5,973 research outputs found

    The complexity of Solitaire

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    AbstractKlondike is the well-known 52-card Solitaire game available on almost every computer. The problem of determining whether an n-card Klondike initial configuration can lead to a win is shown NP-complete. The problem remains NP-complete when only three suits are allowed instead of the usual four. When only two suits of opposite color are available, the problem is shown NL-hard. When the only two suits have the same color, two restrictions are shown in AC0 and in NL respectively. When a single suit is allowed, the problem drops in complexity down to AC0[3], that is, the problem is solvable by a family of constant-depth unbounded-fan-in {and, or, mod3 }-circuits. Other cases are studied: for example, “no King” variant with an arbitrary number of suits of the same color and with an empty “pile” is NL-complete

    Zielonka's Recursive Algorithm: dull, weak and solitaire games and tighter bounds

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    Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms. We investigate the complexity of Zielonka's Recursive algorithm for solving these special games, showing that the algorithm runs in O(d (n + m)) on weak games, and, somewhat surprisingly, that it requires exponential time to solve dull games and (nested) solitaire games. For the latter classes, we provide a family of games G, allowing us to establish a lower bound of 2^(n/3). We show that an optimisation of Zielonka's algorithm permits solving games from all three classes in polynomial time. Moreover, we show that there is a family of (non-special) games M that permits us to establish a lower bound of 2^(n/3), improving on the previous lower bound for the algorithm.Comment: In Proceedings GandALF 2013, arXiv:1307.416

    Solving Mahjong Solitaire boards with peeking

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    We first prove that solving Mahjong Solitaire boards with peeking is NP-complete, even if one only allows isolated stacks of the forms /aab/ and /abb/. We subsequently show that layouts of isolated stacks of heights one and two can always be solved with peeking, and that doing so is in P, as well as finding an optimal algorithm for such layouts without peeking. Next, we describe a practical algorithm for solving Mahjong Solitaire boards with peeking, which is simple and fast. The algorithm uses an effective pruning criterion and a heuristic to find and prioritize critical groups. The ideas of the algorithm can also be applied to solving Shisen-Sho with peeking.Comment: 10 page

    Large Peg-Army Maneuvers

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    Despite its long history, the classical game of peg solitaire continues to attract the attention of the scientific community. In this paper, we consider two problems with an algorithmic flavour which are related with this game, namely Solitaire-Reachability and Solitaire-Army. In the first one, we show that deciding whether there is a sequence of jumps which allows a given initial configuration of pegs to reach a target position is NP-complete. Regarding Solitaire-Army, the aim is to successfully deploy an army of pegs in a given region of the board in order to reach a target position. By solving an auxiliary problem with relaxed constraints, we are able to answer some open questions raised by Cs\'ak\'any and Juh\'asz (Mathematics Magazine, 2000). To appreciate the combinatorial beauty of our solutions, we recommend to visit the gallery of animations provided at http://solitairearmy.isnphard.com.Comment: Conference versio
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