At the local antique shop, where I do some IT support and answer technology questions, the owner said that they were in a bit of a jam. He had an item that required some technical support. A lot of what they sell in the shop is "Treen" ( small wooden items of functional and decorative purpose) which is a bit outside my usual fields of expertise but I am always happy to help. They had a small six piece puzzle that had come apart and he could not figure out how to reassemble the piece. A photo was available of the assembled piece but after after unsuccessfully fiddling with it for a while I took it back to the workbench for further consideration.
From the photo it was not clear how the internals of the puzzle are assembled ( which is of course the hard bit) but from the outside it can be seen that there are two parallel pieces going in each up/down, left/right, and front/back directions. Looking closely as the puzzle is rotated around the vertical axis to different viewpoints it can be seen that the crossing pieces change from one above other to side by side. Also each of the gaps between the parallel pieces line up with the centreline of the pair of pieces they embrace.
For this antique puzzle there are two identical pieces and four different other shapes. Notably one of the pieces is a solid block with no cuts or notches. This key piece can be the last to be placed ( or first to be removed ) giving a very distinctive target stage. If the five non-key pieces can be assembled leaving a hole for the key the puzzle is solved. Working backwards from this near final stage it can be seen that the two vertical pieces face each other with a gap for the final piece and the other pieces wrap around but also pass below the final hole. However these helpful solving clues are not seen until the puzzle is reassembled.
Starting from just a pile of pieces and finish line photo I had a go figuring out how to reassemble the puzzle. I had no luck and none either from sister, brother-in-law, daughter or friend who all had a go. If brains can't get a problem solved sometimes money can help. A quick hunt on Amazon showed an identical looking puzzle for just a few pounds. This "practice" puzzle arrived assembled and would save the antique wooden pieces from too much handling, squeezing and pushing. Before disassembling the ends of the pieces were marked with numbered stickers and with detailed photos taken. Carefully dissembling, with notes, showed how this puzzle could be reassembled. Unfortunately when looking at the pieces of this puzzle it was clear that they are all different (except the key piece) and do not match the antique puzzle pieces.
The process of disassembly and reassembly of this "practice" puzzle did provide some clues especially the final stage described above.
Having two similar puzzles suggested that there may be more of this class of puzzle and that a computational solution finder might be fun to build. With only 6 pieces this puzzle did not seem so complex.
#Burr6 Collins Antiques Aug 2020
#Mark,IDValue,Name
0,1,SolidKeyBlock
1,120,ShortCup
2,3328,LongGapShort
3,3322,Tounge
4,3328,LongGapLong
5,3305,AngleShort
----------------------------------
#Burr6 Amazon bought Aug 2020
#Mark,IDValue,Name
4,1,Key
1,188,Bottle opener
2,976,Enigma
3,768,Many
5,824,Abc824
6,1024,Y
Here are the pieces of the antique puzzle as seen by the program. Each piece is converted from it's reference number to four lines of six 1s and 0s representing the cutouts and blocks as pixels. With a bit of practice you can visualise the pieces from the Cubies lists.
