 8 and 9. The central idea of the research is to use sets of tasks that are all unsolvable, which means they have a goal that cannot be reached. The unsolvability, however, is of a kind that can be understood even by younger children. In our case, the tasks are geometrical puzzles that have to be covered with given tiles. To the unprepared problem solver, the unsolvability is like an “invisible wall” against which the solver bounces in his or her attempt to tackle the task. On the basis of 172 transcribed interviews, we analyze the students' reasoning behavior and compare the nature of the problem-solving processes of primary and lower secondary students.  相似文献   

13.
In this paper, flexible job shop scheduling problem with a new approach, overlapping in operations, is discussed. In many flexible job shops, a customer demand can be released more than one for each job, where demand determines the quantity of each finished job ordered by a customer. In these models each job has a demand more than one. This assumption is an important and practical issue for many flexible job shops such as petrochemical industries. To consider this assumption, we use a new approach, named overlapping in operations. In this approach, embedded operations of each job can be performed due to overlap considerations in which each operation may be overlapped with the others because of its nature. The overlapping is limited by structural constraints, such as the dimensions of the box to be packed or the capacity of the container used to move the pieces from one machine to the next. Since this problem is well known as NP-Hard class, a hierarchical approach used simulated annealing algorithm is developed to solve large problem instances. Moreover, a mixed integer linear programming (MILP) method is presented. To evaluate the validity of the proposed SA algorithm, the results are compared with the optimal solution obtained with the traditional optimization technique (The Branch and Bound method). The computational results validate the efficiency and effectiveness of the proposed algorithm. Also the computational results show that the overlapping considering can improve the makespan and machines utilization measures. So the proposed algorithm can be applied easily in real factory conditions and for the large size problems and it should thus be useful to both practitioners and researchers.  相似文献   

14.
A neural fuzzy control system with structure and parameter learning   总被引:8,自引:0,他引:8  
A general connectionist model, called neural fuzzy control network (NFCN), is proposed for the realization of a fuzzy logic control system. The proposed NFCN is a feedforward multilayered network which integrates the basic elements and functions of a traditional fuzzy logic controller into a connectionist structure which has distributed learning abilities. The NFCN can be constructed from supervised training examples by machine learning techniques, and the connectionist structure can be trained to develop fuzzy logic rules and find membership functions. Associated with the NFCN is a two-phase hybrid learning algorithm which utilizes unsupervised learning schemes for structure learning and the backpropagation learning scheme for parameter learning. By combining both unsupervised and supervised learning schemes, the learning speed converges much faster than the original backpropagation algorithm. The two-phase hybrid learning algorithm requires exact supervised training data for learning. In some real-time applications, exact training data may be expensive or even impossible to obtain. To solve this problem, a reinforcement neural fuzzy control network (RNFCN) is further proposed. The RNFCN is constructed by integrating two NFCNs, one functioning as a fuzzy predictor and the other as a fuzzy controller. By combining a proposed on-line supervised structure-parameter learning technique, the temporal difference prediction method, and the stochastic exploratory algorithm, a reinforcement learning algorithm is proposed, which can construct a RNFCN automatically and dynamically through a reward-penalty signal (i.e., “good” or “bad” signal). Two examples are presented to illustrate the performance and applicability of the proposed models and learning algorithms.  相似文献   

15.
True random number generators are in general more secure than pseudo random number generators. In this paper, we propose a novel true random number generator which generates a 256-bit random number by computer mouse movement. It is cheap, convenient and universal for personal computers. To eliminate the effect of similar movement patterns generated by the same user, three chaos-based approaches, namely, discretized 2D chaotic map permutation, spatiotemporal chaos and “MASK” algorithm, are adopted to post-process the captured mouse movements. Random bits generated by three users are tested using NIST statistical tests. Both the spatiotemporal chaos approach and the “MASK” algorithm pass the tests successfully. However, the latter has a better performance in terms of efficiency and effectiveness and so is more practical for common personal computer applications.  相似文献   

