Related papers: Trains, Games, and Complexity: 0/1/2-Player Motion…
Feature-based SPL analysis and family-based model checking have seen rapid development. Many model checking problems can be reduced to two-player games on finite graphs. A prominent example is mu-calculus model checking, which is generally…
Robot motion planning involves computing a sequence of valid robot configurations that take the robot from its initial state to a goal state. Solving a motion planning problem optimally using analytical methods is proven to be PSPACE-Hard.…
A mobile agent, starting from a node $s$ of a simple undirected connected graph $G=(V,E)$, has to explore all nodes and edges of $G$ using the minimum number of edge traversals. To do so, the agent uses a deterministic algorithm that allows…
A significant challenge in motion planning is to avoid being in or near \emph{singular configurations} (\textit{singularities}), that is, joint configurations that result in the loss of the ability to move in certain directions in task…
A rotor walk in a directed graph can be thought of as a deterministic version of a Markov Chain, where a pebble moves from vertex to vertex following a simple rule until a terminal vertex, or sink, is reached. The ARRIVAL problem, as…
We report on progress in modelling and solving Puzznic, a video game requiring the player to plan sequences of moves to clear a grid by matching blocks. We focus here on levels with no moving blocks. We compare a planning approach and three…
Supporting the programming of stateful packet forwarding functions in hardware has recently attracted the interest of the research community. When designing such switching chips, the challenge is to guarantee the ability to program…
In this paper we provide a case study of the use of relatively sophisticated mathematics and algorithms to redefine and adapt a simple traditional game/puzzle to exploit the computational power of smart devices. The focus here is not so…
Since its introduction as a Maker-Breaker positional game by Duch\^ene et al. in 2020, the Maker-Breaker domination game has become one of the most studied positional games on vertices. In this game, two players, Dominator and Staller,…
This paper introduces the Packing While Traveling problem as a new non-linear knapsack problem. Given are a set of cities that have a set of items of distinct profits and weights and a vehicle that may collect the items when visiting all…
Motion planning is a difficult problem in robot control. The complexity of the problem is directly related to the dimension of the robot's configuration space. While in many theoretical calculations and practical applications the…
This paper considers the problem of designing the user trajectory in a device-to-device communications setting. We consider a pair of pedestrians connected through a D2D link. The pedestrians seek to reach their respective destinations…
We propose a novel exact algorithm for the transportation problem, one of the paradigmatic network optimization problems. The algorithm, denoted Iterated Inside Out, requires in input a basic feasible solution and is composed by two main…
We analyze the game of go from the point of view of complex networks. We construct three different directed networks of increasing complexity, defining nodes as local patterns on plaquettes of increasing sizes, and links as actual…
We investigate the combinatorial game Slime Trail.This game is played on a graph with a starting piece in a node. Each player's objective is to reach one of their own goal nodes. Every turn the current player moves the piece and deletes the…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler…
We study two-player multi-weighted reachability games played on a finite directed graph, where an agent, called P1, has several quantitative reachability objectives that he wants to optimize against an antagonistic environment, called P2.…
In this thesis, we survey techniques and results from the study of Complexity Theory and Games. We then apply these techniques to obtain new results for previously unstudied games. Our contributions in the games Hexiom, Cut the Rope, and…
We study nondeterministic strategies in parity games with the aim of computing a most permissive winning strategy. Following earlier work, we measure permissiveness in terms of the average number/weight of transitions blocked by the…