• 제목/요약/키워드: Polyomino

검색결과 3건 처리시간 0.017초

TILINGS OF ORTHOGONAL POLYGONS WITH SIMILAR RECTANGLES OR TRIANGLES

  • SU ZHANJUN;DING REN
    • Journal of applied mathematics & informatics
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    • 제17권1_2_3호
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    • pp.343-350
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    • 2005
  • In this paper we prove two results about tilings of orthogonal polygons. (1) P be an orthogonal polygon with rational vertex coordinates and let R(u) be a rectangle with side lengths u and 1. An orthogonal polygon P can be tiled with similar copies of R(u) if and only if u i algebraic and the real part of each of its conjugates is positive; (2) Laczkovich proved that if a triangle $\Delta$ tiles a rectangle then either $\Delta$ is a right triangle or the angles of $\Delta$ are rational multiples of $\pi$. We generalize the result of Laczkovich to orthogonal polygons.

A House Design Method of Normative Modules adopting Hanok and Traditional Building Framing Skills

  • Park, Soo-Hoon
    • 한국멀티미디어학회논문지
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    • 제21권3호
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    • pp.423-431
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    • 2018
  • In this paper, we try to verify a normative module based house design procedure consisted of several sequential steps. The first step is to suggest formalization of designing so that we could clarify each phase and operation we are adopting in our design process. The second step is the clearing up the conceptual schema of traditional skills that we adopt and utilize from traditional Hanok framing techniques. The third step is to formulate adequate modular kits for the assembly of house design solutions for the schematic, conceptual and preliminary phases of designing. The fourth step is to implementing our ideas and methods to a proper computational platform such as Unity3D. The final step is to verify our symbolic descriptions of design formalization with the output of our experiments so that we have better understanding of design reasoning characteristics such as in house design.

THE PROBABILISTIC METHOD MEETS GO

  • Farr, Graham
    • 대한수학회지
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    • 제54권4호
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    • pp.1121-1148
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    • 2017
  • Go is an ancient game of great complexity and has a huge following in East Asia. It is also very rich mathematically, and can be played on any graph, although it is usually played on a square lattice. As with any game, one of the most fundamental problems is to determine the number of legal positions, or the probability that a random position is legal. A random Go position is generated using a model previously studied by the author, with each vertex being independently Black, White or Uncoloured with probabilities q, q, 1 - 2q respectively. In this paper we consider the probability of legality for two scenarios. Firstly, for an $N{\times}N$ square lattice graph, we show that, with $q=cN^{-{\alpha}}$ and c and ${\alpha}$ constant, as $N{\rightarrow}{\infty}$ the limiting probability of legality is 0, exp($-2c^5$), and 1 according as ${\alpha}$ < 2/5, ${\alpha}=2/5$ and ${\alpha}$ > 2/5 respectively. On the way, we investigate the behaviour of the number of captured chains (or chromons). Secondly, for a random graph on n vertices with edge probability p generated according to the classical $Gilbert-Erd{\ddot{o}}s-R{\acute{e}}nyi$ model ${\mathcal{G}}$(n; p), we classify the main situations according to their asymptotic almost sure legality or illegality. Our results draw on a variety of probabilistic and enumerative methods including linearity of expectation, second moment method, factorial moments, polyomino enumeration, giant components in random graphs, and typicality of random structures. We conclude with suggestions for further work.