802 research outputs found

    Trainyard is NP-Hard

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    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

    Bejeweled, Candy Crush and other Match-Three Games are (NP-)Hard

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    The twentieth century has seen the rise of a new type of video games targeted at a mass audience of "casual" gamers. Many of these games require the player to swap items in order to form matches of three and are collectively known as \emph{tile-matching match-three games}. Among these, the most influential one is arguably \emph{Bejeweled} in which the matched items (gems) pop and the above gems fall in their place. Bejeweled has been ported to many different platforms and influenced an incredible number of similar games. Very recently one of them, named \emph{Candy Crush Saga} enjoyed a huge popularity and quickly went viral on social networks. We generalize this kind of games by only parameterizing the size of the board, while all the other elements (such as the rules or the number of gems) remain unchanged. Then, we prove that answering many natural questions regarding such games is actually \NP-Hard. These questions include determining if the player can reach a certain score, play for a certain number of turns, and others. We also \href{http://candycrush.isnphard.com}{provide} a playable web-based implementation of our reduction.Comment: 21 pages, 12 figure

    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

    Multiple-Edge-Fault-Tolerant Approximate Shortest-Path Trees

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    Let GG be an nn-node and mm-edge positively real-weighted undirected graph. For any given integer f1f \ge 1, we study the problem of designing a sparse \emph{f-edge-fault-tolerant} (ff-EFT) σ\sigma{\em -approximate single-source shortest-path tree} (σ\sigma-ASPT), namely a subgraph of GG having as few edges as possible and which, following the failure of a set FF of at most ff edges in GG, contains paths from a fixed source that are stretched at most by a factor of σ\sigma. To this respect, we provide an algorithm that efficiently computes an ff-EFT (2F+1)(2|F|+1)-ASPT of size O(fn)O(f n). Our structure improves on a previous related construction designed for \emph{unweighted} graphs, having the same size but guaranteeing a larger stretch factor of 3(f+1)3(f+1), plus an additive term of (f+1)logn(f+1) \log n. Then, we show how to convert our structure into an efficient ff-EFT \emph{single-source distance oracle} (SSDO), that can be built in O~(fm)\widetilde{O}(f m) time, has size O(fnlog2n)O(fn \log^2 n), and is able to report, after the failure of the edge set FF, in O(F2log2n)O(|F|^2 \log^2 n) time a (2F+1)(2|F|+1)-approximate distance from the source to any node, and a corresponding approximate path in the same amount of time plus the path's size. Such an oracle is obtained by handling another fundamental problem, namely that of updating a \emph{minimum spanning forest} (MSF) of GG after that a \emph{batch} of kk simultaneous edge modifications (i.e., edge insertions, deletions and weight changes) is performed. For this problem, we build in O(mlog3n)O(m \log^3 n) time a \emph{sensitivity} oracle of size O(mlog2n)O(m \log^2 n), that reports in O(k2log2n)O(k^2 \log^2 n) time the (at most 2k2k) edges either exiting from or entering into the MSF. [...]Comment: 16 pages, 4 figure

    The Max-Distance Network Creation Game on General Host Graphs

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    In this paper we study a generalization of the classic \emph{network creation game} in the scenario in which the nn players sit on a given arbitrary \emph{host graph}, which constrains the set of edges a player can activate at a cost of α0\alpha \geq 0 each. This finds its motivations in the physical limitations one can have in constructing links in practice, and it has been studied in the past only when the routing cost component of a player is given by the sum of distances to all the other nodes. Here, we focus on another popular routing cost, namely that which takes into account for each player its \emph{maximum} distance to any other player. For this version of the game, we first analyze some of its computational and dynamic aspects, and then we address the problem of understanding the structure of associated pure Nash equilibria. In this respect, we show that the corresponding price of anarchy (PoA) is fairly bad, even for several basic classes of host graphs. More precisely, we first exhibit a lower bound of Ω(n/(1+α))\Omega (\sqrt{ n / (1+\alpha)}) for any α=o(n)\alpha = o(n). Notice that this implies a counter-intuitive lower bound of Ω(n)\Omega(\sqrt{n}) for very small values of α\alpha (i.e., edges can be activated almost for free). Then, we show that when the host graph is restricted to be either kk-regular (for any constant k3k \geq 3), or a 2-dimensional grid, the PoA is still Ω(1+min{α,nα})\Omega(1+\min\{\alpha, \frac{n}{\alpha}\}), which is proven to be tight for α=Ω(n)\alpha=\Omega(\sqrt{n}). On the positive side, if αn\alpha \geq n, we show the PoA is O(1)O(1). Finally, in the case in which the host graph is very sparse (i.e., E(H)=n1+k|E(H)|=n-1+k, with k=O(1)k=O(1)), we prove that the PoA is O(1)O(1), for any α\alpha.Comment: 17 pages, 4 figure

    ground penetrating radar the electromagnetic signal attenuation and maximum penetration depth

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    The use of high frequencies limits the penetration of the radar energy; this low penetration depends, at a parity of used frequencies, on the electromagnetic properties of the investigated material. The principal drawback is the elevated sensibility of the system to the variations of the EM properties of the environment immediately surrounds the antennas. The radar signals that arrive at the receiving antenna are attenuated and modified because of the selective absorption of the pulses by the ground, because of geometrical spreading, and because of an alteration of the actual amplitude due to the instrument amplification. In this paper, the absorption of the radar signal is taken into consideration and we determine, respectively, (i) the radar signal attenuation in the ground, (ii) the electrical conductivity (σ) and the relative dielectric permettivity (RDP) of the ground, and (iii) the maximum penetration depth of GPR in the ground
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