175 research outputs found

    Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets

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    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

    Counting Popular Matchings in House Allocation Problems

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    We study the problem of counting the number of popular matchings in a given instance. A popular matching instance consists of agents A and houses H, where each agent ranks a subset of houses according to their preferences. A matching is an assignment of agents to houses. A matching M is more popular than matching M' if the number of agents that prefer M to M' is more than the number of people that prefer M' to M. A matching M is called popular if there exists no matching more popular than M. McDermid and Irving gave a poly-time algorithm for counting the number of popular matchings when the preference lists are strictly ordered. We first consider the case of ties in preference lists. Nasre proved that the problem of counting the number of popular matching is #P-hard when there are ties. We give an FPRAS for this problem. We then consider the popular matching problem where preference lists are strictly ordered but each house has a capacity associated with it. We give a switching graph characterization of popular matchings in this case. Such characterizations were studied earlier for the case of strictly ordered preference lists (McDermid and Irving) and for preference lists with ties (Nasre). We use our characterization to prove that counting popular matchings in capacitated case is #P-hard

    Analysis of Boolean Equation Systems through Structure Graphs

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    We analyse the problem of solving Boolean equation systems through the use of structure graphs. The latter are obtained through an elegant set of Plotkin-style deduction rules. Our main contribution is that we show that equation systems with bisimilar structure graphs have the same solution. We show that our work conservatively extends earlier work, conducted by Keiren and Willemse, in which dependency graphs were used to analyse a subclass of Boolean equation systems, viz., equation systems in standard recursive form. We illustrate our approach by a small example, demonstrating the effect of simplifying an equation system through minimisation of its structure graph
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