Related papers: On Grid Graph Reachability and Puzzle Games
In recent years, there has been a growing interest in games on graphs within the research community, fueled by their relevance in applications such as economics, politics, and epidemiology. This paper aims to comprehensively detail the…
Many constraint satisfaction problems involve synthesizing subgraphs that satisfy certain reachability constraints. This paper presents programs in Picat for four problems selected from the recent LP/CP programming competitions. The…
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…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
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…
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…
Recent work in deep reinforcement learning (RL) has produced algorithms capable of mastering challenging games such as Go, chess, or shogi. In these works the RL agent directly observes the natural state of the game and controls that state…
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value…
Motivated by the increasing appeal of robots in information-gathering missions, we study multi-agent path planning problems in which the agents must remain interconnected. We model an area by a topological graph specifying the movement and…
We consider games played on the transition graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build. The objective of the game is to build snowmen by moving and stacking snowballs on a discrete grid. For the sake of player engagement with the game, it is…
Artificial Intelligence is becoming instrumental in a variety of applications. Games serve as a good breeding ground for trying and testing these algorithms in a sandbox with simpler constraints in comparison to real life. In this project,…
We study multiplayer quantitative reachability games played on a finite directed graph, where the objective of each player is to reach his target set of vertices as quickly as possible. Instead of the well-known notion of Nash equilibrium…
Graph Exploration problems ask a searcher to explore an unknown environment. The environment is modeled as a graph, where the searcher needs to visit each vertex beginning at some vertex. Treasure Hunt problems are a variation of Graph…
We investigate a variation of the art gallery problem in which a team of mobile guards tries to track an unpredictable intruder in a simply-connected polygonal environment. In this work, we use the deployment strategy for diagonal guards…
We present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for…
One of the most fundamental problems in computer science is the reachability problem: Given a directed graph and two vertices s and t, can s reach t via a path? We revisit existing techniques and combine them with new approaches to support…
Challenges for physical solitaire puzzle games are typically designed in advance by humans and limited in number. Alternatively, some games incorporate rules for stochastic setup, where the human solver randomly sets up the game board…
Many problems in compositional synthesis and verification of multi-agent systems -- such as rational verification and assume-guarantee verification in probabilistic systems -- reduce to reasoning about two-player multi-objective stochastic…