Pushing blocks via checkable gadgets: PSPACE-completeness of Push-1F and Block/Box Dude

H Ani, L Chung, ED Demaine, J Diomidova… - arXiv preprint arXiv …, 2024 - arxiv.org
We prove PSPACE-completeness of the well-studied pushing-block puzzle Push-1F, a
theoretical abstraction of many video games (introduced in 1999). The proof also extends to …

Walking through doors is hard, even without staircases: Proving PSPACE-hardness via planar assemblies of door gadgets

H Ani, J Bosboom, ED Demaine, J Diomidova… - arXiv preprint arXiv …, 2020 - arxiv.org
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 gadget's state to open and closed …

Gadgets and gizmos: A formal model of simulation in the gadget framework for motion planning

D Hendrickson - 2021 - dspace.mit.edu
Recent work has developed a theory of motion-planning gadgets, which are a useful tool for
proving hardness for a variety of problems that can be thought of in terms of an agent …

A framework for proving the computational intractability of motion planning problems

J Lynch - 2020 - dspace.mit.edu
This thesis develops a framework for proving computational complexity results about motion
planning problems. The model captures reactive environments with local interaction. We …

Agent Motion Planning as Block Asynchronous Cellular Automata: Pushing, Pulling, Suplexing, and More

H Ani, J Brunner, ED Demaine, J Diomidova… - International Conference …, 2024 - Springer
In this paper, we explore how agent reachability problems from motion planning, games,
and puzzles can be generalized and analyzed from the perspective of block asynchronous …

Recursed is not recursive: A jarring result

E Demaine, J Kopinsky, J Lynch - arXiv preprint arXiv:2002.05131, 2020 - arxiv.org
Recursed is a 2D puzzle platform video game featuring treasure chests that, when jumped
into, instantiate a room that can later be exited (similar to function calls), optionally …

[PDF][PDF] Block Dude Puzzles are NP-Hard (and the Rugs Really Tie the Reductions Together).

A Barr, C Chung, A Williams - CCCG, 2021 - researchgate.net
The computational complexity of agent-based boxpushing puzzles on grids is well-studied.
In particular, the video game Sokoban was shown to be NP-hard, and later PSPACE …

Baba Is Universal

Z Abel, D Hendrickson - … on Fun with Algorithms (FUN 2024), 2024 - drops.dagstuhl.de
We consider the computational complexity of constant-area levels of games which allow an
unlimited number of objects in a fixed region. We discuss how to prove that such games are …

[PDF][PDF] Turning Around and Around: Motion Planning through Thick and Thin Turnstiles.

A Greenblatt, O Hernandez, RA Hearn, Y Hou, H Ito… - CCCG, 2021 - researchgate.net
We examine the computational complexity of turnstile puzzles, which are grid-based tour
puzzles with walls and turnstiles. A turnstile is a wall that can be rotated in 90 increments …

[PDF][PDF] Unstacking Slabs Safely in Megalit is NP-Hard.

K Gordon, J Lezberg, A Williams - CCCG, 2022 - torontomu.ca
We consider the problem of safely unstacking rectangular boxes through the lens of Megalit
(ASCII, 1991). In this Game Boy game, the player is confronted with a pile of 1-by-k and k-by …