相关论文: Defying Gravity: The Complexity of the Hanano Puzz…
The Hanano Puzzle is a one-player game with irreversible gravity, where the goal is to make colored blocks make contact with flowers of the corresponding color. The game Jelly no Puzzle shares similar mechanics. In general, determining if a…
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…
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…
We prove PSPACE-completeness of several reversible, fully deterministic systems. At the core, we develop a framework for such proofs (building on a result of Tsukiji and Hagiwara and a framework for motion planning through gadgets), showing…
Non-deterministic constraint logic (NCL) is a simple model of computation based on orientations of a constraint graph with edge weights and vertex demands. NCL captures \PSPACE\xspace and has been a useful tool for proving algorithmic…
This work shows new results on the complexity of games Jelly-No and Hanano with various constraints on the size of the board and number of colours. Hanano and Jelly-No are one-player, 2D side-view puzzle games with a dynamic board…
We show that the decision problem for the basic system of interpretability logic IL is PSPACE-complete. For this purpose we present an algorithm which uses polynomial space with respect to the complexity of a given formula. The existence of…
In this paper, we show that the friends-and-strangers problem is PSPACE-complete by reduction from the Ncl (non-deterministic constraint logic) problem.
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…
In this paper we study the computational complexity of the game of Scrabble. We prove the PSPACE-completeness of a derandomized model of the game, answering an open question of Erik Demaine and Robert Hearn.
We study the problem of generating a test sequence that achieves maximal coverage for a reactive system under test. We formulate the problem as a repeated game between the tester and the system, where the system state space is partitioned…
We study algorithmic complexity of solving subtraction games in a~fixed dimension with a finite difference set. We prove that there exists a game in this class such that any algorithm solving the game runs in exponential time. Also we prove…
We note that the remarkable EXPSPACE-hardness result in [G\"oller, Haase, Ouaknine, Worrell, ICALP 2010] ([GHOW10] for short) allows us to answer an open complexity question for simulation preorder of succinct one counter nets (i.e., one…
This paper proposes Hodge Potential Choice (HPC), a new solution for abstract games with irreflexive dominance relations. This solution is formulated by involving geometric tools like differential forms and Hodge decomposition onto abstract…
We analyze some of the many game mechanics available to Link in the classic Legend of Zelda series of video games. In each case, we prove that the generalized game with that mechanic is polynomial, NP-complete, NP-hard and in PSPACE, or…
We prove a complexity dichotomy theorem for all non-negative weighted counting Constraint Satisfaction Problems (CSP). This caps a long series of important results on counting problems including unweighted and weighted graph homomorphisms…
This article presents a technique for proving problems hard for classes of the polynomial hierarchy or for PSPACE. The rationale of this technique is that some problem restrictions are able to simulate existential or universal quantifiers.…
We study the problem of deciding the winner of reachability switching games for zero-, one-, and two-player variants. Switching games provide a deterministic analogue of stochastic games. We show that the zero-player case is NL-hard, the…
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…
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…