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A door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the open and close tunnel sets the gadgets state to open and closed, respectively, while the traverse tunnel can be traversed if and only if the door is in the open state. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of such door gadgets, removing the traditional need for crossover gadgets and thereby simplifying past PSPACE-hardness proofs of Lemmings and Nintendo games Super Mario Bros., Legend of Zelda, and Donkey Kong Country. Our result holds in all but one of the possible local planar embedding of the open, close, and traverse tunnels within a door gadget; in the one remaining case, we prove NP-hardness. We also introduce and analyze a simpler type of door gadget, called the self-closing door. This gadget has two states and only two tunnels, similar to the open and traverse tunnels of doors, except that traversing the traverse tunnel also closes the door. In a variant called the symmetric self-closing door, the open tunnel can be traversed if and only if the door is closed. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of either type of self-closing door. Then we apply this framework to prove new PSPACE-hardness results for eight different 3D Mario games and Sokobond.
The finite models of a universal sentence $Phi$ in a finite relational signature are the age of a homogeneous structure if and only if $Phi$ has the amalgamation property. We prove that the computational problem whether a given universal sentence $Ph
We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A retrograde problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the position is valid
We prove that the classic falling-block video game Tetris (both survival and board clearing) remains NP-complete even when restricted to 8 columns, or to 4 rows, settling open problems posed over 15 years ago [BDH+04]. Our reduction is from 3-Partiti
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
The main result of this paper is a generalization of the classical blossom algorithm for finding perfect matchings. Our algorithm can efficiently solve Boolean CSPs where each variable appears in exactly two constraints (we call it edge CSP) and all