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We settle two long-standing complexity-theoretical questions-open since 1981 and 1993-in combinatorial game theory (CGT). We prove that the Grundy value (a.k.a. nim-value, or nimber) of Undirected Geography is PSPACE-complete to compute. This exhibits a stark contrast with a result from 1993 that Undirected Geography is polynomial-time solvable. By distilling to a simple reduction, our proof further establishes a dichotomy theorem, providing a phase transition to intractability in Grundy-value computation, sharply characterized by a maximum degree of four: The Grundy value of Undirected Geography over any degree-three graph is polynomial-time computable, but over degree-four graphs-even when planar and bipartite-is PSPACE-hard. Additionally, we show, for the first time, how to construct Undirected Geography instances with Grundy value $ast n$ and size polynomial in n. We strengthen a result from 1981 showing that sums of tractable partisan games are PSPACE-complete in two fundamental ways. First, since Undirected Geography is an impartial ruleset, we extend the hardness of sums to impartial games, a strict subset of partisan. Second, the 1981 construction is not built from a natural ruleset, instead using a long sum of tailored short-depth game positions. We use the sum of two Undirected Geography positions to create our hard instances. Our result also has computational implications to Sprague-Grundy Theory (1930s) which shows that the Grundy value of the disjunctive sum of any two impartial games can be computed-in polynomial time-from their Grundy values. In contrast, we prove that assuming PSPACE $ eq$ P, there is no general polynomial-time method to summarize two polynomial-time solvable impartial games to efficiently solve their disjunctive sum.
The concept of nimbers--a.k.a. Grundy-values or nim-values--is fundamental to combinatorial game theory. Nimbers provide a complete characterization of strategic interactions among impartial games in their disjunctive sums as well as the winnability.
Recently, a standardized framework was proposed for introducing quantum-inspired moves in mathematical games with perfect information and no chance. The beauty of quantum games-succinct in representation, rich in structures, explosive in complexity,
The first-fit coloring is a heuristic that assigns to each vertex, arriving in a specified order $sigma$, the smallest available color. The problem Grundy Coloring asks how many colors are needed for the most adversarial vertex ordering $sigma$, i.e.
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is PSPACE-complete; and (3) cooperati
We provide an ultimately fine-grained analysis of the data complexity and rewritability of ontology-mediated queries (OMQs) based on an EL ontology and a conjunctive query (CQ). Our main results are that every such OMQ is in AC0, NL-complete, or PTim