164 research outputs found

    Cooperating in Video Games? Impossible! Undecidability of Team Multiplayer Games

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    We show the undecidability of whether a team has a forced win in a number of well known video games including: Team Fortress 2, Super Smash Brothers: Brawl, and Mario Kart.To do so, we give a simplification of the Team Computation Game [Hearn and Demaine, 2009] and use that to give an undecidable abstract game on graphs. This graph game framework better captures the geometry and common constraints in many games and is thus a powerful tool for showing their computational complexity

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    Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible

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    We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a simple path in a rectangular grid graph from a start vertex to a destination vertex. The different puzzle types place different constraints on the path: preventing some edges from being visited (broken edges); forcing some edges or vertices to be visited (hexagons); forcing some cells to have certain numbers of incident path edges (triangles); or forcing the regions formed by the path to be partially monochromatic (squares), have exactly two special cells (stars), or be singly covered by given shapes (polyominoes) and/or negatively counting shapes (antipolyominoes). We show that any one of these clue types (except the first) is enough to make path finding NP-complete ("witnesses exist but are hard to find"), even for rectangular boards. Furthermore, we show that a final clue type (antibody), which necessarily "cancels" the effect of another clue in the same region, makes path finding ÎŁ2\Sigma_2-complete ("witnesses do not exist"), even with a single antibody (combined with many anti/polyominoes), and the problem gets no harder with many antibodies. On the positive side, we give a polynomial-time algorithm for monomino clues, by reducing to hexagon clues on the boundary of the puzzle, even in the presence of broken edges, and solving "subset Hamiltonian path" for terminals on the boundary of an embedded planar graph in polynomial time.Comment: 72 pages, 59 figures. Revised proof of Lemma 3.5. A short version of this paper appeared at the 9th International Conference on Fun with Algorithms (FUN 2018

    Concurrent associations among sleep problems, indicators of inadequate sleep, psychopathology, and shared risk factors in a population-based sample of healthy Ontario children

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    Objectives Examine the contribution of sleep problems and indicators of inadequate sleep to psychopathology among children after accounting for shared risk and comorbid psychopathology. Methods Secondary analyses of cross-sectional data on 4- to 11-year-old (N = 1,550) children without chronic illness or developmental delay or disability. Parents provided information about sleep problems, indicators of inadequate sleep, symptoms of psychopathology, and risk factors for psychopathology. Teachers provided information about indicators of inadequate sleep and symptoms of psychopathology. Results Adjusting for risk factors and comorbid psychopathology, sleeping more than other children was related to parent-rated aggression. Nightmares and trouble sleeping were related to parent-rated anxious/depressed mood. Sleep problems were not related to attention problems. Being overtired was related to parent- and teacher-rated psychopathology. Conclusions Relations among sleep problems, indicators of inadequate sleep, and psychopathology are complex; accounting for potential confounding variables and considering sleep variables separately may clarify these relations. © 2009 The Author. Published by Oxford University Press on behalf of the Society of Pediatric Psychology. All rights reserved

    Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines

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    We extend the motion-planning-through-gadgets framework to several new scenarios involving various numbers of robots/agents, and analyze the complexity of the resulting motion-planning problems. While past work considers just one robot or one robot per player, most of our models allow for one or more locations to spawn new robots in each time step, leading to arbitrarily many robots. In the 0-player context, where all motion is deterministically forced, we prove that deciding whether any robot ever reaches a specified location is undecidable, by representing a counter machine. In the 1-player context, where the player can choose how to move the robots, we prove equivalence to Petri nets, EXPSPACE-completeness for reaching a specified location, PSPACE-completeness for reconfiguration, and ACKERMANN-completeness for reconfiguration when robots can be destroyed in addition to spawned. Finally, we consider a variation on the standard 2-player context where, instead of one robot per player, we have one robot shared by the players, along with a ko rule to prevent immediately undoing the previous move. We prove this impartial 2-player game EXPTIME-complete.Comment: 22 pages, 19 figures. Presented at SAND 202

    Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines

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    We extend the motion-planning-through-gadgets framework to several new scenarios involving various numbers of robots/agents, and analyze the complexity of the resulting motion-planning problems. While past work considers just one robot or one robot per player, most of our models allow for one or more locations to spawn new robots in each time step, leading to arbitrarily many robots. In the 0-player context, where all motion is deterministically forced, we prove that deciding whether any robot ever reaches a specified location is undecidable, by representing a counter machine. In the 1-player context, where the player can choose how to move the robots, we prove equivalence to Petri nets, EXPSPACE-completeness for reaching a specified location, PSPACE-completeness for reconfiguration, and ACKERMANN-completeness for reconfiguration when robots can be destroyed in addition to spawned. Finally, we consider a variation on the standard 2-player context where, instead of one robot per player, we have one robot shared by the players, along with a ko rule to prevent immediately undoing the previous move. We prove this impartial 2-player game EXPTIME-complete

    This Game Is Not Going To Analyze Itself

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    We analyze the puzzle video game This Game Is Not Going To Load Itself, where the player routes data packets of three different colors from given sources to given sinks of the correct color. Given the sources, sinks, and some previously placed arrow tiles, we prove that the game is in Sigma_2^P; in NP for sources of equal period; NP-complete for three colors and six equal-period sources with player input; and even without player input, simulating the game is both NP- and coNP-hard for two colors and many sources with different periods. On the other hand, we characterize which locations for three data sinks admit a perfect placement of arrow tiles that guarantee correct routing no matter the placement of the data sources, effectively solving most instances of the game as it is normally played.Comment: 23 pages, 23 figures. Presented at JCDCGGG 202

    Complexity of Reconfiguration in Surface Chemical Reaction Networks

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    We analyze the computational complexity of basic reconfiguration problems for the recently introduced surface Chemical Reaction Networks (sCRNs), where ordered pairs of adjacent species nondeterministically transform into a different ordered pair of species according to a predefined set of allowed transition rules (chemical reactions). In particular, two questions that are fundamental to the simulation of sCRNs are whether a given configuration of molecules can ever transform into another given configuration, and whether a given cell can ever contain a given species, given a set of transition rules. We show that these problems can be solved in polynomial time, are NP-complete, or are PSPACE-complete in a variety of different settings, including when adjacent species just swap instead of arbitrary transformation (swap sCRNs), and when cells can change species a limited number of times (k-burnout). Most problems turn out to be at least NP-hard except with very few distinct species (2 or 3)
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