Pieces :Comments: #Burr6 Collins Antiques Aug 2020#Mark,IDValue,Name
Piece { mark:0, name:SolidKeyBlock, IDValue:1, Weight:12, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 1, 1, 1, 1]
[0,1][1, 1, 1, 1, 1, 1]
[1,1][1, 1, 1, 1, 1, 1] ] }
Piece { mark:1, name:ShortCup, IDValue:120, Weight:6, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 1, 1, 1, 1]
[0,1][1, 0, 0, 0, 1, 1]
[1,1][1, 0, 0, 0, 1, 1] ] }
Piece { mark:2, name:LongGapShort, IDValue:3328, Weight:2, Length:6
Cubies: [
[0,0][1, 1, 0, 0, 1, 1]
[1,0][1, 1, 1, 1, 1, 1]
[0,1][1, 0, 0, 0, 0, 1]
[1,1][1, 0, 0, 0, 0, 1] ] }
Piece { mark:3, name:Tounge, IDValue:3322, Weight:4, Length:6
Cubies: [
[0,0][1, 1, 0, 0, 1, 1]
[1,0][1, 1, 1, 1, 1, 1]
[0,1][1, 0, 0, 0, 0, 1]
[1,1][1, 0, 1, 1, 0, 1] ] }
Piece { mark:4, name:LongGapLong, IDValue:3328, Weight:2, Length:6
Cubies: [
[0,0][1, 1, 0, 0, 1, 1]
[1,0][1, 1, 1, 1, 1, 1]
[0,1][1, 0, 0, 0, 0, 1]
[1,1][1, 0, 0, 0, 0, 1] ] }
Piece { mark:5, name:AngleShort, IDValue:3305, Weight:6, Length:6
Cubies: [
[0,0][1, 1, 0, 0, 1, 1]
[1,0][1, 1, 1, 1, 1, 1]
[0,1][1, 1, 0, 0, 0, 1]
[1,1][1, 1, 1, 1, 0, 1] ] }
Total pieces weight 32
Coding the layouts
We look now at how to generate every possible arrangement of pieces in order to find one that fits together. Assembly starts with the key solid piece because it needs no rotation or flipping. The other five pieces are then selected in one of the 120 possible different orders ...
[1, 2, 3, 4, 5],
[2, 1, 3, 4, 5],
[3, 1, 2, 4, 5],
[1, 3, 2, 4, 5],
........
[5, 4, 3, 1, 2],
[5, 4, 3, 2, 1]
For each order of pieces there are 1024 ways to rotate those 5 placed pieces each into 4 positions
[0, 0, 0, 0, 0],
[1, 0, 0, 0, 0],
[2, 0, 0, 0, 0],
[3, 0, 0, 0, 0],
[0, 1, 0, 0, 0],
[1, 1, 0, 0, 0],
.....
[3, 3, 3, 3, 2],
[0, 0, 0, 0, 3],
[1, 0, 0, 0, 3],
[2, 0, 0, 0, 3]
and 32 ways to flip each of 5 pieces into 2 positions (1=flipped end over end)
[0, 0, 0, 0, 0],
[1, 0, 0, 0, 0],
[0, 1, 0, 0, 0],
[1, 1, 0, 0, 0],
[0, 0, 1, 0, 0],
......
[0, 1, 1, 1, 1],
[1, 1, 1, 1, 1]
120 piece orders where each has 1024 rotation possibilities with 32 piece flips There are 3932160 board layouts to try
In total we have 120 * 1024 * 32 just under 4 million piece layouts to try.
Make the code
With a way to visualise the pieces, and lists of how the pieces can be placed in the puzzle, the task of the program was to arrange the pieces and test to see if the puzzle was solved correctly. At the core of the program is a collection of 3 dimensional size 6 * 6 * 6 matrixes that are used to represent the placed pieces and the target final arrangement.
Each arrangement of pieces are loaded into a test 6*6*6 matrix using the placement positions and directions table. As the pieces are loaded checks are made for overlapping pixels which cause the program to move on to the next test arrangement.
// 6 lots of 4 placement position vectors here
// places [ x, y, z, xD,yD,zD] the start pixel address x,y,z and the delta for the next pixel
[ 0, 2, 1, 1, 0, 0 ], [ 0, 2, 2, 1, 0, 0 ],
[ 0, 3, 1, 1, 0, 0 ], [ 0, 3, 2, 1, 0, 0 ],
//....... first piece placement above and last below
[ 2, 3, 0, 0, 0, 1 ], [ 2, 4, 0, 0, 0, 1 ],
[ 3, 3, 0, 0, 0, 1 ], [ 3, 4, 0, 0, 0, 1 ],
The program generates a list of piece arrangements (order, rotation, flip), details of the shape of the pieces and how to load those pieces into a test matrix. Finally the program needs to know how to test to see if we have a valid final arrangement.
