23 research outputs found
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
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
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
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
Route planning methods for a modular warehouse system
In this study, procedures are presented that can be used to determine the routes of the packages transported within a modular storage system. The problem is a variant of robot motion planning problem. The structures of the procedures are developed in three steps for the simultaneous movement of multiple unit-sized packages in a modular warehouse. The proposed heuristic methods consist of route planning, tagging, and main control components. In order to demonstrate the solution performance of the methods, various experiments were conducted with different data sets and the solution times and qualities of the proposed methods were compared with previous studies. It was found that the proposed methods provide better solutions when taking the number of steps and solution time into consideration
Multi-agent Path Planning in Known Dynamic Environments
We consider the problem of planning paths of multiple agents in a dynamic but predictable environment. Typical scenarios are evacuation, reconfiguration, and containment. We present a novel representation of abstract path-planning problems in which the stationary environment is explicitly coded as a graph (called the arena) while the dynamic environment is treated as just another agent. The complexity of planning using this representation is pspace-complete. The arena complexity (i.e., the complexity of the planning problem in which the graph is the only input, in particular, the number of agents is fixed) is np-hard. Thus, we provide structural restrictions that put the arena complexity of the planning problem into ptime(for any fixed number of agents). The importance of our work is that these structural conditions (and hence the complexity results) do not depend on graph-theoretic properties of the arena (such as clique- or tree-width), but rather on the abilities of the agents
High-density parking for autonomous vehicles.
In a common parking lot, much of the space is devoted to lanes. Lanes must not be blocked for one simple reason: a blocked car might need to leave before the car that blocks it. However, the advent of autonomous vehicles gives us an opportunity to overcome this constraint, and to achieve a higher storage capacity of cars. Taking advantage of self-parking and intelligent communication systems of autonomous vehicles, we propose puzzle-based parking, a high-density design for a parking lot. We introduce a novel method of vehicle parking, which leads to maximum parking density. We then propose a heuristic method to solve larger problems, and mathematically prove that the method produces near-optimal results. To improve layout designs reducing vehicular movements, we propose a use of a meta-heuristic algorithm integrated with a deep reinforcement learning method. Finally, to take advantage of these puzzle-based designs in large-scale, we propose a modular layout design. This design process consists of two steps: i) design of a high-density modular lot, which we call sub-lot, and ii) integration of these sub-lots into a large parking lot. We have conducted a set of experiments to determine which sub-lot size provide the best performance in terms of density and retrieval time