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We analyze the computational complexity of the popular computer games Threes!, 1024!, 2048 and many of their variants. For most kno
In this paper, we study how to fold a specified origami crease pattern in order to minimize the impact of paper thickness. Specifically, origami designs are often expressed by a mountain-valley pattern (plane graph of creases with relative fold orien tations), but in general this specification is consistent with exponentially many possible folded states. We analyze the complexity of finding the best consistent folded state according to two metrics: minimizing the total number of layers in the folded state (so that a flat folding is indeed close to flat), and minimizing the total amount of paper required to execute the folding (where thicker creases consume more paper). We prove both problems strongly NP-complete even for 1D folding. On the other hand, we prove the first problem fixed-parameter tractable in 1D with respect to the number of layers.
Morpion Solitaire is a pencil-and-paper game for a single player. A move in this game consists of putting a cross at a lattice point and then drawing a line segment that passes through exactly five consecutive crosses. The objective is to make as man y moves as possible, starting from a standard initial configuration of crosses. For one of the variants of this game, called 5D, we prove an upper bound of 121 on the number of moves. This is done by introducing line-based analysis, and improves the known upper bound of 138 obtained by potential-based analysis.
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