3,415 research outputs found
On the Complexity of the Mis\`ere Version of Three Games Played on Graphs
We investigate the complexity of finding a winning strategy for the mis\`ere
version of three games played on graphs : two variants of the game
, introduced by Stockmann in 2004 and the game on both directed and undirected graphs. We show that on general
graphs those three games are -Hard or Complete. For one
-Hard variant of , we find an algorithm to compute
an effective winning strategy in time when
is a bipartite graph
Push-Pull Block Puzzles are Hard
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 recreational motion planning problem, similar to Sokoban, that involve
moving a `robot' on a square grid with obstacles. The obstacles
cannot be traversed by the robot, but some can be pushed and pulled by the
robot into adjacent squares. Thin walls prevent movement between two adjacent
squares. This work follows in a long line of algorithms and complexity work on
similar problems. The 2D push-pull block puzzle shows up in the video games
Pukoban as well as The Legend of Zelda: A Link to the Past, giving another
proof of hardness for the latter. This variant of block-pushing puzzles is of
particular interest because of its connections to reversibility, since any
action (e.g., push or pull) can be inverted by another valid action (e.g., pull
or push).Comment: Full version of CIAC 2017 paper. 17 page
The Computational Complexity of Angry Birds
The physics-based simulation game Angry Birds has been heavily researched by
the AI community over the past five years, and has been the subject of a
popular AI competition that is currently held annually as part of a leading AI
conference. Developing intelligent agents that can play this game effectively
has been an incredibly complex and challenging problem for traditional AI
techniques to solve, even though the game is simple enough that any human
player could learn and master it within a short time. In this paper we analyse
how hard the problem really is, presenting several proofs for the computational
complexity of Angry Birds. By using a combination of several gadgets within
this game's environment, we are able to demonstrate that the decision problem
of solving general levels for different versions of Angry Birds is either
NP-hard, PSPACE-hard, PSPACE-complete or EXPTIME-hard. Proof of NP-hardness is
by reduction from 3-SAT, whilst proof of PSPACE-hardness is by reduction from
True Quantified Boolean Formula (TQBF). Proof of EXPTIME-hardness is by
reduction from G2, a known EXPTIME-complete problem similar to that used for
many previous games such as Chess, Go and Checkers. To the best of our
knowledge, this is the first time that a single-player game has been proven
EXPTIME-hard. This is achieved by using stochastic game engine dynamics to
effectively model the real world, or in our case the physics simulator, as the
opponent against which we are playing. These proofs can also be extended to
other physics-based games with similar mechanics.Comment: 55 Pages, 39 Figure
Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
We analyze the computational complexity of motion planning through local
"input/output" gadgets with separate entrances and exits, and a subset of
allowed traversals from entrances to exits, each of which changes the state of
the gadget and thereby the allowed traversals. We study such gadgets in the 0-,
1-, and 2-player settings, in particular extending past
motion-planning-through-gadgets work to 0-player games for the first time, by
considering "branchless" connections between gadgets that route every gadget's
exit to a unique gadget's entrance. Our complexity results include containment
in L, NL, P, NP, and PSPACE; as well as hardness for NL, P, NP, and PSPACE. We
apply these results to show PSPACE-completeness for certain mechanics in
Factorio, [the Sequence], and a restricted version of Trainyard, improving
prior results. This work strengthens prior results on switching graphs and
reachability switching games.Comment: 37 pages, 36 figure
Branching-time model checking of one-counter processes
One-counter processes (OCPs) are pushdown processes which operate only on a
unary stack alphabet. We study the computational complexity of model checking
computation tree logic (CTL) over OCPs. A PSPACE upper bound is inherited from
the modal mu-calculus for this problem. First, we analyze the periodic
behaviour of CTL over OCPs and derive a model checking algorithm whose running
time is exponential only in the number of control locations and a syntactic
notion of the formula that we call leftward until depth. Thus, model checking
fixed OCPs against CTL formulas with a fixed leftward until depth is in P. This
generalizes a result of the first author, Mayr, and To for the expression
complexity of CTL's fragment EF. Second, we prove that already over some fixed
OCP, CTL model checking is PSPACE-hard. Third, we show that there already
exists a fixed CTL formula for which model checking of OCPs is PSPACE-hard. To
obtain the latter result, we employ two results from complexity theory: (i)
Converting a natural number in Chinese remainder presentation into binary
presentation is in logspace-uniform NC^1 and (ii) PSPACE is AC^0-serializable.
We demonstrate that our approach can be used to obtain further results. We show
that model-checking CTL's fragment EF over OCPs is hard for P^NP, thus
establishing a matching lower bound and answering an open question of the first
author, Mayr, and To. We moreover show that the following problem is hard for
PSPACE: Given a one-counter Markov decision process, a set of target states
with counter value zero each, and an initial state, to decide whether the
probability that the initial state will eventually reach one of the target
states is arbitrarily close to 1. This improves a previously known lower bound
for every level of the Boolean hierarchy by Brazdil et al
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