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Classic Rock-Paper-Scissors, RPS, has seen many variants and generalizations in the past several years. In the previous paper, we defined playability and balance for games. We used these definitions to show that different forms of imbalance…
Modern board games are a rich source of interesting and new challenges for combinatorial problems. The game Nmbr9 is a solitaire style puzzle game using polyominoes. The rules of the game are simple to explain, but modelling the game…
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…
In the $(s,d)$-spy game over a graph, introduced by Cohen et al. in 2016, one spy and $k$ guards occupy vertices of a graph and, at each turn, each guard may move along one edge and the spy may move along at most $s$ edges. The guards win…
We prove that a particular pushing-blocks puzzle is intractable in 3D. The puzzle, inspired by the game PushPush, consists of unit square blocks on an integer lattice. An agent may push blocks (but never pull them) in attempting to move…
Hackenbush is a two player game, played on a graph with coloured edges where players take it in turns to remove edges of their own colour. It has been shown that under normal play rules Red-Blue Hackenbush (all edges are coloured either red…
In the field of algorithmic self-assembly, a long-standing unproven conjecture has been that of the NP-hardness of binary pattern tile set synthesis (2-PATS). The $k$-PATS problem is that of designing a tile assembly system with the…
We analyze the computational complexity of Tetris clearing (determining whether the player can clear an initial board using a given sequence of pieces) and survival (determining whether the player can avoid losing before placing all the…
In this paper, we resolve the computational complexity of a number of outstanding open problems with practical applications. Here is the list of problems we show to be PPAD-complete, along with the domains of practical significance:…
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…
The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash equilibrium (NE) of a rank-$0$, i.e., zero-sum game is equivalent to linear programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an FPTAS for…
Many popular puzzle and matching games have been analyzed through the lens of computational complexity. Prominent examples include Sudoku, Candy Crush, and Flood-It. A common theme among these widely played games is that their generalized…
Consider QBF, the Quantified Boolean Formula problem, as a combinatorial game ruleset. The problem is rephrased as determining the winner of the game where two opposing players take turns assigning values to boolean variables. In this…
We consider the computational complexity of Hearthstone which is a popular online CCG (collectible card game). We reduce a PSPACE-complete problem, the partition game, to perfect information Hearthstone in which there is no hidden…
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,…
We introduce a new family of one-player games, involving the movement of coins from one configuration to another. Moves are restricted so that a coin can be placed only in a position that is adjacent to at least two other coins. The goal of…
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 build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the…
Although most reinforcement learning research has centered on competitive games, little work has been done on applying it to co-operative multiplayer games or text-based games. Codenames is a board game that involves both asymmetric…