The following columns represent salami slices through the puzzle at six levels. The P numbers show if there should be a pixel/cubie at that place. The N numbers show how many pixels would be at that place if a burr was made from six solid key pieces. Where the N numbers are not 0 or 1 shows us where the overlapping pixels may occur. Where the N numbers equal 1 shows the outer skin of the puzzle that must be intact for a correctly constructed puzzle.
--------------- -------------------
P [0,0,0,0,0,0] [0,0] N 0,0,0,0,0,0
P [0,0,0,0,0,0] [0,1] N 0,0,0,0,0,0
P [0,1,1,1,1,0] [0,2] N 0,1,1,1,1,0
P [0,1,1,1,1,0] [0,3] N 0,1,1,1,1,0
P [0,0,0,0,0,0] [0,4] N 0,0,0,0,0,0
P [0,0,0,0,0,0] [0,5] N 0,0,0,0,0,0
--------------- -------------------
P [0,0,1,1,0,0] [1,0] N 0,0,1,1,0,0
P [0,0,1,1,0,0] [1,1] N 0,0,1,1,0,0
P [0,1,1,1,1,0] [1,2] N 0,1,2,2,1,0
P [0,1,1,1,1,0] [1,3] N 0,1,2,2,1,0
P [0,0,1,1,0,0] [1,4] N 0,0,1,1,0,0
P [0,0,1,1,0,0] [1,5] N 0,0,1,1,0,0
--------------- -------------------
P [0,0,1,1,0,0] [2,0] N 0,0,1,1,0,0
P [1,1,1,1,1,1] [2,1] N 1,1,2,2,1,1
P [1,1,1,1,1,1] [2,2] N 1,2,3,3,2,1
P [1,1,1,1,1,1] [2,3] N 1,2,3,3,2,1
P [1,1,1,1,1,1] [2,4] N 1,1,2,2,1,1
P [0,0,1,1,0,0] [2,5] N 0,0,1,1,0,0
--------------- -------------------
P [0,0,1,1,0,0] [3,0] N 0,0,1,1,0,0
P [1,1,1,1,1,1] [3,1] N 1,1,2,2,1,1
P [1,1,1,1,1,1] [3,2] N 1,2,3,3,2,1
P [1,1,1,1,1,1] [3,3] N 1,2,3,3,2,1
P [1,1,1,1,1,1] [3,4] N 1,1,2,2,1,1
P [0,0,1,1,0,0] [3,5] N 0,0,1,1,0,0
--------------- -------------------
P [0,0,1,1,0,0] [4,0] N 0,0,1,1,0,0
P [0,0,1,1,0,0] [4,1] N 0,0,1,1,0,0
P [0,1,1,1,1,0] [4,2] N 0,1,2,2,1,0
P [0,1,1,1,1,0] [4,3] N 0,1,2,2,1,0
P [0,0,1,1,0,0] [4,4] N 0,0,1,1,0,0
P [0,0,1,1,0,0] [4,5] N 0,0,1,1,0,0
--------------- -------------------
P [0,0,0,0,0,0] [5,0] N 0,0,0,0,0,0
P [0,0,0,0,0,0] [5,1] N 0,0,0,0,0,0
P [0,1,1,1,1,0] [5,2] N 0,1,1,1,1,0
P [0,1,1,1,1,0] [5,3] N 0,1,1,1,1,0
P [0,0,0,0,0,0] [5,4] N 0,0,0,0,0,0
P [0,0,0,0,0,0] [5,5] N 0,0,0,0,0,0
--------------- -------------------
The program generates a test V matrix by placing the pieces according to the test pattern and then just checks to see if the V matrix is identical to the P matrix for a valid answer. By recording the number of the pieces that sets each corresponding P pixel in a matrix R the final arrangement can be extracted.
