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Given $n$ piles of tokens and a positive integer $k \leq n$, we study the following two impartial combinatorial games Nim$^1_{n, \leq k}$ and Nim$^1_{n, =k}$. In the first (resp. second) game, a player, by one move, chooses at least $1$ and…

Combinatorics · Mathematics 2015-08-25 Vladimir Gurvich , Nhan Bao Ho

In this paper, our aim is to prove that our recursive algorithm to solve the "Reve's puzzle" (four- peg Tower of Hanoi) is the optimal solution according to minimum number of moves. Here we used Frame's five step algorithm to solve the…

Discrete Mathematics · Computer Science 2011-12-06 Bijoy Rahman Arif

A pebbling move on a graph consists of taking two pebbles off from one vertex and add one pebble on an adjacent vertex, the $t$-pebbling number of a graph $G$ is the minimum number of pebbles so that we can move $t$ pebbles on any vertex on…

Combinatorics · Mathematics 2019-07-02 Zheng-Jiang Xia , Zhen-Mu Hong

We introduce a class of normal play partizan games, called Complementary Subtraction. Let $A$ denote your favorite set of positive integers. This is Left's subtraction set, whereas Right subtracts numbers not in $A$. The Golden Nugget…

Combinatorics · Mathematics 2015-10-27 Urban Larsson , Neil A. McKay , Richard J. Nowakowski , Angela A. Siegel

The Frame-Stewart conjecture states the least number of moves to solve a generalized Tower of Hanoi problem, of n disks and p pegs. In this paper, we prove a weaker version of the Frame-Stewart conjecture.

Combinatorics · Mathematics 2020-07-17 Youngjin Bae

The Monty Hall puzzle has been solved and dissected in many ways, but always using probabilistic arguments, so it is considered a probability puzzle. In this paper the puzzle is set up as an orthodox statistical problem involving an unknown…

Other Statistics · Statistics 2020-10-07 Yudi Pawitan

A pebbling move on a graph consists of removing $2$ pebbles from a vertex and adding $1$ pebble to one of the neighbouring vertices. A vertex is called reachable if we can put $1$ pebble on it after a sequence of moves. The optimal pebbling…

Combinatorics · Mathematics 2023-03-20 Jan Petr , Julien Portier , Szymon Stolarczyk

We improve the solution of the classical prisoners and drawers riddle, where all prisoners can find their number using the pointer-following strategy, provided that the prisoners can send a spy to inspect all drawers and swap one pair of…

Combinatorics · Mathematics 2024-07-11 Uri Mendlovic

We investigate the game of peg solitaire on different board shapes, and find those of diamond or rhombus shape have interesting properties. When one peg captures many pegs consecutively, this is called a sweep. Rhombus boards of side 6 have…

Combinatorics · Mathematics 2007-11-29 George I. Bell

We introduce a computational origami problem which we call the segment folding problem: given a set of $n$ line-segments in the plane the aim is to make creases along all segments in the minimum number of folding steps. Note that a folding…

Computational Geometry · Computer Science 2022-01-17 Takashi Horiyama , Fabian Klute , Matias Korman , Irene Parada , Ryuhei Uehara , Katsuhisa Yamanaka

We consider a set of challenging sequential manipulation puzzles, where an agent has to interact with multiple movable objects and navigate narrow passages. Such settings are notoriously difficult for Task-and-Motion Planners, as they…

Robotics · Computer Science 2024-05-06 Svetlana Levit , Joaquim Ortiz-Haro , Marc Toussaint

Optimizing data movements during program executions is essential for achieving high performance in modern computing systems. This has been classically modeled with the Red-Blue Pebble Game and its variants. In existing models, it is…

Data Structures and Algorithms · Computer Science 2026-03-10 Aleksandros Sobczyk

We report on progress in modelling and solving Puzznic, a video game requiring the player to plan sequences of moves to clear a grid by matching blocks. We focus here on levels with no moving blocks. We compare a planning approach and three…

Artificial Intelligence · Computer Science 2023-10-04 Joan Espasa , Ian P. Gent , Ian Miguel , Peter Nightingale , András Z. Salamon , Mateu Villaret

We analyze the computational complexity of several new variants of edge-matching puzzles. First we analyze inequality (instead of equality) constraints between adjacent tiles, proving the problem NP-complete for strict inequalities but…

A mobile agent, modeled as a deterministic finite automaton, navigates in the infinite anonymous oriented grid $\mathbb{Z} \times \mathbb{Z}$. It has to explore a given infinite subgraph of the grid by visiting all of its nodes. We focus on…

Data Structures and Algorithms · Computer Science 2023-02-02 Subhash Bhagat , Andrzej Pelc

We study pursuit-evasion in a polygonal environment with polygonal obstacles. In this turn based game, an evader $e$ is chased by pursuers $p_1, p_2, ..., p_{\ell}$. The players have full information about the environment and the location…

Computational Geometry · Computer Science 2014-10-21 Brendan Ames , Andrew Beveridge , Rosalie Carlson , Claire Djang , Volkan Isler , Stephen Ragain , Maxray Savage

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…

Combinatorics · Mathematics 2023-07-27 Moritz Beyer , Stefano Mereta , Érika Roldán , Peter Voran

A generalized `$15$ puzzle' consists of an $n \times n$ numbered grid, with one missing number. A move in the game switches the position of the empty square with the position of one of its neighbors. We solve Diaconis' `15 puzzle problem'…

Probability · Mathematics 2019-08-21 Yang Chu , Robert Hough

A configuration of pebbles on the vertices of a graph is solvable if one can place a pebble on any given root vertex via a sequence of pebbling steps. The pebbling number of a graph G is the minimum number pi(G) so that every configuration…

Combinatorics · Mathematics 2007-05-23 Andrzej Czygrinow , Glenn Hurlbert

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…

Computational Complexity · Computer Science 2017-09-06 Erik D. Demaine , Isaac Grosof , Jayson Lynch