Anyway, it sounds like clever enumeration is exactly what these authors did—but you do have to be clever to find something at all.
Anyway, it sounds like clever enumeration is exactly what these authors did—but you do have to be clever to find something at all.
I don't mean in any way to demean their research, but I think your exhaustive search could build up formulas in exactly that form and iterate on them. It starts with a valid pentagon. Then it permutes that pentagon with an evolutionary method by modifying the formula.
For example, maybe the lengths it tries are:
1 / 2
1 / sqrt(2)
1 / sqrt(2) * 3
1 / sqrt(2) - 1
1 / sqrt(2) * (3)
1 / sqrt(2) * sqrt(3)
It would try both these and many others along the way.
1 / exp(2) ...
2 / sqrt(2) ...
Again, not to trivialize, but there are only so formulas made up of a fixed number of terms and operators, and as long as it's easy to check whether a shape is a valid pentagon, and whether it tiles, then I think you could check a considerable number of them. It looks like a number of the pentagon formulas have a few sides with complex lengths, while the others are simple or equal to each other, so you could bias the algorithm to search for those.
I'm sure there's way more complexity I'm overlooking, but that's how one might get started.
That's how I'd start. There's probably a way to make the search a lot smarter. Here's the part you're overlooking, though:
"... there are only so [many] formulas made up of a fixed number of terms and operators..."
"So many" = "countably infinite." Paring it down to finitely many would require understanding tantamount to having solved the problem in the first place.
[Edit: I can words.]
So your iteration procedure will probably get to a good approximation, but might not find the "core" expression.
EDIT:
To your question as to why angles can't be to weird, consider vertices, where the corners of the pentagons meet. Each vertex is composed of three angles, one from each of the three neighboring vertices (although it is not a-priori obvious that a vertex contains only three angles). The sum of these angles (in rotations) must be 1. This means that, heuritstically, you would want as many permutations of the angles as possible to add up to one.