Results
A few days were spent writing and debugging program in Swift. After a few shake down runs each of the two puzzles took about 7 minutes to complete on a MacBook Pro 2011 Core i7 2.2Ghz and generated 4 solutions for the vintage puzzle and a single solution for the Amazon puzzle
This represents a solution for the vintage puzzle shown as slices through the puzzle with different interpretations.
pMarks: [SolidKeyBlock,0 Rotate0 ] [AngleShort,5 Rotate1 Fliped ] [ShortCup,1 Rotate3 ] [LongGapLong,4 Rotate1 ] [Tounge,3 Rotate2 Fliped ] [LongGapShort,2 Rotate1 ]
pixelsVRPN: [
CheckPlaceP: true,CheckEdgeGaps: false (true,false) is good here
------------------------- ------------------------- ---------------
[0,0]V [0,0,0,0,0,0] [0,0]R . . . . . . [0,0]P [0,0,0,0,0,0]
[0,1]V [0,0,0,0,0,0] [0,1]R . . . . . . [0,1]P [0,0,0,0,0,0]
[0,2]V [0,1,1,1,1,0] [0,2]R . 0 0 4 4 . [0,2]P [0,1,1,1,1,0]
[0,3]V [0,1,1,1,1,0] [0,3]R . 0 0 4 4 . [0,3]P [0,1,1,1,1,0]
[0,4]V [0,0,0,0,0,0] [0,4]R . . . . . . [0,4]P [0,0,0,0,0,0]
[0,5]V [0,0,0,0,0,0] [0,5]R . . . . . . [0,5]P [0,0,0,0,0,0]
------------------------- ------------------------- ---------------
[1,0]V [0,0,1,1,0,0] [1,0]R . . 5 5 . . [1,0]P [0,0,1,1,0,0]
[1,1]V [0,0,1,1,0,0] [1,1]R . . 5 5 . . [1,1]P [0,0,1,1,0,0]
[1,2]V [0,1,1,1,1,0] [1,2]R . 0 0 5 4 . [1,2]P [0,1,1,1,1,0]
[1,3]V [0,1,1,1,1,0] [1,3]R . 0 0 5 4 . [1,3]P [0,1,1,1,1,0]
[1,4]V [0,0,1,1,0,0] [1,4]R . . 5 5 . . [1,4]P [0,0,1,1,0,0]
[1,5]V [0,0,1,1,0,0] [1,5]R . . 5 5 . . [1,5]P [0,0,1,1,0,0]
------------------------- ------------------------- ---------------
[2,0]V [0,0,1,1,0,0] [2,0]R . . 5 5 . . [2,0]P [0,0,1,1,0,0]
[2,1]V [1,1,1,1,1,1] [2,1]R 1 1 1 1 1 1 [2,1]P [1,1,1,1,1,1]
[2,2]V [1,1,1,1,1,1] [2,2]R 1 0 0 5 1 1 [2,2]P [1,1,1,1,1,1]
[2,3]V [1,1,1,1,1,1] [2,3]R 2 0 0 5 4 2 [2,3]P [1,1,1,1,1,1]
[2,4]V [1,1,1,1,1,1] [2,4]R 2 2 5 5 2 2 [2,4]P [1,1,1,1,1,1]
[2,5]V [0,0,1,1,0,0] [2,5]R . . 5 5 . . [2,5]P [0,0,1,1,0,0]
------------------------- ------------------------- ---------------
[3,0]V [0,0,1,1,0,0] [3,0]R . . 3 3 . . [3,0]P [0,0,1,1,0,0]
[3,1]V [1,1,1,1,1,1] [3,1]R 1 1 1 1 1 1 [3,1]P [1,1,1,1,1,1]
[3,2]V [1,1,1,1,1,1] [3,2]R 1 0 0 3 1 1 [3,2]P [1,1,1,1,1,1]
[3,3]V [1,1,1,1,1,1] [3,3]R 2 0 0 3 4 2 [3,3]P [1,1,1,1,1,1]
[3,4]V [1,1,1,1,1,1] [3,4]R 2 2 2 2 2 2 [3,4]P [1,1,1,1,1,1]
[3,5]V [0,0,1,1,0,0] [3,5]R . . 3 3 . . [3,5]P [0,0,1,1,0,0]
------------------------- ------------------------- ---------------
[4,0]V [0,0,1,1,0,0] [4,0]R . . 3 3 . . [4,0]P [0,0,1,1,0,0]
[4,1]V [0,0,1,1,0,0] [4,1]R . . 3 3 . . [4,1]P [0,0,1,1,0,0]
[4,2]V [0,1,1,1,1,0] [4,2]R . 0 0 3 4 . [4,2]P [0,1,1,1,1,0]
[4,3]V [0,1,1,1,1,0] [4,3]R . 0 0 3 4 . [4,3]P [0,1,1,1,1,0]
[4,4]V [0,0,1,1,0,0] [4,4]R . . 3 3 . . [4,4]P [0,0,1,1,0,0]
[4,5]V [0,0,1,1,0,0] [4,5]R . . 3 3 . . [4,5]P [0,0,1,1,0,0]
------------------------- ------------------------- ---------------
