19 research outputs found
Parameterized Complexity of Graph Constraint Logic
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 boards, is PSPACE-complete even when is at most a constant
Super Mario Bros. is Harder/Easier Than We Thought
Mario is back! In this sequel, we prove that solving a generalized level of Super Mario Bros. is PSPACE-complete, strengthening the previous NP-hardness result (FUN 2014). Both our PSPACE-hardness and the previous NP-hardness use levels of arbitrary dimensions and require either arbitrarily large screens or a game engine that remembers the state of off-screen sprites. We also analyze the complexity of the less general case where the screen size is constant, the number of on-screen sprites is constant, and the game engine forgets the state of everything substantially off-screen, as in most, if not all, Super Mario Bros. video games. In this case we prove that the game is solvable in polynomial time, assuming levels are explicitly encoded; on the other hand, if levels can be represented using run-length encoding, then the problem is weakly NP-hard (even if levels have only constant height, as in the video games). All of our hardness proofs are also resilient to known glitches in Super Mario Bros., unlike the previous NP-hardness proof
The Complexity of Snake
Snake and Nibbler are two well-known video games in which a snake slithers through a maze and grows as it collects food. During this process, the snake must avoid any collision with its tail. Various goals can be associated with these video games, such as avoiding the tail as long as possible, or collecting a certain amount of food, or reaching some target location. Unfortunately, like many other motion-planning problems, even very restricted variants are computationally intractable. In particular, we prove the NP--hardness of collecting all food on solid grid graphs; as well as its PSPACE-completeness on general grid graphs. Moreover, given an initial and a target configuration of the snake, moving from one configuration to the other is PSPACE-complete, even on grid graphs without food, or with an initially short snake.
Our results make use of the nondeterministic constraint logic framework by Hearn and Demaine, which has been used to analyze the computational complexity of many games and puzzles. We extend this framework for the analysis of puzzles whose initial state is chosen by the player
The Perfect Matching Reconfiguration Problem
We study the perfect matching reconfiguration problem: Given two perfect matchings of a graph, is there a sequence of flip operations that transforms one into the other? Here, a flip operation exchanges the edges in an alternating cycle of length four. We are interested in the complexity of this decision problem from the viewpoint of graph classes. We first prove that the problem is PSPACE-complete even for split graphs and for bipartite graphs of bounded bandwidth with maximum degree five. We then investigate polynomial-time solvable cases. Specifically, we prove that the problem is solvable in polynomial time for strongly orderable graphs (that include interval graphs and strongly chordal graphs), for outerplanar graphs, and for cographs (also known as P_4-free graphs). Furthermore, for each yes-instance from these graph classes, we show that a linear number of flip operations is sufficient and we can exhibit a corresponding sequence of flip operations in polynomial time
Using contracted solution graphs for solving reconfiguration problems.
We introduce a dynamic programming method for solving reconfiguration problems, based on contracted solution graphs, which are obtained from solution graphs by performing an appropriate series of edge contractions that decrease the graph size without losing any critical information needed to solve the reconfiguration problem under consideration. As an example, we consider a well-studied problem: given two k-colorings alpha and beta of a graph G, can alpha be modified into beta by recoloring one vertex of G at a time, while maintaining a k-coloring throughout? By applying our method in combination with a thorough exploitation of the graph structure we obtain a polynomial-time algorithm for (k-2)-connected chordal graphs
Using Contracted Solution Graphs for Solving Reconfiguration Problems
We introduce a dynamic programming method for solving reconfiguration problems, based on contracted solution graphs, which are obtained from solution graphs by performing an appropriate series of edge contractions that decrease the graph size without losing any critical information needed to solve the reconfiguration problem under consideration. As an example, we consider a well-studied problem: given two k-colorings alpha and beta of a graph G, can alpha be modified into beta by recoloring one vertex of G at a time, while maintaining a k-coloring throughout? By applying our method in combination with a thorough exploitation of the graph structure we obtain a polynomial-time algorithm for (k-2)-connected chordal graphs
On The Complexity of Distance- Independent Set Reconfiguration
For a fixed positive integer , a distance- independent set
(DIS) of a graph is a vertex subset whose distance between any two members
is at least . Imagine that there is a token placed on each member of a
DIS. Two DISs are adjacent under Token Sliding () if one can
be obtained from the other by moving a token from one vertex to one of its
unoccupied adjacent vertices. Under Token Jumping (), the target
vertex needs not to be adjacent to the original one. The Distance-
Independent Set Reconfiguration (DISR) problem under
asks if there is a corresponding sequence of adjacent
DISs that transforms one given DIS into another. The problem for ,
also known as the Independent Set Reconfiguration problem, has been
well-studied in the literature and its computational complexity on several
graph classes has been known. In this paper, we study the computational
complexity of DISR on different graphs under and
for any fixed . On chordal graphs, we show that DISR under
is in when is even and
-complete when is odd. On split graphs, there is an
interesting complexity dichotomy: DISR is -complete for but in for under , while under
it is in for but -complete
for . Additionally, certain well-known hardness results for on
general graphs, perfect graphs, planar graphs of maximum degree three and
bounded bandwidth can be extended for .Comment: 14 pages, 8 figures, minor revision, to appear in WALCOM 202