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Published byConstance Johns Modified over 9 years ago
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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?
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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
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Constraint Graphs Machine = graph, red & blue edges
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Constraint Graphs Machine state = orientation constraint graph
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Constraint Logic = 1 = 2 Rule: at least 2 units incoming at a vertex 11 2 Move: reverse an edge, preserving Rule
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AND vertex Rule: at least 2 units incoming at a vertex 11 11 2 TT TF FFTT not your usual AND gate! inputs output
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SPLIT vertex Rule: at least 2 units incoming at a vertex 11 1 2 FF FT TTF outputs input
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OR vertex Rule: at least 2 units incoming at a vertex 22 22 2 TT TF FFTT not your usual OR gate! inputs output T
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Decision Problem can you reverse this edge?
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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
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Decision Problem can you reverse this edge? Theorem: PSPACE-complete
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Sliding-Block Puzzles http://www.cs.brandeis.edu/~storer/JimPuzzles/ZPAGES/zzzDadsPuzzler.html
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Sliding-Block Puzzles [Hearn & Demaine 2002] Corollary: PSPACE-complete
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Sliding-Block Puzzles [Hearn & Demaine 2002] Corollary: PSPACE-complete
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Wiring Vertices Together AND OR 1 2 AND wants red OR wants blue
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Red-Blue Conversion assume an even number of conversions
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Red-Blue Conversion assume an even number of conversions
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Boolean Formulas
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Quantified Boolean Formulas (QBF) xxyywwzz
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Existential Quantifier
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Universal Quantifier
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Latch A B lockedun
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Universal Quantifier
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Crossover Gadget
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OR from Protector OR
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Rush Hour [Hearn & Demaine 2002] PSPACE-completeness known [Flake & Baum 2002]
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Triangular Rush Hour [Hearn & Demaine 2009]
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Open: 1×1 Rush Hour [Tromp & Cilibrasi 2008] P or PSPACE-complete or …?
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Plank Puzzles [Hearn 2004]
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Sokoban [Hearn & Demaine 2002] PSPACE-completeness known [Culberson 1998]
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Push-2F [Demaine, Hearn, Hoffmann 2002]
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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
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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
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Amazons [Hearn 2005] fanout
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