[5,0]V [0,0,0,0,0,0] [5,0]R . . . . . . [5,0]P [0,0,0,0,0,0]
[5,1]V [0,0,0,0,0,0] [5,1]R . . . . . . [5,1]P [0,0,0,0,0,0]
[5,2]V [0,1,1,1,1,0] [5,2]R . 0 0 4 4 . [5,2]P [0,1,1,1,1,0]
[5,3]V [0,1,1,1,1,0] [5,3]R . 0 0 4 4 . [5,3]P [0,1,1,1,1,0]
[5,4]V [0,0,0,0,0,0] [5,4]R . . . . . . [5,4]P [0,0,0,0,0,0]
[5,5]V [0,0,0,0,0,0] [5,5]R . . . . . . [5,5]P [0,0,0,0,0,0]
------------------------- ------------------------- ---------------
The R column provides the answer showing the piece number that is present at that pixel location. Notice how piece 0, being the solid key piece, appears on all the levels of R. The other piece shapes become apparent by following the numbers in the layers of the R matrix.
Where a puzzle has duplicate pieces or a piece that is symmetrical when rotated or flipped, more than one version of the answer is generated.
Going faster
Two ways were devised to make the solution program run faster.
Firstly: when constructing manually the tendency is to put two pieces going in the same direction together then build the other pieces around that foundation. The manual method works well in the hand as the piece alignment takes care of itself but the downside is that any arrangement cannot be failed until after, at least, the third piece is placed. Adjusting the piece placement order in the program so that pieces were placed in a repeated direction order of x then y then z causes overlapping pieces to be detected earlier. However this made no different to the program run time and made the results a bit harder to interpret.
Secondly: Grand central dispatch was used to parallelise the search. Adding the 3 lines required to achieve parallelism caused the code to run in six threads but only halved the run time.
Now with holes in
The program above was built on the assumption that a puzzle would have a solid key piece. Further examination of Robs puzzle pages showed that the among this class of puzzle not all are built the same way. The revelation that some completed puzzles had holes inside and some did not use a key piece forced a bit of a rethink. These holely puzzles are more complex to build requiring sliding motions to assemble. The basic mechanics of the program still works but the following changes had to be made.
1) The total weight of the pieces is checked to see if there holes in the final assembly - if so then the final completion check has to be more detailed.
2) The pieces are checked to see if a key piece is included. - if not then a deeper search is required. With six pieces to be placed a total of over 94 million arrangements have to be checked.
There are 2048 rotations
Starting on a mission from b6_010.txt of 720 piece orders where each has 2048 rotation possibilities with 64 piece flips
There are 94371840 board layouts to try
This takes a while longer (about 100 minutes) even when multitasking but answers are eventually found.
