Related papers: The Computational Complexity of Angry Birds
Angry Birds is a popular video game in which the player is provided with a sequence of birds to shoot from a slingshot. The task of the game is to destroy all green pigs with maximum possible score. Angry Birds appears to be a difficult…
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this game, but where the difficulty of the generated levels can…
This paper presents an overview of the sixth AIBIRDS competition, held at the 26th International Joint Conference on Artificial Intelligence. This competition tasked participants with developing an intelligent agent which can play the…
Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have…
We train a reinforcement learner to play a simplified version of the game Angry Birds. The learner is provided with a game state in a manner similar to the output that could be produced by computer vision algorithms. We improve on the…
Procedural Content Generation (PCG) techniques enable automatic creation of diverse and complex environments. While PCG facilitates more efficient content creation, ensuring consistently high-quality, industry-standard content remains a…
We study the computational complexity of the popular board game backgammon. We show that deciding whether a player can win from a given board configuration is NP-Hard, PSPACE-Hard, and EXPTIME-Hard under different settings of known and…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…
The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many different agents with various approaches have been employed over…
This paper studies how a domain-independent planner and combinatorial search can be employed to play Angry Birds, a well established AI challenge problem. To model the game, we use PDDL+, a planning language for mixed discrete/continuous…
We study the complexity of problems related to subgame-perfect equilibria (SPEs) in infinite duration non zero-sum multiplayer games played on finite graphs with parity objectives. We present new complexity results that close gaps in the…
This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial…
An ensemble inference mechanism is proposed on the Angry Birds domain. It is based on an efficient tree structure for encoding and representing game screenshots, where it exploits its enhanced modeling capability. This has the advantage to…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an…
We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the…
We study algorithmic complexity of solving subtraction games in a~fixed dimension with a finite difference set. We prove that there exists a game in this class such that any algorithm solving the game runs in exponential time. Also we prove…
We analyze the computational complexity of several popular video games released for the Nintendo Game Boy video game console. We analyze the complexity of generalized versions of four popular Game Boy games: Donkey Kong, Wario Land, Harvest…
This paper presents the first ChatGPT4PCG Competition at the 2023 IEEE Conference on Games. The objective of this competition is for participants to create effective prompts for ChatGPT--enabling it to generate Science Birds levels with…
A major open question in algorithmic game theory is whether normal-form correlated equilibria (NFCE) can be computed efficiently in succinct games such as extensive-form games [DFF+25,6PR24,FP23,HvS08,VSF08,PR08]. Motivated by this…
Dou Shou Qi is a Chinese strategy board game for two players. We use a EXPTIME-hardness framework to analyse computational complexity of the game. We construct all gadgets of the hardness framework. In conclusion, we prove that Dou Shou Qi…