Abstract Puzzle Generators and Symmetric Puzzle Layout.pdf

Abstract Puzzle Generators and Symmetric Puzzle Layout.pdf

  1. 1、本文档共9页,可阅读全部内容。
  2. 2、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。
  3. 3、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载
  4. 4、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
查看更多
Abstract Puzzle Generators and Symmetric Puzzle Layout

Puzzle Generators and Symmetric Puzzle Layout Kozo Sugiyama1, Ryo Osawa1 and Seok-Hee Hong2 1 School of Knowledge Science, Japan Advanced Institute of Science and Technology, Asahidai 1-1, Tatsunokuchi, Nomi, Ishikawa, 923-1292, Japan {Sugi, R-osawa}@jaist.ac.jp 2 National ICT Australia; School of Information Technologies, The University of Sydney, Sydney, NSW 2006, Australia shhong@.au Abstract We present two abstract models of puzzles, permutation puzzles and cyclic puzzles, which can be modelled as puzzle graphs. Based on these models, we implement two puzzle generators and produce various layouts of the puzzles using graph drawing algorithms. Using these puzzle generators we can create new puzzles. Further, we can create new user interfaces of a puzzle by applying different layout algorithms. We implement a method for constructing symmetric layouts of puzzles, as symmetry is the most important aesthetic criteria for the puzzle layout. Keywords: Puzzle generator, Symmetric layout 1 Introduction Puzzles have sophisticated logical structures, beautiful shapes, and attractive user interfaces. To invent new puzzles and to design new interfaces of puzzles, we have carried out a systematic approach called ‘divergence via abstraction’ (Maeda, Sugiyama and Mase 2002a, 2002b; Sugiyama, Hong and Maeda 2003; Sugiyama, Maeda and Mizumoto 2003; Sugiyama, Maeda, Osawa and Mizumoto 2005). The basic idea of the approach is illustrated in Figure 1. Here existing popular puzzles are abstracted and converted into other media such as graphs, blocks, sounds, and robots, while preserving their logic. Using this approach, we can create new puzzles and new interfaces for puzzles. Our approach closely relates to the creativity theory called ‘Equivalent Transforming Thinking’ proposed by Ichikawa (Ichikawa 1970). In this paper, we are mainly concerned with conversions of puzzles into graphs. More specifically, we consider two classes of puzzles,

文档评论(0)

l215322 + 关注
实名认证
内容提供者

该用户很懒,什么也没介绍

1亿VIP精品文档

相关文档