English
Related papers

Related papers: Push-Pull Block Puzzles are Hard

200 papers

We study the problem of planning paths for $p$ distinguishable pebbles (robots) residing on the vertices of an $n$-vertex connected graph with $p \le n$. A pebble may move from a vertex to an adjacent one in a time step provided that it…

Data Structures and Algorithms · Computer Science 2015-03-20 Jingjin Yu , Daniela Rus

The main goal of this paper is to show that shellability is NP-hard for triangulated d-balls (this also gives hardness for triangulated d-manifolds/d-pseudomanifolds with boundary) as soon as d is at least 3. This extends our earlier work…

Computational Geometry · Computer Science 2024-07-26 Pavel Paták , Martin Tancer

Robot swarms have been shown to improve the ability of individual robots by inter-robot collaboration. In this paper, we present the PuzzleBots - a low-cost robotic swarm system where robots can physically couple with each other to form…

Robotics · Computer Science 2022-02-08 Sha Yi , Zeynep Temel , Katia Sycara

In recent work of Hazan and Krauthgamer (SICOMP 2011), it was shown that finding an $\eps$-approximate Nash equilibrium with near-optimal value in a two-player game is as hard as finding a hidden clique of size $O(\log n)$ in the random…

Computational Complexity · Computer Science 2011-04-20 Per Austrin , Mark Braverman , Eden Chlamtac

This short paper presents two open problems on the widely used Polyak's Heavy-Ball algorithm. The first problem is the method's ability to exactly \textit{accelerate} in dimension one exactly. The second question regards the behavior of the…

Optimization and Control · Mathematics 2025-02-28 Baptiste Goujaud , Adrien Taylor , Aymeric Dieuleveut

Su-Doku, a popular combinatorial puzzle, provides an excellent testbench for heuristic explorations. Several interesting questions arise from its deceptively simple set of rules. How many distinct Su-Doku grids are there? How to find a…

Artificial Intelligence · Computer Science 2008-04-01 Jean-Marie Chauvet

Despite its long history, the classical game of peg solitaire continues to attract the attention of the scientific community. In this paper, we consider two problems with an algorithmic flavour which are related with this game, namely…

Discrete Mathematics · Computer Science 2016-05-16 Luciano Gualà , Stefano Leucci , Emanuele Natale , Roberto Tauraso

Tetravex is a widely played one person computer game in which you are given $n^2$ unit tiles, each edge of which is labelled with a number. The objective is to place each tile within a $n$ by $n$ square such that all neighbouring edges are…

Computational Complexity · Computer Science 2012-04-18 Yasuhiko Takenaga , Toby Walsh

We focus on the problem of rearranging a set of objects with a team of car-like robot pushers built using off-the-shelf components. Maintaining control of pushed objects while avoiding collisions in a tight space demands highly coordinated…

Recall the classical 15-puzzle, consisting of 15 sliding blocks in a $4\times 4$ grid. Famously, the configuration space of this puzzle consists of two connected components, corresponding to the odd and even permutations of the symmetric…

Combinatorics · Mathematics 2024-12-19 Florestan Brunck , Matthew Kwan

Putting several hard balls into a two-dimensional bowl can form a very basic two-dimensional model of hard-ball system. When the two-dimensional bowl has a parallel-rotation at a uniform speed around a center, when the number of balls is…

Physics Education · Physics 2024-07-10 T. Z. Lin

Challenges for physical solitaire puzzle games are typically designed in advance by humans and limited in number. Alternatively, some games incorporate rules for stochastic setup, where the human solver randomly sets up the game board…

Artificial Intelligence · Computer Science 2019-05-28 Mark Goadrich , James Droscha

In this paper, we propose a novel approach to wheeled robot navigation through an environment with movable obstacles. A robot exploits knowledge about different obstacle classes and selects the minimally invasive action to perform to clear…

Robotics · Computer Science 2023-05-09 Nikolay Zherdev , Mikhail Kurenkov , Kristina Belikova , Dzmitry Tsetserukou

In this paper we give a mathematical model for a game that we call picture cube puzzle and investigate its properties. The central question is the number of moves required to solve the puzzle. A mathematical discussion is followed by the…

Discrete Mathematics · Computer Science 2012-07-27 P. Burcsi

Pebble games are single-player games on DAGs involving placing and moving pebbles on nodes of the graph according to a certain set of rules. The goal is to pebble a set of target nodes using a minimum number of pebbles. In this paper, we…

Computational Complexity · Computer Science 2018-07-16 Erik D. Demaine , Quanquan C. Liu

Pushing is a motion primitive useful to handle objects that are too large, too heavy, or too cluttered to be grasped. It is at the core of much of robotic manipulation, in particular when physical interaction is involved. It seems…

Robotics · Computer Science 2016-08-05 Kuan-Ting Yu , Maria Bauza , Nima Fazeli , Alberto Rodriguez

In this paper we present algorithms for collective construction systems in which a large number of autonomous mobile robots trans- port modular building elements to construct a desired structure. We focus on building block structures…

Computational Geometry · Computer Science 2015-03-19 Zachary Fitzsimmons , Robin Flatland

Packing problems are in general NP-hard, even for simple cases. Since now there are no highly efficient algorithms available for solving packing problems. The two-dimensional bin packing problem is about packing all given rectangular items,…

Neural and Evolutionary Computing · Computer Science 2020-07-28 Camelia-M. Pintea , Cristian Pascan , Mara Hajdu-Macelaru

We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokemon. Our results apply to generalized versions of Super Mario Bros. 1-3, The Lost Levels, and Super…

Computational Complexity · Computer Science 2015-02-10 Greg Aloupis , Erik D. Demaine , Alan Guo , Giovanni Viglietta

Most conventional wheeled robots can only move in flat environments and simply divide their planar workspaces into free spaces and obstacles. Deeming obstacles as non-traversable significantly limits wheeled robots' mobility in real-world,…

Robotics · Computer Science 2024-03-12 Aniket Datar , Chenhui Pan , Mohammad Nazeri , Xuesu Xiao