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作者机构:Kanagawa Inst Technol Dept Informat & Comp Sci 1030 Shimo Ogino Atsugi Kanagawa 2430292 Japan Tsukuba Univ Technol Dept Comp Sci Tsukuba Ibaraki 3050821 Japan
出 版 物:《JOURNAL OF ADVANCED COMPUTATIONAL INTELLIGENCE AND INTELLIGENT INFORMATICS》 (J. Adv. Comput. Intell. Intelligent Informatics)
年 卷 期:2006年第10卷第3期
页 面:323-331页
核心收录:
学科分类:08[工学] 0812[工学-计算机科学与技术(可授工学、理学学位)]
主 题:game theory polyominoes placement algorithm rectilinear jigsaw puzzle
摘 要:In previous papers, rectilinear jigsaw puzzles have been described as a specialized placement problem such that this has at least one solution to placement, but generally not that many. Instead of adopting the well-known iterative method to solve this problem, a new game-theoretic algorithm is developed by translating the problem to one of checkmate in games analogous to chess or shogi. By extending the game-theoretic algorithm, a much faster algorithm for large puzzles is developed by introducing various heuristics on the placement of pieces. We also proved through numerical experiments that this worked efficiently.