Related papers: PushPush is NP-hard in 3D
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 conjunctive…
Wordle is a single-player word-guessing game where the goal is to discover a secret word $w$ that has been chosen from a dictionary $D$. In order to discover $w$, the player can make at most $\ell$ guesses, which must also be words from…
We prove that finding an epsilon-Nash equilibrium in a succinctly representable game with many players is PPAD-hard for constant epsilon. Our proof uses succinct games, i.e. games whose payoff function is represented by a circuit. Our…
A rank-3 Maker-Breaker game is played on a hypergraph in which all hyperedges are sets of at most 3 vertices. The two players of the game, called Maker and Breaker, move alternately. On his turn, maker chooses a vertex to be withdrawn from…
In this expository paper, we show how to use the Douglas-Rachford algorithm as a successful heuristic for finding magic squares. The Douglas-Rachford algorithm is an iterative projection method for solving feasibility problems. Although its…
We consider the complexity of problems related to the combinatorial game Free-Flood-It, in which players aim to make a coloured graph monochromatic with the minimum possible number of flooding operations. Our main result is that computing…
Finding, counting, or determining the existence of Nash equilibria, where players must play optimally given each others' actions, are known to be computational intractable problems. We ask whether weakening optimality to the requirement…
We address two sets of long-standing open questions in probability theory, from a computational complexity perspective: divisibility of stochastic maps, and divisibility and decomposability of probability distributions. We prove that finite…
Continuing results from JCDCGGG 2016 and 2017, we solve several new cases of the simple foldability problem -- deciding which crease patterns can be folded flat by a sequence of (some model of) simple folds. We give new efficient algorithms…
We consider the model of one-dimensional Pushdown Vector Addition Systems (1-PVAS), a fundamental computational model simulating both recursive and concurrent behaviours. Our main result is decidability of the reachability problem for…
In areas as diverse as contemporary art, play structures, climbing equipment, and modular construction toys, we see the presence of building block-like polyhedral complexes, which are generalizations of the pieces in the game Tetris. We…
We prove that for every $d\geq 2$, deciding if a pure, $d$-dimensional, simplicial complex is shellable is NP-hard, hence NP-complete. This resolves a question raised, e.g., by Danaraj and Klee in 1978. Our reduction also yields that for…
Patterned self-assembly tile set synthesis (PATS) aims at finding a minimum tile set to uniquely self-assemble a given rectangular (color) pattern. For k >= 1, k-PATS is a variant of PATS that restricts input patterns to those with at most…
We prove that path puzzles with complete row and column information--or equivalently, 2D orthogonal discrete tomography with Hamiltonicity constraint--are strongly NP-complete, ASP-complete, and #P-complete. Along the way, we newly…
A turn in a computation of a pushdown automaton is a switch from a phase in which the height of the pushdown store increases to a phase in which it decreases. Given a pushdown or one-counter automaton, we consider, for each string in its…
In this paper the problem of maximizing the distance to a given fixed point over an intersection of balls is considered. It is known that this problem is NP complete in the general case, since any subset sum problem can be solved upon…
The UNIQUE GAMES problem is a central problem in algorithms and complexity theory. Given an instance of UNIQUE GAMES, the STRONG UNIQUE GAMES problem asks to find the largest subset of vertices, such that the UNIQUE GAMES instance induced…
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…
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…
Recently, deep neural networks (DNNs) have been widely and successfully used in Object Detection, e.g. Faster RCNN, YOLO, CenterNet. However, recent studies have shown that DNNs are vulnerable to adversarial attacks. Adversarial attacks…