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Creators/Authors contains: "Fekete, Sándor"

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  1. We present progress on the problem of reconfiguring a 2D arrangement of building material by a cooperative group of robots. These robots must avoid collisions, deadlocks, and are subjected to the constraint of maintaining connectivity of the structure. We develop two reconfiguration methods, one based on spatio-temporal planning, and one based on target swapping, to increase building efficiency. The first method can significantly reduce planning times compared to other multi-robot planners. The second method helps to reduce the amount of time robots spend waiting for paths to be cleared, and the overall distance traveled by the robots. 
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  2. We give an overview of the 2021 Computational Geometry Challenge, which targeted the problem of optimally coordinating a set of robots by computing a family of collision-free trajectories for a set S of n pixel-shaped objects from a given start configuration to a desired target configuration. 
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  3. In this video we describe why producing a Computational Geometry video is a good idea, what it takes to make one, and how to actually do it. This includes a guide for the overall process, a number of examples, and a variety of tips and tricks. 
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  4. null (Ed.)
    An open problem of Manuel Abellanas asks whether every set of disjoint closed unit disks in the plane can be connected by a conveyor belt, which means a tight simple closed curve that touches the boundary of each disk, possibly multiple times. We prove three main results: For unit disks whose centers are both $$x$$-monotone and $$y$$-monotone, or whose centers have $$x$$-coordinates that differ by at least two units, a conveyor belt always exists and can be found efficiently. It is NP-complete to determine whether disks of arbitrary radii have a conveyor belt, and it remains NP-complete when we constrain the belt to touch disks exactly once. Any disjoint set of $$n$$ disks of arbitrary radii can be augmented by $O(n)$ "guide" disks so that the augmented system has a conveyor belt touching each disk exactly once, answering a conjecture of Demaine, Demaine, and Palop. 
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  5. We motivate and visualize problems and methods for packing a set of objects into a given container, in particular a set of {different-size} circles or squares into a square or circular container. Questions of this type have attracted a considerable amount of attention and are known to be notoriously hard. We focus on a particularly simple criterion for deciding whether a set can be packed: comparing the total area A of all objects to the area C of the container. The critical packing density delta^* is the largest value A/C for which any set of area A can be packed into a container of area C. We describe algorithms that establish the critical density of squares in a square (delta^*=0.5), of circles in a square (delta^*=0.5390 ...), regular octagons in a square (delta^*=0.5685 ...), and circles in a circle (delta^*=0.5). 
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  6. We present algorithmic results for the parallel assembly of many micro-scale objects in two and three dimensions from tiny particles, which has been proposed in the context of programmable matter and self-assembly for building high-yield micro-factories. The underlying model has particles moving under the influence of uniform external forces until they hit an obstacle. Particles bond when forced together with another appropriate particle. Due to the physical and geometric constraints, not all shapes can be built in this manner; this gives rise to the Tilt Assembly Problem (TAP) of deciding constructibility. For simply-connected polyominoes P in 2D consisting of N unit-squares (“tiles”), we prove that TAP can be decided in 𝑂(𝑁log𝑁) time. For the optimization variant MaxTAP (in which the objective is to construct a subshape of maximum possible size), we show polyAPX-hardness: unless P = NP, MaxTAP cannot be approximated within a factor of Ω(𝑁13) ; for tree-shaped structures, we give an Ω(𝑁12) -approximation algorithm. For the efficiency of the assembly process itself, we show that any constructible shape allows pipelined assembly, which produces copies of P in O(1) amortized time, i.e., N copies of P in O(N) time steps. These considerations can be extended to three-dimensional objects: For the class of polycubes P we prove that it is NP-hard to decide whether it is possible to construct a path between two points of P; it is also NP-hard to decide constructibility of a polycube P. Moreover, it is expAPX-hard to maximize a sequentially constructible path from a given start point. 
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  7. In this video, we consider recognition and reconfiguration of lattice-based cellular structures by very simple robots with only basic functionality. The underlying motivation is the construction and modification of space facilities of enormous dimensions, where the combination of new materials with extremely simple robots promises structures of previously unthinkable size and flexibility. We present algorithmic methods that are able to detect and reconfigure arbitrary polyominoes, based on finite-state robots, while also preserving connectivity of a structure during reconfiguration. Specific results include methods for determining a bounding box, scaling a given arrangement, and adapting more general algorithms for transforming polyominoes. 
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  8. We investigate algorithmic control of a large swarm of mobile particles (such as robots, sensors, or building material) that move in a 2D workspace using a global input signal (such as gravity or a magnetic field). Upon activation of the field, each particle moves maximally in the same direction until forward progress is blocked by a stationary obstacle or another stationary particle. In an open workspace, this system model is of limited use because it has only two controllable degrees of freedom—all particles receive the same inputs and move uniformly. We show that adding a maze of obstacles to the environment can make the system drastically more complex but also more useful. We provide a wide range of results for a wide range of questions. These can be subdivided into external algorithmic problems, in which particle configurations serve as input for computations that are performed elsewhere, and internal logic problems, in which the particle configurations themselves are used for carrying out computations. For external algorithms, we give both negative and positive results. If we are given a set of stationary obstacles, we prove that it is NP-hard to decide whether a given initial configuration of unit-sized particles can be transformed into a desired target configuration. Moreover, we show that finding a control sequence of minimum length is PSPACE-complete. We also work on the inverse problem, providing constructive algorithms to design workspaces that efficiently implement arbitrary permutations between different configurations. For internal logic, we investigate how arbitrary computations can be implemented. We demonstrate how to encode dual-rail logic to build a universal logic gate that concurrently evaluates AND, NAND, NOR, and OR operations. Using many of these gates and appropriate interconnects, we can evaluate any logical expression. However, we establish that simulating the full range of complex interactions present in arbitrary digital circuits encounters a fundamental difficulty: a FAN-OUT gate cannot be generated. We resolve this missing component with the help of 2 9 1 particles, which can create FAN-OUT gates that produce multiple copies of the inputs. Using these gates we provide rules for replicating arbitrary digital circuits. 
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