real 99m34.636s user 694m36.010s sys 9m9.842s
Pieces :Comments: #burr6 Eight is enough#from http://www.robspuzzlepage.com/interlocking.htm#trad
Piece { mark:0, name:Abc216, IDValue:216, Weight:6, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 1, 1, 1, 1]
[0,1][1, 0, 1, 0, 0, 1]
[1,1][1, 0, 0, 0, 1, 1] ] }
Piece { mark:1, name:Abc412, IDValue:412, Weight:6, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 0, 1, 1, 1]
[0,1][1, 0, 1, 1, 0, 1]
[1,1][1, 0, 0, 1, 0, 1] ] }
Piece { mark:2, name:Abc751, IDValue:751, Weight:5, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 1, 0, 1, 1]
[0,1][1, 1, 0, 0, 0, 1]
[1,1][1, 1, 0, 0, 0, 1] ] }
Piece { mark:3, name:Abc896, IDValue:896, Weight:3, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 0, 0, 1, 1]
[0,1][1, 0, 0, 0, 1, 1]
[1,1][1, 0, 0, 0, 0, 1] ] }
Piece { mark:4, name:Right Finger, IDValue:960, Weight:3, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 0, 0, 1, 1]
[0,1][1, 0, 0, 1, 0, 1]
[1,1][1, 0, 0, 0, 0, 1] ] }
Piece { mark:5, name:Y, IDValue:1024, Weight:2, Length:6
Cubies: [
[0,0][1, 1, 1, 1, 1, 1]
[1,0][1, 1, 0, 0, 1, 1]
[0,1][1, 0, 0, 0, 0, 1]
[1,1][1, 0, 0, 0, 0, 1] ] }
Total pieces weight 25, piece0IsKey:false
.......
pixelsVRPN: [
CheckPlaceP: true, CheckEdgeGaps: false (true,false) is good here
------------------------- ------------------------- -------------------------
[0,0]V [0, 0, 0, 0, 0, 0] [0,0]R . . . . . . [0,0]P [0, 0, 0, 0, 0, 0]
[0,1]V [0, 0, 0, 0, 0, 0] [0,1]R . . . . . . [0,1]P [0, 0, 0, 0, 0, 0]
[0,2]V [0, 1, 1, 1, 1, 0] [0,2]R . 2 2 3 3 . [0,2]P [0, 1, 1, 1, 1, 0]
[0,3]V [0, 1, 1, 1, 1, 0] [0,3]R . 2 2 3 3 . [0,3]P [0, 1, 1, 1, 1, 0]
[0,4]V [0, 0, 0, 0, 0, 0] [0,4]R . . . . . . [0,4]P [0, 0, 0, 0, 0, 0]
[0,5]V [0, 0, 0, 0, 0, 0] [0,5]R . . . . . . [0,5]P [0, 0, 0, 0, 0, 0]
------------------------- ------------------------- -------------------------
[1,0]V [0, 0, 1, 1, 0, 0] [1,0]R . . 1 1 . . [1,0]P [0, 0, 1, 1, 0, 0]
[1,1]V [0, 0, 1, 1, 0, 0] [1,1]R . . 1 1 . . [1,1]P [0, 0, 1, 1, 0, 0]
[1,2]V [0, 1, 1, 1, 1, 0] [1,2]R . 2 1 1 3 . [1,2]P [0, 1, 1, 1, 1, 0]
[1,3]V [0, 1, 1, 1, 1, 0] [1,3]R . 2 1 3 3 . [1,3]P [0, 1, 1, 1, 1, 0]
[1,4]V [0, 0, 1, 1, 0, 0] [1,4]R . . 1 1 . . [1,4]P [0, 0, 1, 1, 0, 0]
[1,5]V [0, 0, 1, 1, 0, 0] [1,5]R . . 1 1 . . [1,5]P [0, 0, 1, 1, 0, 0]
------------------------- ------------------------- -------------------------
[2,0]V [0, 0, 1, 1, 0, 0] [2,0]R . . 1 1 . . [2,0]P [0, 0, 1, 1, 0, 0]
[2,1]V [1, 1, 1, 1, 1, 1] [2,1]R 0 0 0 0 0 0 [2,1]P [1, 1, 1, 1, 1, 1]
