134 research outputs found

    Parameterized Complexity of Graph Constraint Logic

    Get PDF
    Graph constraint logic is a framework introduced by Hearn and Demaine, which provides several problems that are often a convenient starting point for reductions. We study the parameterized complexity of Constraint Graph Satisfiability and both bounded and unbounded versions of Nondeterministic Constraint Logic (NCL) with respect to solution length, treewidth and maximum degree of the underlying constraint graph as parameters. As a main result we show that restricted NCL remains PSPACE-complete on graphs of bounded bandwidth, strengthening Hearn and Demaine's framework. This allows us to improve upon existing results obtained by reduction from NCL. We show that reconfiguration versions of several classical graph problems (including independent set, feedback vertex set and dominating set) are PSPACE-complete on planar graphs of bounded bandwidth and that Rush Hour, generalized to k×nk\times n boards, is PSPACE-complete even when kk is at most a constant

    2048 is (PSPACE) Hard, but Sometimes Easy

    Full text link
    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 n×nn \times n game board G\mathcal{G}, computing a sequence of moves to reach a particular configuration C\mathbb{C} from an initial configuration C0\mathbb{C}_0 is PSPACE-Complete. Our reduction is from Nondeterministic Constraint Logic (NCL). We also show that determining whether or not there exists a fixed sequence of moves S{,,,}k\mathcal{S} \in \{\Uparrow, \Downarrow, \Leftarrow, \Rightarrow\}^k of length kk that results in a winning configuration for an n×nn \times n game board is fixed-parameter tractable (FPT). We describe an algorithm to solve this problem in O(4kn2)O(4^k n^2) time.Comment: 13 pages, 11 figure

    Push-Pull Block Puzzles are Hard

    Full text link
    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 1×11 \times 1 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

    Games, puzzles, and computation

    Get PDF
    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.Includes bibliographical references (p. 147-153).There is a fundamental connection between the notions of game and of computation. At its most basic level, this is implied by any game complexity result, but the connection is deeper than this. One example is the concept of alternating nondeterminism, which is intimately connected with two-player games. In the first half of this thesis, I develop the idea of game as computation to a greater degree than has been done previously. I present a general family of games, called Constraint Logic, which is both mathematically simple and ideally suited for reductions to many actual board games. A deterministic version of Constraint Logic corresponds to a novel kind of logic circuit which is monotone and reversible. At the other end of the spectrum, I show that a multiplayer version of Constraint Logic is undecidable. That there are undecidable games using finite physical resources is philosophically important, and raises issues related to the Church-Turing thesis. In the second half of this thesis, I apply the Constraint Logic formalism to many actual games and puzzles, providing new hardness proofs. These applications include sliding-block puzzles, sliding-coin puzzles, plank puzzles, hinged polygon dissections, Amazons, Kohane, Cross Purposes, Tip over, and others.(cont.) Some of these have been well-known open problems for some time. For other games, including Minesweeper, the Warehouseman's Problem, Sokoban, and Rush Hour, I either strengthen existing results, or provide new, simpler hardness proofs than the original proofs.by Robert Aubrey Hearn.Ph.D

    On the hardness of unlabeled multi-robot motion planning

    Full text link
    In unlabeled multi-robot motion planning several interchangeable robots operate in a common workspace. The goal is to move the robots to a set of target positions such that each position will be occupied by some robot. In this paper, we study this problem for the specific case of unit-square robots moving amidst polygonal obstacles and show that it is PSPACE-hard. We also consider three additional variants of this problem and show that they are all PSPACE-hard as well. To the best of our knowledge, this is the first hardness proof for the unlabeled case. Furthermore, our proofs can be used to show that the labeled variant (where each robot is assigned with a specific target position), again, for unit-square robots, is PSPACE-hard as well, which sets another precedence, as previous hardness results require the robots to be of different shapes

