Rating Puzzle Ring Difficulty Based on Configuration Space
Transcription
Rating Puzzle Ring Difficulty Based on Configuration Space
Rating Puzzle Ring Difficulty Based on Configuration Space Complexity Akira IWASE† Shigeki SUZUKI† Takatoshi NAKA‡ Masashi YAMADA‡ Mamoru ENDO‡ and Shinya MIYAZAKI‡ †Graduate School of Computer and Cognitive Sciences, Chukyo University ‡School of Information Science and Technology, Chukyo University E-mail: †{iwase | shigeki | naka}@om.sist.chukyo-u.ac.jp, ‡{myamada | endoh | miyazaki}@sist.chukyo-u.ac.jp Abstract: The difficulty of puzzle rings is mainly due to the complexity of the solving procedures and the high number of dimensions of the possible moving paths. This paper aims at providing a quantitative evaluation of the concept of puzzle ring difficulty, and proposes some feature values for describing the difficulty. Furthermore, the effectiveness of those values is evaluated by comparing them with the level of difficulty experienced by test subjects while solving real puzzle rings. In addition, we have implemented a data structure for describing puzzle rings, as well as algorithms for manipulating and solving puzzle rings using a computer. A search algorithm for finding a solution path and a method for characterizing the configuration space are presented. Keywords: Motion Planning, High-Dimensional Configuration Space, Puzzle Rings, Evaluating Difficulty Rating 1. Introduction There are many puzzle rings on the market, and although they are usually given a difficulty rating, this rating is subjective. We are interested in finding Type A a general way of providing a quantitative evaluation of the difficulty of puzzle rings, and this paper introduces some criteria necessary for determining the difficulty rating of puzzle rings. The problem of solving puzzle rings is essentially a path planning problem in high-dimensional space. The method used for the path planning problem is applicable in the case of solving puzzle rings using a computer. Fortunately, many algorithms have bee n developed in the field of robotics [1][2][3][4][5][6 ]. Our approach to evaluating puzzle ring difficulty consists of examining the search space, which is commonly called configuration space and finding out the structural features related to the difficulty of the puzzle rings. This paper provides a formal definition of the puzzle ring problem, characterizes the configuration space of puzzle rings, presents an algorithm for solving them, and provides some criteria for determining their difficulty rating. 2. A Puzzle Ring Model Puzzle rings have been classified from the point of view of their goal, materials or geometry. Here, we introduce a classification based on geometry [7]. Simplify ing the shape of the rings, we can classify the puzzle rings into the four ty pes shown in Figure Type B Type C Type D Figure 1. Geometrical types of puzzle rings 1. This paper deals with puzzle rings belonging to ty pe B in the figure, since the shape of the type is simple, and many variants of this ty pe exist. Each of the two rings has an opening, and winds around the other. The rings are made of wire whose thickness is uniform and bigger than the width of the opening disentangling of the and rings, separating and the the goal two is rings. Therefore, in order to solve such puzzle rings, we need to move the two rings, fitting the opening of one ring to the opening of the other. Representative examples of this type are shown in Figure 2. 2.1. Ring Objects In the computer program, the shape of the rings is modeled as connected cylinders, c 0 , c1 , K , c n , and the diameter of each cylinder is To > 0 . The essence of the puzzle rings is kept if the number of cylinders is large enough. In addition, the distance between two cy linders is defined as the distance between their central axes. As a result, the distanc e between two rings, O′ and O , is defined as the minimum distance between ci′ ∈ O′ and c j ∈ O . Two rings are said to be in a state of collision if the distance between the two rings is less than To . Alpha Dalpha Devil Figure 2. Examples of puzzle rings Figure 4. An example of the configuration space of puzzle rings Points where O collides with ring O ′ are called (a) Figure 3. (b) (c) Examples of the linking number forbidden points, and points where O does not collide with O ′ are called free points. Let Cobstacle 2.2. Linking Number be a set of forbidden points, and C free be a set of Computer programs for solving puzzle rings nee d free points. Let C l = +1 , Cl = 0 and C l = −1 be sets of to judge whether or not two rings are in a tangle d state. The linking number, which represents the number of times that each curve winds around another, is a way of performing such judgments. It can be either positive or negative depending on the orientation of the two curves, but is alway s an integer. Relevant examples are shown in Figure 3. The linking number of the two curves shown i n Figure 3(b) is 0 since the two curves do not win d around each other. We use an algorithm presented in [8] to compute the linking number, whic h assumes that the rings are closed and have an orientation. For puzzle rings, the linking number i s +1, -1 or 0, where the linking number is 0 if two rings are in a disentangled state, and either +1 or –1 otherwise. 