Solving a 3D Wooden Puzzle with Haskell: Modeling Rotations and Translations
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The Persistent Programmer's Puzzle
We've all encountered puzzles that defy manual solution—complex 3D arrangements requiring inhuman patience. Recently gifted a "very hard" wooden puzzle comprising 25 identical pieces and a 5x5x5 box, the author quickly realized that human cognition alone wouldn't suffice. The solution? Enlist the relentless computational power of a machine. This first installment details the elegant Haskell modeling required to prepare for algorithmic solving.
Anatomy of the Challenge
The puzzle's components are deceptively simple:
- A 5×5×5 cubic box representing a discrete 3D grid
- 25 identical pieces, each composed of four connected cubes forming a trunk (4×1×1) with a single protruding cube creating an L-shape
-- Representing the base piece in voxel coordinates
genericPiece :: [V3 Int]
genericPiece = [V3 0 0 0, V3 0 0 1, V3 0 0 2, V3 0 0 3, V3 0 1 2]
Mathematical Foundations: Rotations and Translations
Each piece's position and orientation is modeled as a Disposition—a combination of:
1. Rotation: A 3×3 matrix (M33 Int) representing orthogonal transformations
2. Translation: A 3D vector (V3 Int) specifying positional offset
data Disposition = Disposition { rotation :: M33 Int, translation :: V3 Int }
Constrained Enumeration Strategy
Brute-force enumeration is infeasible. Instead, we systematically narrow possibilities:
Rotation Matrix Generation
Valid rotations in discrete space must map basis vectors to axes-aligned directions. We generate candidate matrices using list comprehensions:
candidateRotations :: [M33 Int]
candidateRotations =
[ V3 (V3 r1x r1y r1z)
(V3 r2x r2y r2z)
(V3 r3x r3y r3z)
| r1x <- [-1,0,1], r1y <- [-1,0,1], r1z <- [-1,0,1]
-- ... all combinations for 9 coefficients
]
Translation Boundary Conditions
Translations are constrained by the puzzle's physical bounds (1–5 per axis). Since the generic piece includes the origin, translation coordinates directly map to grid positions:
candidateTranslations :: [V3 Int]
candidateTranslations =
[ V3 x y z | x <- [1..5], y <- [1..5], z <- [1..5] ]
Validation Through Linear Algebra
Candidate dispositions are filtered using mathematical invariants of rotation matrices:
1. Orthogonality: $M^T M = I$ (preserves vector norms)
2. Special Condition: det(M) = 1 (preserves orientation)
isRotation :: M33 Int -> Bool
isRotation m =
(m `multmm` transpose m) == identity && -- Orthogonal
det m == 1 -- Special
Final Validation Pipeline
Dispositions are valid only if:
1. Their rotation matrix satisfies isRotation
2. All transformed piece voxels fit within the 5×5×5 grid
validDispositions :: [Disposition]
validDispositions =
[ d | d <- candidateDispositions
, isRotation (rotation d)
, all inBox (pieceVoxels d)
]
where
inBox v = all (\c -> c >= 1 && c <= 5) (toList v)
Why This Matters for Developers
This approach demonstrates how mathematical rigor transforms physical constraints into programmable rules. By leveraging:
- Group theory (rotation symmetries)
- Linear algebra (matrix orthogonality)
- Constraint propagation (boundary checks)
...we convert an intractable physical problem into a computationally solvable one. The final step—solving the full 25-piece arrangement using these validated dispositions—awaits in Part II, where Haskell's declarative power will shine.
Source: Original Haskell Puzzle Solution