Traversability, reconfiguration, and reachability in the gadget framework

J Ani, ED Demaine, Y Diomidov, D Hendrickson… - Algorithmica, 2023 - Springer
Consider an agent traversing a graph of “gadgets”, where each gadget has local state that
changes with each traversal by the agent according to specified rules. Prior work has …

Trains, games, and complexity: 0/1/2-player motion planning through input/output gadgets

J Ani, ED Demaine, D Hendrickson, J Lynch - … Conference and Workshops …, 2022 - Springer
We analyze the computational complexity of motion planning through local “input/output”
gadgets with separate entrances and exits, and a subset of allowed traversals from …

The Legend of Zelda: The complexity of mechanics: Discrete and computational geometry, graphs, and games

J Bosboom, J Brunner, M Coulombe… - Thai Journal of …, 2023 - thaijmath2.in.cmu.ac.th
We analyze some of the many game mechanics available to Link in the classic Legend of
Zelda series of video games. In each case, we prove that the generalized game with that …

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 …

Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines

H Ani, M Coulombe, ED Demaine, J Diomidova… - arXiv preprint arXiv …, 2023 - arxiv.org
We extend the motion-planning-through-gadgets framework to several new scenarios
involving various numbers of robots/agents, and analyze the complexity of the resulting …

Defying gravity and gadget numerosity: The complexity of the Hanano Puzzle and beyond

MC Chavrimootoo - Information Processing Letters, 2025 - Elsevier
Using the notion of visibility representations, our paper establishes a new property of
instances of the Nondeterministic Constraint Logic (NCL) problem (a PSPACE-complete …

You Can't Solve These Super Mario Bros. Levels: Undecidable Mario Games

MITH Group, H Ani, ED Demaine, H Hall, R Ruiz… - arXiv preprint arXiv …, 2024 - arxiv.org
We prove RE-completeness (and thus undecidability) of several 2D games in the Super
Mario Bros. platform video game series: the New Super Mario Bros. series (original, Wii, U …

You Can't Solve These Super Mario Bros. Levels: Undecidable Mario Games

H Ani, ED Demaine, H Hall, R Ruiz… - … Conference on Fun …, 2024 - drops.dagstuhl.de
We prove RE-completeness (and thus undecidability) of several 2D games in the Super
Mario Bros. platform video game series: the New Super Mario Bros. series (original, Wii, U …

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 …

The Legend of Zelda: The Complexity of Mechanics

J Bosboom, J Brunner, M Coulombe… - arXiv preprint arXiv …, 2022 - arxiv.org
We analyze some of the many game mechanics available to Link in the classic Legend of
Zelda series of video games. In each case, we prove that the generalized game with that …