    Particle Computation: Complexity, Algorithms, and Logic

    Full text link
    We investigate algorithmic control of a large swarm of mobile particles (such as robots, sensors, or building material) that move in a 2D workspace using a global input signal (such as gravity or a magnetic field). We show that a maze of obstacles to the environment can be used to create complex systems. We provide a wide range of results for a wide range of questions. These can be subdivided into external algorithmic problems, in which particle configurations serve as input for computations that are performed elsewhere, and internal logic problems, in which the particle configurations themselves are used for carrying out computations. For external algorithms, we give both negative and positive results. If we are given a set of stationary obstacles, we prove that it is NP-hard to decide whether a given initial configuration of unit-sized particles can be transformed into a desired target configuration. Moreover, we show that finding a control sequence of minimum length is PSPACE-complete. We also work on the inverse problem, providing constructive algorithms to design workspaces that efficiently implement arbitrary permutations between different configurations. For internal logic, we investigate how arbitrary computations can be implemented. We demonstrate how to encode dual-rail logic to build a universal logic gate that concurrently evaluates and, nand, nor, and or operations. Using many of these gates and appropriate interconnects, we can evaluate any logical expression. However, we establish that simulating the full range of complex interactions present in arbitrary digital circuits encounters a fundamental difficulty: a fan-out gate cannot be generated. We resolve this missing component with the help of 2x1 particles, which can create fan-out gates that produce multiple copies of the inputs. Using these gates we provide rules for replicating arbitrary digital circuits.Comment: 27 pages, 19 figures, full version that combines three previous conference article

    Gap Preserving Reductions Between Reconfiguration Problems

    Get PDF
    Combinatorial reconfiguration is a growing research field studying problems on the transformability between a pair of solutions for a search problem. For example, in SAT Reconfiguration, for a Boolean formula ? and two satisfying truth assignments ?_? and ?_? for ?, we are asked to determine whether there is a sequence of satisfying truth assignments for ? starting from ?_? and ending with ?_?, each resulting from the previous one by flipping a single variable assignment. We consider the approximability of optimization variants of reconfiguration problems; e.g., Maxmin SAT Reconfiguration requires to maximize the minimum fraction of satisfied clauses of ? during transformation from ?_? to ?_?. Solving such optimization variants approximately, we may be able to obtain a reasonable reconfiguration sequence comprising almost-satisfying truth assignments. In this study, we prove a series of gap-preserving reductions to give evidence that a host of reconfiguration problems are PSPACE-hard to approximate, under some plausible assumption. Our starting point is a new working hypothesis called the Reconfiguration Inapproximability Hypothesis (RIH), which asserts that a gap version of Maxmin CSP Reconfiguration is PSPACE-hard. This hypothesis may be thought of as a reconfiguration analogue of the PCP theorem. Our main result is PSPACE-hardness of approximating Maxmin 3-SAT Reconfiguration of bounded occurrence under RIH. The crux of its proof is a gap-preserving reduction from Maxmin Binary CSP Reconfiguration to itself of bounded degree. Because a simple application of the degree reduction technique using expander graphs due to Papadimitriou and Yannakakis (J. Comput. Syst. Sci., 1991) does not preserve the perfect completeness, we modify the alphabet as if each vertex could take a pair of values simultaneously. To accomplish the soundness requirement, we further apply an explicit family of near-Ramanujan graphs and the expander mixing lemma. As an application of the main result, we demonstrate that under RIH, optimization variants of popular reconfiguration problems are PSPACE-hard to approximate, including Nondeterministic Constraint Logic due to Hearn and Demaine (Theor. Comput. Sci., 2005), Independent Set Reconfiguration, Clique Reconfiguration, and Vertex Cover Reconfiguration

    Multi-Robot Motion Planning of k-Colored Discs Is PSPACE-Hard

    Get PDF
    In the problem of multi-robot motion planning, a group of robots, placed in a polygonal domain with obstacles, must be moved from their starting positions to a set of target positions. We consider the specific case of unlabeled disc robots of two different sizes. That is, within one class of robots, where a class is given by the robots\u27 size, any robot can be moved to any of the corresponding target positions. We prove that the decision problem of whether there exists a schedule moving the robots to the target positions is PSPACE-hard
    corecore