2.3. Configuration Space of Puzzle Rings We fix the position of one of the two rings since only their relative position is necessary for solving the problem. Let O′ and O be a fixed ring and a non-fixed ring respectively. The position of ring O is represented by six parameters, ( x, y, z , a, b, c ), where (x,y,z) represents a translation, and (a,b,c) represents an Eulerian angle. In addition, the parameter space representing all possible positions is called the configuration space [1][2][3]. Here, we characterize the configuration space of the puzzle rings and present a relevant example in Figure 4. Let C be a six-dimensional configuration space. Each point in C represents a position of ring O . points where the linking number is +1,0 and –1 respectively. As the linking number at a free point takes a value of +1, 0 or –1, we obtain C free = Cl = +1 U Cl = 0 U Cl = −1 . Solving a puzzle ring is equal to finding a solution path connecting the initial point ( or ) and a point in . Figures p ∈ Cl = +1 ∈ Cl = −1 Cl = 0 5(a) and (b) show two examples of initial points. Figure 5(c) shows a point in Cl = 0 where the two rings are disentangled. The configuration space of puzzle rings, C , has the following features. (i) A solution path must pass through a narrow space Cnarrow since ring O must pass through a narrow opening in O ′ . (ii) A path connecting a point in C l = +1 and a point in C l = −1 must pass through Cl = 0 . In other words, if the initial point p is in C l = +1 , the solution path does not need to pass through C l = −1 , in which case the points in C l = −1 do not need to be considered when solving the puzzle. (iii) The spaces C l = +1 and C l = −1 are not alway s continuous, and can be surrounded by Cobstacle . The point shown in Figure 5(d) has a linking number of +1, but no path can connect it to the point shown in Figure 5(a). (iv) Space Cl = 0 is an infinite set, while both C l = +1 and C l = −1 are finite sets. Feature (i) implies that we need to find a pat h which passes through a narrow space Cnarrow . (a)Cl=+1 (b)Cl=-1 (c)Cl=0 (d) Cl=+1 Figure 6. The expanding process of RRT (a) Figure 5. Examples of the initial point (a) (b), a disentangled point (c) and an impossible point (d) (b) (c) Figure 7. An example of RRT (a), a solution path on the RRT (b) and an optimized path (c) Features (ii) and (iii) imply that solution paths can be found in a continuous space which includes the exceeds K , return “fail”, otherwise go to (2). initial point and has the same linking number as the initial point. Feature (iv) implies that bidirectional searches are not useful for solving puzzle rings since there is an infinite number of points in Cl = 0 which can be set as the goal. If the algorithm returns “success”, we have found a solution path that connects the latest pnew with pinit . Figure 7(a) shows an RRT in a 2-dimensional configuration space. The circle ● denotes the initial point, the circle ○ denotes the goal area, 3. Algorithm Problems This section for Solving Puzzle Ring and the triangles represent forbidden spaces. Figure 7(b) shows a solution path, which is not smooth presents an algorithm for finding because it is composed of the edges of RRT. We can The make the path smoother and shorter through the algorithm is based on the Rapidly -Exploring Random following process: calculating the distance between Trees (RRT) construction algorithm [4][10]. The every pair of points on the solution path, and the n RRT algorithm grows a tree which spreads uniformly finding the shortest path which connects the initial solution paths for puzzle ring problems. over C free from the initial point. The original RRT T T = { pinit } , be a tree, where pinit is the initial point. (2) Choose a random point prand from C , and set the nearest neighbor point pnear already in T to pinit . The goal condition for the puzzle ring problem is that the link number of pnew becomes 0. 