Related papers: The Legend of Zelda: The Complexity of Mechanics
The subject logic in computer science should entail proof theoretic applications. So the question arises whether open problems in computational complexity can be solved by advanced proof theoretic techniques. In particular, consider the…
Fortification-interdiction games are tri-level adversarial games where two opponents act in succession to protect, disrupt and simply use an infrastructure for a specific purpose. Many such games have been formulated and tackled in the…
We present an algebraic framework for the analysis of combinatorial games. This framework embraces the classical theory of partizan games as well as a number of misere games, comply-constrain games, and card games that have been studied…
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…
Game semantics and winning strategies offer a potential conceptual bridge between semantics and proof systems of logics. We illustrate this link for hybrid logic -- an extension of modal logic that allows for explicit reference to worlds…
We study the computational complexity of an important property of simple, regular and weighted games, which is decisiveness. We show that this concept can naturally be represented in the context of hypergraph theory, and that decisiveness…
We investigate the complexity of the platform video game Celeste. We prove that navigating Celeste is PSPACE-hard in five different ways, corresponding to different subsets of the game mechanics. In particular, we prove the game PSPACE-hard…
For lack of general algorithmic methods that apply to wide classes of logics, establishing a complexity bound for a given modal logic is often a laborious task. The present work is a step towards a general theory of the complexity of modal…
Avoidance games are games in which two players claim vertices of a hypergraph and try to avoid some structures. These games are studied since the introduction of the game of SIM in 1968, but only few complexity results are known on them. In…
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…
Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms.…
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is…
We prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2D platforming video game series. Previously, only the original Super Mario Bros. was known to be PSPACE-hard (FUN 2016), though several of the games we study were known to…
We consider a team formation setting where agents have varying levels of expertise in a global set of required skills, and teams are ranked with respect to how well the expertise of teammates complement each other. We model this setting as…
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…
Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible…
Recently, a standardized framework was proposed for introducing quantum-inspired moves in mathematical games with perfect information and no chance. The beauty of quantum games-succinct in representation, rich in structures, explosive in…
We initiate the study of simple games from the point of view of combinatorial topology. The starting premise is that the losing coalitions of a simple game can be identified with a simplicial complex. Various topological constructions and…
This article presents a technique for proving problems hard for classes of the polynomial hierarchy or for PSPACE. The rationale of this technique is that some problem restrictions are able to simulate existential or universal quantifiers.…
Tiling planar regions with dominoes is a classical problem in which the decision and counting problems are polynomial. We prove a variety of hardness results (both NP- and #P-completeness) for different generalizations of dominoes in three…