Ruler of the Plane - Games of Geometry (Multimedia Contribution)
Ruler of the Plane – Games of Geometry
Sander Beekhuis1 , Kevin Buchin2 , Thom Castermans3 ,
Thom Hurks4 , and Willem Sonke5
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2
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5
Eindhoven University of
Eindhoven University of
Eindhoven University of
Eindhoven University of
Eindhoven University of
Technology, Eindhoven, The Netherlands
Technology, Eindhoven, The Netherlands
Technology, Eindhoven, The Netherlands
Technology, Eindhoven, The Netherlands
Technology, Eindhoven, The Netherlands
Abstract
Ruler of the Plane is a set of games illustrating concepts from combinatorial and computational
geometry. The games are based on the art gallery problem, ham-sandwich cuts, the Voronoi
game, and geometric network connectivity problems like the Euclidean minimum spanning tree
and traveling salesperson problem.
1998 ACM Subject Classification F.2.2 [Nonnumerical Algorithms and Problems] Geometrical
Problems and Computations
Keywords and phrases art gallery problem, ham-sandwich cuts, Voronoi game, traveling salesperson problem
Digital Object Identifier 10.4230/LIPIcs.SoCG.2017.63
Category Multimedia Contribution
1
Concept
Geometry being inherently tangible, lends itself to be the base of puzzles and games. Ruler of
the Plane is a set of four games with a medieval theme illustrating concepts from combinatorial
and computational geometry. The games are based on the art gallery problem, ham-sandwich
cuts, the Voronoi game, and geometric network connectivity problems like the Euclidean
minimum spanning tree and traveling salesperson problem (TSP), see Figure 1.
The games also aim at providing the interested player with background on the geometric
algorithms and data structures needed to implement such games. They do so by providing
some pointers to geometric concepts in the game explanations, and by allowing to visualize
some of the underlying data structures. For instance, the game on the ham-sandwich cuts
can show the dual arrangements of the different color classes, the Voronoi game allows to
show the Delaunay triangulation and empty circles. Furthermore, the games are open source
and implemented using C# in the game engine Unity, and therefore provide the possibility
to explore the underlying algorithms and data structures.
The geometric problems and the underlying algorithms and data structures of the games
are common content of a Computational Geometry course. We developed the game primarily
to introduce students taking such a course to these concepts in an entertaining way. An
additional goal is to provide a stepping stone to introduce Combinatorial and Computational
Geometry and also other algorithmic concepts like NP-hardness problems to a wider audience.
© Sander Beekhuis, Kevin Buchin, Thom Castermans, Thom Hurks, and Willem Sonke;
licensed under Creative Commons License CC-BY
33rd International Symposium on Computational Geometry (SoCG 2017).
Editors: Boris Aronov and Matthew J. Katz; Article No. 63; pp. 63:1–63:5
Leibniz International Proceedings in Informatics
Schloss Dagstuhl – Leibniz-Zentrum für Informatik, Dagstuhl Publishing, Germany
63:2
Ruler of the Plane – Games of Geometry
(a) illuminate a dungeon
(b) divide forces into equal units
(c) conquer new lands
(d) connect your new settlements
Figure 1 Games in Ruler of the Plane.
2
The Games
The game conquer implements the classical Voronoi game [1]: Two players place castles in
turn, and the player whose Voronoi regions occupy the most area at the end wins.
The Voronoi diagram is implemented as dual of the Delaunay triangulation. The Delaunay
triangulation is constructed using an implementation of a textbook randomized incremental
construction [6]. Out of the four games, this is the only two-player game. To demonstrate
the underlying geometry the game allows to toggle the Voronoi diagram, empty circumcircles
and the dual Delaunay triangulation (see Figure 2a).
The game divide implements the two-dimensional ham sandwich cuts [9], but with three
types of points. That is, the player needs to find a line that splits all three types of points in
half. Some levels also ask to swap positions of points, before drawing a cut.
In a course on computational geometry, ham sandwich cuts are commonly covered as
an application of duality and arrangements. In this context typically a simple O(n2 )-time
algorithm is discussed: dualizing the points, computing the line arrangements and intersecting
the n/2 levels. This is also the algorithm implemented in the game. The game allows to
toggle possible cuts and the dual arrangements (see Figure 2b).
The game connect consists of three separate games. In the first the player has to find the
Euclidean minimum spanning tree, in the second a Euclidean traveling salesperson tour, and
in the third a 1.5-spanner [11] of short length. While in the first game the player has to find
the exact tree, in the two other games the player has to beat an approximation computed by
the game, namely Christofides algorithm [7] and the greedy spanner [4].
We included the TSP with Christofides algorithm and minimum spanning trees, since
they are very natural geometric problems, suitable to discuss computational complexity with
a wider audience, and since they often feature in other algorithms courses. spanners are
often discussed in the context of well-separated pair decompositions.
The spanner game also provides a limited number of ‘hints’ in the form of the next edge
the greedy spanner would add. After exhausting the base levels, the game continues with
levels that ask to connect randomly generated sites.
S. Beekhuis, K. Buchin, T. Castermans, T. Hurks, and W. Sonke
(a) Delaunay triangulation of the castles
63:3
(b) cells in the dual arrangement
Figure 2 Visualizing the underlying algorithms and data structures.
The game illuminate is an implementation of art gallery problem [2] with point guards in
a simple polygon. In a Computational Geometry course, the art gallery problem with vertex
guards is often discussed as a motivation for polygon triangulation, but is also interlinked
with other topics, like visibility computation and boolean operations on polygons. The game
computes visibility regions by a circular sweep. To remove duplicate regions it then uses the
Weiler–Atherton algorithm [13]. The implementation is not yet robust, and therefore only
small levels are included in the game.
3
Educational Context
As described above the games are intended for demonstration purposes for students of
Computational Geometry and for a wider audience. However, also the game development
was embedded in an educational context.
Various concepts for games where first implemented and tested as course projects in
Computational Geometry. Some of these concepts where then integrated into the game.
Most of Ruler of the Plane was then implemented by Master students after taking a course in
Computational Geometry, partially as practical component to a reading course on algorithm
engineering [10] and robust geometric algorithms [12], partially as (...truncated)