Complexity of Games & Puzzles [Demaine, Hearn & many others] bounded unbounded 0 players (simulation) 1 player (puzzle) 2 players (game) team, imperfect.

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Presentation transcript:

Complexity of Games & Puzzles [Demaine, Hearn & many others] bounded unbounded 0 players (simulation) 1 player (puzzle) 2 players (game) team, imperfect info NP PSPACE EXPTIME P Undecidable NEXPTIME PSPACE Rengo Kriegspiel? bridge?

Constraint Logic [Hearn & Demaine 2009] bounded unbounded 0 players (simulation) 1 player (puzzle) 2 players (game) team, imperfect info PSPACE EXPTIME P Undecidable NEXPTIME PSPACE NP PSPACE

Constraint Graphs Machine = graph, red & blue edges

Constraint Graphs Machine state = orientation constraint graph

Constraint Logic = 1 = 2 Rule: at least 2 units incoming at a vertex 11 2 Move: reverse an edge, preserving Rule

AND vertex Rule: at least 2 units incoming at a vertex TT TF FFTT not your usual AND gate! inputs output

SPLIT vertex Rule: at least 2 units incoming at a vertex FF FT TTF outputs input

OR vertex Rule: at least 2 units incoming at a vertex TT TF FFTT not your usual OR gate! inputs output T

Decision Problem can you reverse this edge?

Constraint Logic [Hearn & Demaine 2009] bounded unbounded 0 players (simulation) 1 player (puzzle) 2 players (game) team, imperfect info PSPACE EXPTIME P Undecidable NEXPTIME PSPACE NP PSPACE

Decision Problem can you reverse this edge? Theorem: PSPACE-complete

Sliding-Block Puzzles

Sliding-Block Puzzles [Hearn & Demaine 2002] Corollary: PSPACE-complete

Sliding-Block Puzzles [Hearn & Demaine 2002] Corollary: PSPACE-complete

Wiring Vertices Together AND OR 1 2 AND wants red OR wants blue

Red-Blue Conversion assume an even number of conversions

Red-Blue Conversion assume an even number of conversions

Boolean Formulas

Quantified Boolean Formulas (QBF) xxyywwzz

Existential Quantifier

Universal Quantifier

Latch A B lockedun

Universal Quantifier

Crossover Gadget

OR from Protector OR

Rush Hour [Hearn & Demaine 2002] PSPACE-completeness known [Flake & Baum 2002]

Triangular Rush Hour [Hearn & Demaine 2009]

Open: 1×1 Rush Hour [Tromp & Cilibrasi 2008]  P or PSPACE-complete or …?

Plank Puzzles [Hearn 2004]

Sokoban [Hearn & Demaine 2002] PSPACE-completeness known [Culberson 1998]

Push-2F [Demaine, Hearn, Hoffmann 2002]

Constraint Logic [Hearn & Demaine 2009] bounded unbounded 0 players (simulation) 1 player (puzzle) 2 players (game) team, imperfect info PSPACE EXPTIME P Undecidable NEXPTIME PSPACE NP PSPACE

Constraint Logic [Hearn & Demaine 2009] bounded unbounded 0 players (simulation) 1 player (puzzle) 2 players (game) team, imperfect info PSPACE EXPTIME P Undecidable NEXPTIME PSPACE NP PSPACE

Amazons [Hearn 2005] fanout