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We prove PSPACE-completeness of all but one problem in a large space of pulling-block problems where the goal is for the agent to reach a target destination. The problems are parameterized by whether pulling is optional, the number of blocks which can be pulled simultaneously, whether there are fixed blocks or thin walls, and whether there is gravity. We show NP-hardness for the remaining problem, Pull?-1FG (optional pulling, strength 1, fixed blocks, with gravity).
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
In this paper we study the fine-grained complexity of finding exact and approximate solutions to problems in P. Our main contribution is showing reductions from exact to approximate solution for a host of such problems. As one (notable) example, we
We prove that Strings-and-Coins -- the combinatorial two-player game generalizing the dual of Dots-and-Boxes -- is strongly PSPACE-complete on multigraphs. This result improves the best previous result, NP-hardness, argued in Winning Ways. Our result
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 d
In this paper we consider the problems of testing isomorphism of tensors, $p$-groups, cubic forms, algebras, and more, which arise from a variety of areas, including machine learning, group theory, and cryptography. These problems can all be cast as