16.
The cyclic projections algorithm is an important method for determining a point in the intersection of a finite number of closed convex sets in a Hilbert space. That is, for determining a solution to the “convex feasibility” problem. This is the third paper in a series on a study of the rate of convergence for the cyclic projections algorithm. In the first of these papers, we showed that the rate could be described in terms of the “angles” between the convex sets involved. In the second, we showed that these angles often had a more tractable formulation in terms of the “norm” of the product of the (nonlinear) metric projections onto related convex sets.In this paper, we show that the rate of convergence of the cyclic projections algorithm is also intimately related to the “linear regularity property” of Bauschke and Borwein, the “normal property” of Jameson (as well as Bakan, Deutsch, and Li’s generalization of Jameson’s normal property), the “strong conical hull intersection property” of Deutsch, Li, and Ward, and the rate of convergence of iterated parallel projections. Such properties have already been shown to be important in various other contexts as well.  相似文献   

17.
We consider the parameterized problem, whether for a given set  of n disks (of bounded radius ratio) in the Euclidean plane there exists a set of k non-intersecting disks. For this problem, we expose an algorithm running in time that is—to our knowledge—the first algorithm with running time bounded by an exponential with a sublinear exponent. For λ-precision disk graphs of bounded radius ratio, we show that the problem is fixed parameter tractable with a running time  . The results are based on problem kernelization and a new “geometric ( -separator) theorem” which holds for all disk graphs of bounded radius ratio. The presented algorithm then performs, in a first step, a “geometric problem kernelization” and, in a second step, uses divide-and-conquer based on our new “geometric separator theorem.”  相似文献   

18.
We discuss puzzles of prisoners and hats with infinitely many prisoners and more than two hat colors. Assuming that the set of hat colors is equipped with a commutative group structure, we prove strategic equivalence among puzzles of several protocols with countably many prisoners.  相似文献   

19.
We study the computational problem “find the value of the quantified formula obtained by quantifying the variables in a sum of terms.” The “sum” can be based on any commutative monoid, the “quantifiers” need only satisfy two simple conditions, and the variables can have any finite domain. This problem is a generalization of the problem “given a sum-of-products of terms, find the value of the sum” studied in [R.E. Stearns and H.B. Hunt III, SIAM J. Comput. 25 (1996) 448–476]. A data structure called a “structure tree” is defined which displays information about “subproblems” that can be solved independently during the process of evaluating the formula. Some formulas have “good” structure trees which enable certain generic algorithms to evaluate the formulas in significantly less time than by brute force evaluation. By “generic algorithm,” we mean an algorithm constructed from uninterpreted function symbols, quantifier symbols, and monoid operations. The algebraic nature of the model facilitates a formal treatment of “local reductions” based on the “local replacement” of terms. Such local reductions “preserve formula structure” in the sense that structure trees with nice properties transform into structure trees with similar properties. These local reductions can also be used to transform hierarchical specified problems with useful structure into hierarchically specified problems having similar structure.  相似文献   

20.
Minimum cost multicommodity flows are a useful model for bandwidth allocation problems. These problems are arising more frequently as regional service providers wish to carry their traffic over some national core network. We describe a simple and practical combinatorial algorithm to find a minimum cost multicommodity flow in a ring network. Apart from 1 and 2-commodity flow problems, this seems to be the only such “combinatorial augmentation algorithm” for a version of exact mincost multicommodity flow. The solution it produces is always half-integral, and by increasing the capacity of each link by one, we may also find an integral routing of no greater cost. The “pivots” in the algorithm are determined by choosing an >0, increasing and decreasing sets of variables, and adjusting these variables up or down accordingly by . In this sense, it generalizes the cycle cancelling algorithms for (single source) mincost flow. Although the algorithm is easily stated, proof of its correctness and polynomially bounded running time are more complex.  相似文献   

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