相关论文: Walking through Doors is Hard, even without Stairc…
Towards the role of humanoid robots as squad mates in urban operations and other domains, we identified doors as a major area lacking capability development. In this paper, we focus on the ability of humanoid robots to navigate and deal…
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…
Recently, a standardized framework was proposed for introducing quantum-inspired moves in mathematical games with perfect information and no chance. The beauty of quantum games-succinct in representation, rich in structures, explosive in…
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is…
Amazons is a board game which combines elements of Chess and Go. It has become popular in recent years, and has served as a useful platform for both game-theoretic study and AI games research. Buro showed that simple Amazons endgames are…
We prove PSPACE-completeness of all but one problem in a large space of pulling-block problems where the goal is for the agent to reach a target destination. The problems are parameterized by whether pulling is optional, the number of…
Humanoid robots promise to operate in everyday human environments without requiring modifications to the surroundings. Among the many skills needed, opening doors is essential, as doors are the most common gateways in built spaces and often…
Robots operating in unstructured environments face significant challenges when interacting with everyday objects like doors. They particularly struggle to generalize across diverse door types and conditions. Existing vision-based and…
Automatic door is an automated movable barrier installed in the entry of a room or building to restrict access, provide ease of opening a door or provide visual privacy. As a result of enhanced civilization and modernization, the human…
Learning a universal manipulation policy encompassing doors with diverse categories, geometries and mechanisms, is crucial for future embodied agents to effectively work in complex and broad real-world scenarios. Due to the limited datasets…
We introduce OPEND, a benchmark for learning how to use a hand to open cabinet doors or drawers in a photo-realistic and physics-reliable simulation environment driven by language instruction. To solve the task, we propose a multi-step…
The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase…
We present a nondeterministic model of computation based on reversing edge directions in weighted directed graphs with minimum in-flow constraints on vertices. Deciding whether this simple graph model can be manipulated in order to reverse…
The ability of robots to navigate through doors is crucial for their effective operation in indoor environments. Consequently, extensive research has been conducted to develop robots capable of opening specific doors. However, the diverse…
In combinatorial game theory, the winning player for a position in normal play is analyzed and characterized via algebraic operations. Such analyses define a value for each position, called a game value. A game (ruleset) is called universal…
We study the verification of distributed systems where processes are finite automata with access to a shared pool of locks. We consider objectives that are boolean combinations of local regular constraints. We show that the problem,…
We investigate the complexity of the platform video game Celeste. We prove that navigating Celeste is PSPACE-hard in five different ways, corresponding to different subsets of the game mechanics. In particular, we prove the game PSPACE-hard…
We study the computational power of the Full-Tilt model of motion planning, where slidable polyominos are moved maximally around a board by way of a sequence of directional ``tilts.'' We focus on the deterministic scenario in which the…
We introduce the dependent doors problem as an abstraction for situations in which one must perform a sequence of possibly dependent decisions, without receiving feedback information on the effectiveness of previously made actions.…
Nowadays, the field of Artificial Intelligence in Computer Games (AI in Games) is going to be more alluring since computer games challenge many aspects of AI with a wide range of problems, particularly general problems. One of these kinds…