Related papers: PushPush is NP-hard in 2D
Blondin et al. showed at LICS 2015 that two-dimensional vector addition systems with states have reachability witnesses of length exponential in the number of states and polynomial in the norm of vectors. The resulting guess-and-verify…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
Edge-matching problems, also called edge matching puzzles, are abstractions of placement problems with neighborhood conditions. Pieces with colored edges have to be placed on a board such that adjacent edges have the same color. The problem…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
We study a two-dimensional generalization of the classical Bin Packing problem, denoted as 2D Demand Bin Packing. In this context, each bin is a horizontal timeline, and rectangular tasks (representing electric appliances or computational…
This paper studies a language-based opacity enforcement in a two-player, zero-sum game on a graph. In this game, player 1 (P1) wins if it can achieve a secret temporal goal described by the language of a finite automaton, no matter what…
For any odd integer $n\geq3$ a board (of size $n$) is a square array of $n\times n$ positions with a simple rule of how to move between positions. The goal of the game we introduce is to find a path from the upper left corner of a board to…
Imitation is simple behavior which uses successful actions of others in order to deal with one's own problems. Because success of imitation generally depends on whether profit of an imitating agent coincides with those of other agents or…
We introduce higher-dimensional cubical sliding puzzles that are inspired by the classical 15 Puzzle from the 1880s. In our puzzles, on a $d$-dimensional cube, a labeled token can be slid from one vertex to another if it is topologically…
We consider the computational complexity of winning this turn (mate-in-1 or "finding lethal") in Hearthstone as well as several other single turn puzzle types introduced in the Boomsday Lab expansion. We consider three natural…
This paper is about reachability analysis in a restricted subclass of multi-pushdown automata. We assume that the control states of an automaton are partially ordered, and all transitions of an automaton go downwards with respect to the…
Motivated by advances is nanoscale applications and simplistic robot agents, we look at problems based on using a global signal to move all agents when given a limited number of directional signals and immovable geometry. We study a model…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
Building on the results published in arxiv:2004.12849 we present a general framework for demonstrating the NP-hardness of satisfying many genres of loop and path puzzles using a 'T-metacell' gadget. We then use this to prove the…
The Searchlight Scheduling Problem was first studied in 2D polygons, where the goal is for point guards in fixed positions to rotate searchlights to catch an evasive intruder. Here the problem is extended to 3D polyhedra, with the guards…
Can agents be trained to answer difficult mathematical questions by playing a game? We consider the integer feasibility problem, a challenge of deciding whether a system of linear equations and inequalities has a solution with integer…
Patch-based attacks introduce a perceptible but localized change to the input that induces misclassification. A limitation of current patch-based black-box attacks is that they perform poorly for targeted attacks, and even for the less…
We investigate the complexity of the reachability problem for (deep) neural networks: does it compute valid output given some valid input? It was recently claimed that the problem is NP-complete for general neural networks and…
Multi-pushdown systems are a standard model for concurrent recursive programs, but they have an undecidable reachability problem. Therefore, there have been several proposals to underapproximate their sets of runs so that reachability in…