23 research outputs found

    Trainyard is NP-Hard

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    Recently, due to the widespread diffusion of smart-phones, mobile puzzle games have experienced a huge increase in their popularity. A successful puzzle has to be both captivating and challenging, and it has been suggested that this features are somehow related to their computational complexity \cite{Eppstein}. Indeed, many puzzle games --such as Mah-Jongg, Sokoban, Candy Crush, and 2048, to name a few-- are known to be NP-hard \cite{CondonFLS97, culberson1999sokoban, GualaLN14, Mehta14a}. In this paper we consider Trainyard: a popular mobile puzzle game whose goal is to get colored trains from their initial stations to suitable destination stations. We prove that the problem of determining whether there exists a solution to a given Trainyard level is NP-hard. We also \href{http://trainyard.isnphard.com}{provide} an implementation of our hardness reduction

    Large Peg-Army Maneuvers

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    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 Solitaire-Reachability and Solitaire-Army. In the first one, we show that deciding whether there is a sequence of jumps which allows a given initial configuration of pegs to reach a target position is NP-complete. Regarding Solitaire-Army, the aim is to successfully deploy an army of pegs in a given region of the board in order to reach a target position. By solving an auxiliary problem with relaxed constraints, we are able to answer some open questions raised by Cs\'ak\'any and Juh\'asz (Mathematics Magazine, 2000). To appreciate the combinatorial beauty of our solutions, we recommend to visit the gallery of animations provided at http://solitairearmy.isnphard.com.Comment: Conference versio

    A quantum procedure for map generation

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    Quantum computation is an emerging technology that promises a wide range of possible use cases. This promise is primarily based on algorithms that are unlikely to be viable over the coming decade. For near-term applications, quantum software needs to be carefully tailored to the hardware available. In this paper, we begin to explore whether near-term quantum computers could provide tools that are useful in the creation and implementation of computer games. The procedural generation of geopolitical maps and their associated history is considered as a motivating example. This is performed by encoding a rudimentary decision making process for the nations within a quantum procedure that is well-suited to near-term devices. Given the novelty of quantum computing within the field of procedural generation, we also provide an introduction to the basic concepts involved.Comment: To be published in the proceedings of the IEEE Conference on Game

    Lemmings is PSPACE-complete

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    Lemmings is a computer puzzle game developed by DMA Design and published by Psygnosis in 1991, in which the player has to guide a tribe of lemming creatures to safety through a hazardous landscape, by assigning them specific skills that modify their behavior in different ways. In this paper we study the optimization problem of saving the highest number of lemmings in a given landscape with a given number of available skills. We prove that the game is PSPACE-complete, even if there is only one lemming to save, and only Builder and Basher skills are available. We thereby settle an open problem posed by Cormode in 2004, and again by Forisek in 2010. However we also prove that, if we restrict the game to levels in which the available Builder skills are only polynomially many (and there is any number of other skills), then the game is solvable in NP. Similarly, if the available Basher, Miner, and Digger skills are polynomially many, the game is solvable in NP. Furthermore, we show that saving the maximum number of lemmings is APX-hard, even when only one type of skill is available, whatever this skill is. This contrasts with the membership in P of the decision problem restricted to levels with no "deadly areas" (such as water or traps) and only Climber and Floater skills, as previously established by Cormode.Comment: 26 pages, 11 figure

    NP-completeness of the game Kingdomino

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    Kingdomino is a board game designed by Bruno Cathala and edited by Blue Orange since 2016. The goal is to place 2Ă—12 \times 1 dominoes on a grid layout, and get a better score than other players. Each 1Ă—11 \times 1 domino cell has a color that must match at least one adjacent cell, and an integer number of crowns (possibly none) used to compute the score. We prove that even with full knowledge of the future of the game, in order to maximize their score at Kingdomino, players are faced with an NP-complete optimization problem

    Triangle Packing on Tripartite Graphs Is Hard

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    The problem of finding a maximum matching on a bipartite graph is well-understood and can be solved using the augmenting path algorithm. However, the similar problem of finding a large set of vertex-disjoint triangles on tripartite graphs has not received much attention. In this paper, we define a set of vertex-disjoint triangles as a “tratching.” The problem of finding a tratching that covers all vertices of a tripartite graph can be shown to be NP-complete using a reduction from the three-dimensional matching problem. In this paper, however, we introduce a new construction that allows us to emulate Boolean circuits using tripartite graphs in order to prove that covering a given vertex subset of a tripartite graph with a tratching is NP-hard, thereby attacking the tratching problem from a new angle

    Video Games as Time Machines: Video Game Nostalgia and the Success of Retro Gaming

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    This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players’ self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area

    PSPACE-completeness of Pulling Blocks to Reach a Goal

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    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 blocks which can be pulled simultaneously, whether there are fixed blocks or thin walls, and whether there is gravity. We show NP-hardness for the remaining problem, Pull?-1FG (optional pulling, strength 1, fixed blocks, with gravity).Comment: Full version of JCDCGGG2019 paper, 22 pages, 25 figure
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