[2,2]V [1, 1, 1, 1, 1, 1] [2,2]R 0 2 1 1 0 0 [2,2]P [1, 1, 1, 1, 1, 1]
[2,3]V [1, 1, 1, 1, 1, 1] [2,3]R 5 . 1 . 3 5 [2,3]P [1, 0, 1, 0, 1, 1]
[2,4]V [1, 1, 1, 1, 1, 1] [2,4]R 5 5 5 5 5 5 [2,4]P [1, 1, 1, 1, 1, 1]
[2,5]V [0, 0, 1, 1, 0, 0] [2,5]R . . 1 1 . . [2,5]P [0, 0, 1, 1, 0, 0]
------------------------- ------------------------- -------------------------
[3,0]V [0, 0, 1, 1, 0, 0] [3,0]R . . 4 4 . . [3,0]P [0, 0, 1, 1, 0, 0]
[3,1]V [1, 1, 1, 1, 1, 1] [3,1]R 0 0 0 0 0 0 [3,1]P [1, 1, 1, 1, 1, 1]
[3,2]V [1, 1, 1, 1, 1, 1] [3,2]R 0 2 0 . . 0 [3,2]P [1, 1, 1, 0, 0, 1]
[3,3]V [1, 1, 1, 1, 1, 1] [3,3]R 5 2 . 4 3 5 [3,3]P [1, 1, 0, 1, 1, 1]
[3,4]V [1, 1, 1, 1, 1, 1] [3,4]R 5 5 . . 5 5 [3,4]P [1, 1, 0, 0, 1, 1]
[3,5]V [0, 0, 1, 1, 0, 0] [3,5]R . . 4 4 . . [3,5]P [0, 0, 1, 1, 0, 0]
------------------------- ------------------------- -------------------------
[4,0]V [0, 0, 1, 1, 0, 0] [4,0]R . . 4 4 . . [4,0]P [0, 0, 1, 1, 0, 0]
[4,1]V [0, 0, 1, 1, 0, 0] [4,1]R . . 4 4 . . [4,1]P [0, 0, 1, 1, 0, 0]
[4,2]V [0, 1, 1, 1, 1, 0] [4,2]R . 2 2 4 3 . [4,2]P [0, 1, 1, 1, 1, 0]
[4,3]V [0, 1, 1, 1, 1, 0] [4,3]R . 2 2 4 3 . [4,3]P [0, 1, 1, 1, 1, 0]
[4,4]V [0, 0, 1, 1, 0, 0] [4,4]R . . 4 4 . . [4,4]P [0, 0, 1, 1, 0, 0]
[4,5]V [0, 0, 1, 1, 0, 0] [4,5]R . . 4 4 . . [4,5]P [0, 0, 1, 1, 0, 0]
------------------------- ------------------------- -------------------------
[5,0]V [0, 0, 0, 0, 0, 0] [5,0]R . . . . . . [5,0]P [0, 0, 0, 0, 0, 0]
[5,1]V [0, 0, 0, 0, 0, 0] [5,1]R . . . . . . [5,1]P [0, 0, 0, 0, 0, 0]
[5,2]V [0, 1, 1, 1, 1, 0] [5,2]R . 2 2 3 3 . [5,2]P [0, 1, 1, 1, 1, 0]
[5,3]V [0, 1, 1, 1, 1, 0] [5,3]R . 2 2 3 3 . [5,3]P [0, 1, 1, 1, 1, 0]
[5,4]V [0, 0, 0, 0, 0, 0] [5,4]R . . . . . . [5,4]P [0, 0, 0, 0, 0, 0]
[5,5]V [0, 0, 0, 0, 0, 0] [5,5]R . . . . . . [5,5]P [0, 0, 0, 0, 0, 0]
------------------------- ------------------------- -------------------------
Note the interior holes in the R and P matrixes but the skin of 1 is complete in the P matrix indicating that there would be no externally visible holes. Whilst the program can find all final piece arrangements it does not say how to slide and assemble the pieces. That is left as an exercise for the owner.
Next
Now that this class of problem is well understood will try and create a solution method with an SMT solver and see how that performs.
References and Acknowledgements
Burr 6 puzzle pages:
Improve your 3D thinking here:
KiKi the nanobot 3D game - not directly related but a lot of fun and insight into thinking in 3D Worlds