37 research outputs found
Bust-a-Move/Puzzle Bobble is NP-Complete
We prove that the classic 1994 Taito video game, known as Puzzle Bobble or
Bust-a-Move, is NP-complete. Our proof applies to the perfect-information
version where the bubble sequence is known in advance, and it uses just three
bubble colors.Comment: 9 pages, 9 figures. Corrected mistakes in gadget
Trainyard is NP-Hard
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
Depth, balancing, and limits of the Elo model
-Much work has been devoted to the computational complexity of games.
However, they are not necessarily relevant for estimating the complexity in
human terms. Therefore, human-centered measures have been proposed, e.g. the
depth. This paper discusses the depth of various games, extends it to a
continuous measure. We provide new depth results and present tool
(given-first-move, pie rule, size extension) for increasing it. We also use
these measures for analyzing games and opening moves in Y, NoGo, Killall Go,
and the effect of pie rules
LaserTank is NP-complete
We show that the classical game LaserTank is -complete, even
when the tank movement is restricted to a single column and the only blocks
appearing on the board are mirrors and solid blocks. We show this by reducing
-SAT instances to LaserTank puzzles.Comment: 5 page
Bejeweled, Candy Crush and other Match-Three Games are (NP-)Hard
The twentieth century has seen the rise of a new type of video games targeted
at a mass audience of "casual" gamers. Many of these games require the player
to swap items in order to form matches of three and are collectively known as
\emph{tile-matching match-three games}. Among these, the most influential one
is arguably \emph{Bejeweled} in which the matched items (gems) pop and the
above gems fall in their place. Bejeweled has been ported to many different
platforms and influenced an incredible number of similar games. Very recently
one of them, named \emph{Candy Crush Saga} enjoyed a huge popularity and
quickly went viral on social networks. We generalize this kind of games by only
parameterizing the size of the board, while all the other elements (such as the
rules or the number of gems) remain unchanged. Then, we prove that answering
many natural questions regarding such games is actually \NP-Hard. These
questions include determining if the player can reach a certain score, play for
a certain number of turns, and others. We also
\href{http://candycrush.isnphard.com}{provide} a playable web-based
implementation of our reduction.Comment: 21 pages, 12 figure
Lemmings is PSPACE-complete
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
Enhancing level difficulty and additional content in platform videogames through graph analysis
In this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal level structure and a corresponding graph that sketches the user path, the system detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. Alternatively, a designer can create that base level structure and use the algorithm to adapt it to a certain profile. Also, some adjustments can be made to enhance multiplayer cooperative gaming for uneven skilled players, where the path is adapted to force a difficult route to one player and an easier one for the other player. Our experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other similar games