Related papers: Dots & Boxes is PSPACE-complete
In this paper we study the complexity of strategic argumentation for dialogue games. A dialogue game is a 2-player game where the parties play arguments. We show how to model dialogue games in a skeptical, non-monotonic formalism, and we…
We investigate the computational complexity of admissibility of inference rules in infinite-valued {\L}ukasiewicz propositional logic (\L). It was shown in [13] that admissibility in {\L} is checkable in PSPACE. We establish that this…
The study of SAT and its variants has provided numerous NP-complete problems, from which most NP-hardness results were derived. Due to the NP-hardness of SAT, adding constraints to either specify a more precise NP-complete problem or to…
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…
The game of SET is a popular card game in which the objective is to form Sets using cards from a special deck. In this paper we study single- and multi-round variations of this game from the computational complexity point of view and…
We show that for every fixed $k\geq 3$, the problem whether the termination/counter complexity of a given demonic VASS is $\mathcal{O}(n^k)$, $\Omega(n^{k})$, and $\Theta(n^{k})$ is coNP-complete, NP-complete, and DP-complete, respectively.…
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 show that the decision problem for the basic system of interpretability logic IL is PSPACE-complete. For this purpose we present an algorithm which uses polynomial space with respect to the complexity of a given formula. The existence of…
Tumbleweed is a popular two-player perfect-information new territorial game played at the prestigious Mind Sport Olympiad. We define a generalized version of the game, where the board size is arbitrary and so is the possible number of…
The complexity class $PSPACE$ includes all computational problems that can be solved by a classical computer with polynomial memory. All $PSPACE$ problems are known to be solvable by a quantum computer too with polynomial memory and are,…
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,…
In this paper, we show that the problem of determining whether one player can force a win in a multiplayer version of the children's card game War is PSPACE-hard. The same reduction shows that a related problem, asking whether a player can…
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…
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…
Modal logics are widely used in computer science. The complexity of modal satisfiability problems has been investigated since the 1970s, usually proving results on a case-by-case basis. We prove a very general classification for a wide…
This project investigates the potential of computers to solve complex tasks such as games. The paper proves that the complexity of a generalized version of spider solitaire is NP-Complete and uses much of structure of the proof that…
We study the combinatorial two-player game Tron. We answer the extremal question on general graphs and also consider smaller graph classes. Bodlaender and Kloks conjectured in [2] PSPACE- completeness. We proof this conjecture.
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…
In this paper, we show that the friends-and-strangers problem is PSPACE-complete by reduction from the Ncl (non-deterministic constraint logic) problem.
The physics-based simulation game Angry Birds has been heavily researched by the AI community over the past five years, and has been the subject of a popular AI competition that is currently held annually as part of a leading AI conference.…