4. Evaluating the Difficulty of Puzzle Rings In this section, we discuss the factors underlying the (3) Create a point toward example of a shortest path. Here, we call the shortest path the optimized path. algorithm is composed of the following four steps. (1) Initialization: Let point and the goal point. Figure 7(c) shows an prand situations p , and move it from until occurs: one (a) p of the has pnear difficulty of puzzle rings, and subsequently show following that there are correlations between the configuration travelled a space of the puzzle rings and their difficult. distance of ε (see Figure 6), (b) p reaches pinit or (c) a collision occurs (i.e. p is in 4.1. Factors Influencing the Difficulty of Puzzle Rings Cobstacle ). In the case of (a) or (b), set pnew = p . We conducted an experiment whose objective was to In the case of (c), go to (1). (4) Add pnew and an edge ( prand , pnew )to T . pnew satisfies “success”. If the the goal number condition, of points elucidate the factors which affect the difficulty of If puzzle rings. In this experiment, there were nine return subjects solving three representative puzzle rings, T Alpha, Dalpha and Devil, shown in Figure 2, and the in 600 500 400 300 200 100 0 sec. 1st 2nd 3rd 600 500 400 300 200 100 sec. 0 1st Alpha 2nd 600 500 400 300 200 100 0 sec. 3rd 1st Dalpha 2nd 3rd Devil Figure 8. The time needed to solve Alpha (left), Dalpha (center) and Devil (right) time needed to solve each puzzle ring was measured. (F1) the difficulty of finding a solution path, Each subject attempted to solve all three puzzle (F2) the difficulty of moving the rings along the rings in three trials, which were undertaken two weeks apart. Moreover, the subjects were taught how to solve the respective puzzle after each trial. The results of this experiment are shown in Figure 8. solution path. We inspected the configuration space of puzzle rings, and found the following features related to the difficulty factors. Records at 600 seconds in the graphs denote the z path complexity cases where the subject was not able to solve the z configuration space complexity puzzle ring within 10 minutes. z path visibility rate At the first trial, all subjects were able to solv e The following sections give formal definitions of Alpha in a short time, however, most of them needed these features and show the relation between them more time to solve Dalpha and Devil, and some and the difficulty factors. subjects were not able to solve them. The cause of 4.2. Path Complexity this is the difficulty of finding a solution path. The Using the algorithm described in Section 3, we solution paths for solving Dalpha or Devil are more solved Alpha, Dapha and Devil using a computer. intricate than those for Al pha, and in addition many Table 1 shows the number of points of RRTs (Sv) sham paths exist for the latter two puzzles. This is and the number of points on the optimized paths the first difficulty factor of puzzle rings. (Pv). Figure 9 shows each point on the shortest The results of the 2 nd rd trials show that the optimized paths. Sv corresponds to the size of the time needed to solve Dalpha did not decrease, while search space, and Pv corresponds to the complexity the time needed to solve Devil decreased. In spite of (or non-linearity) of the path. The values of Pv the fact that the subjects were aware of the solution obtained were 7, 15 and 15 for Alpha, Dalpha and nd and 3 rd trial since they had Devil respectively, which indicates that the path been taught the paths after each trial, they could not complexity of Alpha is lower than that of the other solve Dalpha efficiently. The cause of this is the two puzzles. The path complexity can be related to difficulty of moving the rings along the solution the difficulty factor F1 since highly complex paths path, which is the second difficulty factor of puzzle are difficult to find. This is consistent with the rings. results paths during the 2 and the 3 In summary, at least two factors exist in th e from the first trial of the described in Section 4.1. problem of puzzle rings: Figure 9. Optimized solution paths: Alpha (top), Dalpha (middle) and Devil (bottom) experiment Table 1. Sv: number of points in T . P v : number of points on the optimized solution path Sv Alpha Dalpha Devil Pv 8380 7 16354 24401 15 15 Table 2. Number of clusters NC(1) NC(3) NC(5) NC(10) Alpha 505 488 450 337 Dalpha 884 853 807 637 10482 1149 736 422 Devil illustrates a neighboring pair. Using this algorithm, we examined the clusters i n the configuration space of puzzle rings. The point s used as input data were the points of RRTs as obtained in the experiments described in Section 4.2, and the number of clusters is shown in Table 2. In this table, NC(n) denotes the number of cluster s which contain more than n points. The NC(1)s for Dalpha and Devil are 884 and 10482, while their Figure 10. Clusters and cluster pairs NC(3)s are 853 and 1149 respectively. In addition, 4.3. Configuration Space Complexity Dalpha has fewer clusters than Devil, and the When solving puzzle rings, we divide the possible number of clusters of Alpha is smaller than that of positions into groups and