No Arabic abstract
In the Nikoli pencil-and-paper game Tatamibari, a puzzle consists of an $m times n$ grid of cells, where each cell possibly contains a clue among +, -, |. The goal is to partition the grid into disjoint rectangles, where every rectangle contains exactly one clue, rectangles containing + are square, rectangles containing - are strictly longer horizontally than vertically, rectangles containing | are strictly longer vertically than horizontally, and no four rectangles share a corner. We prove this puzzle NP-complete, establishing a Nikoli gap of 16 years. Along the way, we introduce a gadget framework for proving hardness of similar puzzles involving area coverage, and show that it applies to an existing NP-hardness proof for Spiral Galaxies. We also present a mathematical puzzle font for Tatamibari.
We prove NP-completeness of Yin-Yang / Shiromaru-Kuromaru pencil-and-paper puzzles. Viewed as a graph partitioning problem, we prove NP-completeness of partitioning a rectangular grid graph into two induced trees (normal Yin-Yang), or into two induced connected subgraphs (Yin-Yang without $2 times 2$ rule), subject to some vertices being pre-assigned to a specific tree/subgraph.
When can $t$ terminal pairs in an $m times n$ grid be connected by $t$ vertex-disjoint paths that cover all vertices of the grid? We prove that this problem is NP-complete. Our hardness result can be compared to two previous NP-hardness proofs: Lynchs 1975 proof without the ``cover all vertices constraint, and Kotsuma and Takenagas 2010 proof when the paths are restricted to have the fewest possible corners within their homotopy class. The latter restriction is a common form of the famous Nikoli puzzle emph{Numberlink}; our problem is another common form of Numberlink, sometimes called emph{Zig-Zag Numberlink} and popularized by the smartphone app emph{Flow Free}.
We show that the decision problem of determining whether a given (abstract simplicial) $k$-complex has a geometric embedding in $mathbb R^d$ is complete for the Existential Theory of the Reals for all $dgeq 3$ and $kin{d-1,d}$. This implies that the problem is polynomial time equivalent to determining whether a polynomial equation system has a real root. Moreover, this implies NP-hardness and constitutes the first hardness results for the algorithmic problem of geometric embedding (abstract simplicial) complexes.
Consider $n^2-1$ unit-square blocks in an $n times n$ square board, where each block is labeled as movable horizontally (only), movable vertically (only), or immovable -- a variation of Rush Hour with only $1 times 1$ cars and fixed blocks. We prove that it is PSPACE-complete to decide whether a given block can reach the left edge of the board, by reduction from Nondeterministic Constraint Logic via 2-color oriented Subway Shuffle. By contrast, polynomial-time algorithms are known for deciding whether a given block can be moved by one space, or when each block either is immovable or can move both horizontally and vertically. Our result answers a 15-year-old open problem by Tromp and Cilibrasi, and strengthens previous PSPACE-completeness results for Rush Hour with vertical $1 times 2$ and horizontal $2 times 1$ movable blocks and 4-color Subway Shuffle.
Rikudo is a number-placement puzzle, where the player is asked to complete a Hamiltonian path on a hexagonal grid, given some clues (numbers already placed and edges of the path). We prove that the game is complete for NP, even if the puzzle has no hole. When all odd numbers are placed it is in P, whereas it is still NP-hard when all numbers of the form $3k+1$ are placed.