Related papers: PSPACE-completeness of Pulling Blocks to Reach a G…
We study routing games where every agent sequentially decides her next edge when she obtains the green light at each vertex. Because every edge only has capacity to let out one agent per round, an edge acts as a FIFO waiting queue that…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
We study the computational complexity of scheduling jobs on a single speed-scalable processor with the objective of capturing the trade-off between the (weighted) flow time and the energy consumption. This trade-off has been extensively…
We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position,…
By using a selective filtration argument, we prove that the satisfiability problem of the unimodal logic of density is in $EXPTIME$. By using a tableau-like approach, we prove that the satisfiability problem of the bimodal logic of weak…
How can a stack of identical blocks be arranged to extend beyond the edge of a table as far as possible? We consider a generalization of this classic puzzle to blocks that differ in width and mass. Despite the seemingly simple premise, we…
It is well known that modal satisfiability is PSPACE-complete (Ladner 1977). However, the complexity may decrease if we restrict the set of propositional operators used. Note that there exist an infinite number of propositional operators,…
We prove PSPACE-completeness of several reversible, fully deterministic systems. At the core, we develop a framework for such proofs (building on a result of Tsukiji and Hagiwara and a framework for motion planning through gadgets), showing…
We study two well-known reconfiguration problems. Given a start and a target configuration of geometric objects in a polygon, we wonder whether we can move the objects from the start configuration to the target configuration while avoiding…
The reachability problem in cooperating systems is known to be PSPACE-complete. We show here that this problem remains PSPACE-complete when we restrict the communication structure between the subsystems in various ways. For this purpose we…
This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question by Zubaran and Ritt. Push-pull block puzzles are a type of…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
Temporal graphs extend ordinary graphs with discrete time that affects the availability of edges. We consider solving games played on temporal graphs where one player aims to explore the graph, i.e., visit all vertices. The complexity…
We study games with reachability objectives under energy constraints. We first prove that under strict energy constraints (either only lower-bound constraint or interval constraint), those games are LOGSPACE-equivalent to energy games with…
We study the problem of generating a test sequence that achieves maximal coverage for a reactive system under test. We formulate the problem as a repeated game between the tester and the system, where the system state space is partitioned…
We analyze the computational complexity of several new variants of edge-matching puzzles. First we analyze inequality (instead of equality) constraints between adjacent tiles, proving the problem NP-complete for strict inequalities but…
We prove that a particular pushing-blocks puzzle is intractable in 2D, improving an earlier result that established intractability in 3D [OS99]. The puzzle, inspired by the game *PushPush*, consists of unit square blocks on an integer…
We consider the following modification of annihilation game called node blocking. Given a directed graph, each vertex can be occupied by at most one token. There are two types of tokens, each player can move his type of tokens. The players…
We study the problem of deciding whether some PSPACE-complete problems have models of bounded size. Contrary to problems in NP, models of PSPACE-complete problems may be exponentially large. However, such models may take polynomial space in…
We investigate the problem of assembling general shapes and patterns in a model in which particles move based on uniform external forces until they encounter an obstacle. While previous work within this model of assembly has focused on…