27 research outputs found

    Tree-Residue Vertex-Breaking: a new tool for proving hardness

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    In this paper, we introduce a new problem called Tree-Residue Vertex-Breaking (TRVB): given a multigraph G some of whose vertices are marked "breakable," is it possible to convert G into a tree via a sequence of "vertex-breaking" operations (replacing a degree-k breakable vertex by k degree-1 vertices, disconnecting the k incident edges)? We characterize the computational complexity of TRVB with any combination of the following additional constraints: G must be planar, G must be a simple graph, the degree of every breakable vertex must belong to an allowed list B, and the degree of every unbreakable vertex must belong to an allowed list U. The two results which we expect to be most generally applicable are that (1) TRVB is polynomially solvable when breakable vertices are restricted to have degree at most 3; and (2) for any k >= 4, TRVB is NP-complete when the given multigraph is restricted to be planar and to consist entirely of degree-k breakable vertices. To demonstrate the use of TRVB, we give a simple proof of the known result that Hamiltonicity in max-degree-3 square grid graphs is NP-hard. We also demonstrate a connection between TRVB and the Hypergraph Spanning Tree problem. This connection allows us to show that the Hypergraph Spanning Tree problem in k-uniform 2-regular hypergraphs is NP-complete for any k >= 4, even when the incidence graph of the hypergraph is planar

    Cookie Clicker

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    Cookie Clicker is a popular online incremental game where the goal of the game is to generate as many cookies as possible. In the game you start with an initial cookie generation rate, and you can use cookies as currency to purchase various items that increase your cookie generation rate. In this paper, we analyze strategies for playing Cookie Clicker optimally. While simple to state, the game gives rise to interesting analysis involving ideas from NP-hardness, approximation algorithms, and dynamic programming

    Computational Complexity of Generalized Push Fight

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    We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position, even for simple (almost rectangular) hole-free boards. We also analyze the mate-in-1 problem: can the player win in a single turn? One turn in Push Fight consists of up to two "moves" followed by a mandatory "push". With these rules, or generalizing the number of allowed moves to any constant, we show mate-in-1 can be solved in polynomial time. If, however, the number of moves per turn is part of the input, the problem becomes NP-complete. On the other hand, without any limit on the number of moves per turn, the problem becomes polynomially solvable again

    Computational Complexity of Motion Planning of a Robot through Simple Gadgets

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    We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state. This type of setup is common to many robot motion planning hardness proofs. We characterize the complexity for a natural simple case: each gadget connects up to four locations in a perfect matching (but each direction can be traversable or not in the current state), has one or two states, every gadget traversal is immediately undoable, and that gadget locations are connected by an always-traversable forest, possibly restricted to avoid crossings in the plane. Specifically, we show that any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm. As a sample application, our results show that motion planning games with "spinners" are PSPACE-complete, establishing a new hard aspect of Zelda: Oracle of Seasons

    Circumscribing Polygons and Polygonizations for Disjoint Line Segments

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    Given a planar straight-line graph G=(V,E) in R^2, a circumscribing polygon of G is a simple polygon P whose vertex set is V, and every edge in E is either an edge or an internal diagonal of P. A circumscribing polygon is a polygonization for G if every edge in E is an edge of P. We prove that every arrangement of n disjoint line segments in the plane has a subset of size Omega(sqrt{n}) that admits a circumscribing polygon, which is the first improvement on this bound in 20 years. We explore relations between circumscribing polygons and other problems in combinatorial geometry, and generalizations to R^3. We show that it is NP-complete to decide whether a given graph G admits a circumscribing polygon, even if G is 2-regular. Settling a 30-year old conjecture by Rappaport, we also show that it is NP-complete to determine whether a geometric matching admits a polygonization

    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 Σ2\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

    Analysis of the physical features of the operation of stands with a closed power flow for testing v-belt gears

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    Currently, there are practically no sufficiently satisfactory analytical methods for predicting the reliability of newly designed machines. Basically, the task is solved on the basis of information obtained largely during resource bench tests of parts, assemblies and aggregates. The stands used for carrying out resource tests of machine transmissions can be divided according to the type of loading into open loading stands and closed loading stands. Open loading stands are driven by an AC or DC electric motor and are decelerated by a special braking system. Closed loading stands load the transmission without the use of braking systems. This article discusses the physical features of the operation of stands with a closed power flow used for testing V-belt gears, which can significantly reduce energy costs. The analysis of the application of an analytical method for predicting the reliability of newly designed machines is carried out on the basis of information obtained largely during resource bench tests of parts, assemblies and aggregates
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