Related papers: PushPush is NP-hard in 3D
Despite its long history, the classical game of peg solitaire continues to attract the attention of the scientific community. In this paper, we consider two problems with an algorithmic flavour which are related with this game, namely…
We study the Unique Set Cover problem on unit disks and unit squares. For a given set $P$ of $n$ points and a set $D$ of $m$ geometric objects both in the plane, the objective of the Unique Set Cover problem is to select a subset…
The New York Times (NYT) games have found widespread popularity in recent years and reportedly account for an increasing fraction of the newspaper's readership. In this paper, we bring the computational lens to the study of New York Times…
We show that \emph{Sorting by Strip Swaps} (SbSS) is NP-hard by a polynomial reduction of \emph{Block Sorting}. The key idea is a local gadget, a \emph{cage}, that replaces every decreasing adjacency $(a_i,a_{i+1})$ by a guarded triple…
We discuss the computational complexity of special cases of the 3-dimensional (axial) assignment problem where the elements are points in a Cartesian space and where the cost coefficients are the perimeters of the corresponding triangles…
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…
We prove that a variant of 2048, a popular online puzzle game, is PSPACE-Complete. Our hardness result holds for a version of the problem where the player has oracle access to the computer player's moves. Specifically, we show that for an…
Pushdown systems (PDSs) are a natural model for sequential programs, but they can fail to accurately represent the way an assembly stack actually operates. Indeed, one may want to access the part of the memory that is below the current…
We study public goods games, a type of game where every player has to decide whether or not to produce a good which is public, i.e., neighboring players can also benefit from it. Specifically, we consider a setting where the good is…
In the pinwheel problem, one is given an $m$-tuple of positive integers $(a_1, \ldots, a_m)$ and asked whether the integers can be partitioned into $m$ color classes $C_1,\ldots,C_m$ such that every interval of length $a_i$ has non-empty…
We analyze Solo Chess puzzles, where the input is an $n \times n$ board containing some standard Chess pieces of the same color, and the goal is to make a sequence of capture moves to reduce down to a single piece. Prior work analyzes this…
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…
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…
Packing is a classical problem where one is given a set of subsets of Euclidean space called objects, and the goal is to find a maximum size subset of objects that are pairwise non-intersecting. The problem is also known as the Independent…
We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In…
After the NP-hardness of computational problems such as 3SAT and MaxCut was established, a natural next step was to explore whether these problems remain hard to approximate. While the quantum extensions of some of these problems are known…
We analyze the computational complexity of two 2-player games involving packing objects into a box. In the first game, players alternate drawing polycubes from a shared pile and placing them into an initially empty box in any available…
Multi-robot motion planning is a hard problem. We investigate restricted variants of the problem where square robots are allowed to slide over an arbitrary curve to a new position only a constant number of times each. We show that the…
We prove that computing an $\epsilon$-approximate Nash equilibrium of a win-lose bimatrix game with constant sparsity is PPAD-hard for inverse-polynomial $\epsilon$. Our result holds for 3-sparse games, which is tight given that 2-sparse…
We show that the Minesweeper game is PP-hard, when the object is to locate all mines with the highest probability. When the probability of locating all mines may be infinitesimal, the Minesweeper game is even PSPACE-complete. In our…