regard the groups as both Dalpha and Devil. This shows that Alpha has possible states. Then, we try to find solution paths the least number of possible states, while Devil ha s as combinations of the possible states. Therefore, the greatest number of possible states. These results the state s about the clusters are consistent with the results of affects the difficulty of the puzzle rings. In order to the initial trials in the experiment described i n estimate this number, we divide the possible point s Section in the configuration space into clusters, and then configuration space can be related to the difficulty examine the neighboring pairs of clusters. factor F1. number of Let D ( xi , x j ) combinations of possible be the distance between two points, xi and x j . If a collision occurs along the line 4.1. Therefore, the complexity of the 4.4. Path Visibility Rate Here, we define the path visibility rate, which is a measure of the difficulty of moving the rings along the optimized path. If a straight line segment can be segment connecting them, then D ( xi , x j ) is ∞ . Let drawn between two points without experiencing a D(C, C' ) be the distance between two clusters, C visible from the other. In Figure 11, the sy mbol ○ and C' . Following a representative hierarchy clustering algorithm [12], we define D (C, C' ) as denotes the points on an optimized path, and the follows. denoted with the symbol ● . Furthermore, the dotted D(C, C' ) = max D( xi , x j ) ( xi ∈ C, x j ∈ C' ) . Figure 10 illustrates an example of 15 clusters, collision, we say that each of the two points is RRT points which are not on the optimized path are arrows connect the visible points, while the soli d arrows connect the non-visible ones. Let V i and V i + 1 be two successive points on the optimized path. Next, where the points of RRT shown in Figure 7(a) are let N be the number of points which are visible from used as input data. The points are expressed by the V i and M be the number of points which are visible same symbol if they belong to the same cluster. Note that clusters calculated using this algorithm are of different sizes. Moreover, in order to see the structure of the Vi Vi+1 configuration space, we examine the neighboring pairs of clusters. A pair of clusters, C and C' , i s called a neighboring pair if D (C, C' ) is smaller than a certain constant. Each edge in Figure 10 Figure 11. Path visibility 1.00 0.80 0.60 0.40 0.20 0.00 visibility rate visibility rate visibility rate 1.00 0.80 0.60 0.40 0.20 0.00 1 2 3 4 5 6 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 14 points Vi points Vi points Vi Figure 12. 1.00 0.80 0.60 0.40 0.20 0.00 Path visibility rate for the optimized paths: Alpha (left), Dalpha (center), Devil (right) from both V i and V i + 1 . determining the features of problems. However, The visibility rate at V i is defined as M/N. We since other important criteria might exist, our calculated the visibility rate for the optimized paths future work will investigate other criteria for of the 3 puzzle rings and presented them in Figure determining the features of high-dimensional path 12. The results indicate that Dalpha has a lowe r planning problems. visibility rate than both Alpha and Devil. The lower the visibility rate, the more difficult it becomes to Acknowledgements go back to the optimized path once we have moved We thank Hanay ama Co., Ltd. for helpful comments. away from it. In the experiment described in Section This 4.1, the time needed to solve Dalpha on the 2 the 3 rd nd and research Grant-in-Aid was for supported Private in University part by a High-Tech trial did not decrease, in contrast with the Research Centers, and a Grant-in-Aid from the case for Devil, which can be explained well throug h Ministry of Education, Culture, Sports, Science and the visibility rates of the optimized paths. Therefore, Technology, Japan. the path visibility rate can be related to the References difficulty factor F2. 5. Conclusion The following points have been made in this paper. z There are two difficulty factors: F1, which indicates the difficulty of estimating a solution path, and F2, which represents the difficulty of moving the rings along the solution path. z The path complexity and the configuration space complexity are related to F1. The pat h visibility rate is related to F2. Although only three puzzle rings were used in the experiments, the above points are applicable to many other puzzle rings. Therefore, these three features of the configuration space are useful when rating the difficulty of puzzle rings in general. On the other hand, other than puzzle rings, there are many kinds of high-dimensional path planning problems, as well as a variety of path planning algorithms. 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