Benchmark Instances and Branch-and-Cut Algorithm for the Hashiwokakero Puzzle
Leandro C. Coelho, Gilbert Laporte, Arinei Lindbeck, Thibaut Vidal

TL;DR
This paper introduces a new benchmark and a branch-and-cut algorithm for solving Hashiwokakero puzzles, demonstrating its effectiveness on large, complex instances with up to 400 islands.
Contribution
It provides a formal mathematical model and a dynamic constraint generation algorithm for Hashi puzzles, along with a new puzzle generator.
Findings
Algorithm solves puzzles with up to 400 islands.
Effective for hard puzzles, demonstrating scalability.
Provides complexity analysis and graph theory relationships.
Abstract
Hashiwokakero, or simply Hashi, is a Japanese single-player puzzle played on a rectangular grid with no standard size. Some cells of the grid contain a circle, called island, with a number inside it ranging from one to eight. The remaining positions of the grid are empty. The player must connect all of the islands by drawing a series of horizontal or vertical bridges between them, respecting a series of rules: the number of bridges incident to an island equals the number indicated in the circle, at most two bridges are incident to any side of an island, bridges cannot cross each other or pass through islands, and each island must eventually be reachable from any other island. In this paper, we present some complexity results and relationships between Hashi and well-known graph theory problems. We give a formulation of the problem by means of an integer linear mathematical programming…
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Taxonomy
TopicsAlgorithms and Data Compression · Genome Rearrangement Algorithms · Graph Theory and Algorithms
