57 research outputs found
On the computational complexity of portal and push-pull block puzzles
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from student-submitted PDF version of thesis.Includes bibliographical references (pages 49-53).We classify the computational complexity of two types of motion planning problems represented in games. Portal, a popular video game, is shown to be NP-hard or PSPACE-complete depending on the game mechanics allowed. Push-pull block puzzles are games, similar to Sokoban, which involve moving a 'robot' on a square grid with obstacles and blocks that can be pushed or pulled by the robot into adjacent squares. We prove that push-pull block puzzles in 3D and push-pull block puzzles in 2D with thin walls are NP-hard to solve. We also show certain 3D push-pull block puzzles are PSPACE-complete. This work follows in a long line of algorithms and complexity work on similar problems Wil91, DDO00, Hof00, DHH04, DH01, DO92, DHH02, Cul98, DZ96, Rit10]. The 2D push-pull block puzzle also shows up in a number of video games, thus implying other results, further continuing the work on understanding video games as in Vig12, ADGV14, For10, Cor04.by Jayson Lynch.M. Eng
Who Needs Crossings? Hardness of Plane Graph Rigidity
We exactly settle the complexity of graph realization, graph rigidity, and graph global rigidity as applied to three types of graphs: "globally noncrossing" graphs, which avoid crossings in all of their configurations; matchstick graphs, with unit-length edges and where only noncrossing configurations are considered; and unrestricted graphs (crossings allowed) with unit edge lengths (or in the global rigidity case, edge lengths in {1,2}). We show that all nine of these questions are complete for the class Exists-R, defined by the Existential Theory of the Reals, or its complement Forall-R; in particular, each problem is (co)NP-hard.
One of these nine results - that realization of unit-distance graphs is Exists-R-complete - was shown previously by Schaefer (2013), but the other eight are new. We strengthen several prior results. Matchstick graph realization was known to be NP-hard (Eades & Wormald 1990, or Cabello et al. 2007), but its membership in NP remained open; we show it is complete for the (possibly) larger class Exists-R. Global rigidity of graphs with edge lengths in {1,2} was known to be coNP-hard (Saxe 1979); we show it is Forall-R-complete.
The majority of the paper is devoted to proving an analog of Kempe's Universality Theorem - informally, "there is a linkage to sign your name" - for globally noncrossing linkages. In particular, we show that any polynomial curve phi(x,y)=0 can be traced by a noncrossing linkage, settling an open problem from 2004. More generally, we show that the nontrivial regions in the plane that may be traced by a noncrossing linkage are precisely the compact semialgebraic regions. Thus, no drawing power is lost by restricting to noncrossing linkages. We prove analogous results for matchstick linkages and unit-distance linkages as well
A framework for proving the computational intractability of motion planning problems
Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, September, 2020Cataloged from student-submitted PDF of thesis.Includes bibliographical references (pages 235-240).This thesis develops a framework for proving computational complexity results about motion planning problems. The model captures reactive environments with local interaction. We introduce a motion planning problem involving one or more agents that move around a connection graph and through "gadgets" which are stateful parts of the environment whose state and traversability can change only in response to traversals of the agent within the gadget. The model includes variants for 0-player, 1-player, 2-player, and team imperfect information games. This thesis considers various classes of gadgets and give both algorithms and hardness results ranging from NL-completeness to Undecidability. Full dichotomies are obtained for some classes including the natural class of gadgets which can be traversed a bounded number of times. For 1-player this gives a separation between containment in NL versus NP-completeness, for 2-player a separation between containment in P and PSPACE-completeness, and for team imperfect information games a separation between containment in P and NEXPTIME-completeness. Our model builds on and generalizes several other proof techniques for motion planning problems and games. This thesis also provides examples of how this new framework can simplify many of those old results, as well as applying to many new hardness results for video games and variants of block pushing puzzles. New hardness results include PSPACE-hardness for Trainyard, Sokobond, The Legend of Zelda: Breath of the Wild, The Legend of Zelda: The Minish Cap, The Legend of Zelda: Oracle of Seasons, Captain Toad: Treasure Tracker, Super Mario Oddsey, Super Mario Galaxy 1 and 2, Super Mario Sunshine, and Super Mario 64.by Jayson Lynch.Ph. D.Ph.D. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Scienc
Toward an Energy Efficient Language and Compiler for (Partially) Reversible Algorithms
We introduce a new programming language for expressing reversibility, Energy-Efficient Language (Eel), geared toward algorithm design and implementation. Eel is the first language to take advantage of a partially reversible computation model, where programs can be composed of both reversible and irreversible operations. In this model, irreversible operations cost energy for every bit of information created or destroyed. To handle programs of varying degrees of reversibility, Eel supports a log stack to automatically trade energy costs for space costs, and introduces many powerful control logic operators including protected conditional, general conditional, protected loops, and general loops. In this paper, we present the design and compiler for the three language levels of Eel along with an interpreter to simulate and annotate incurred energy costs of a program. Keywords: Energy Cost, Forward Direction, Control Logic, Conditional Statement, Program Counte
Energy-Efficient Algorithms
We initiate the systematic study of the energy complexity of algorithms (in addition to time and space complexity) based on Landauer's Principle in physics, which gives a lower bound on the amount of energy a system must dissipate if it destroys information. We propose energy-aware variations of three standard models of computation: circuit RAM, word RAM, and transdichotomous RAM. On top of these models, we build familiar high-level primitives such as control logic, memory allocation, and garbage collection with zero energy complexity and only constant-factor overheads in space and time complexity, enabling simple expression of energy-efficient algorithms. We analyze several classic algorithms in our models and develop low-energy variations: comparison sort, insertion sort, counting sort, breadth-first search, Bellman-Ford, Floyd-Warshall, matrix all-pairs shortest paths, AVL trees, binary heaps, and dynamic arrays. We explore the time/space/energy trade-off and develop several general techniques for analyzing algorithms and reducing their energy complexity. These results lay a theoretical foundation for a new field of semi-reversible computing and provide a new framework for the investigation of algorithms.MIT Energy InitiativeCenter for Massive Data Algorithmics (MADALGO
Cache-Adaptive Analysis
Memory efficiency and locality have substantial impact on the performance of programs, particularly when operating on large data sets. Thus, memory- or I/O-efficient algorithms have received significant attention both in theory and practice. The widespread deployment of multicore machines, however, brings new challenges. Specifically, since the memory (RAM) is shared across multiple processes, the effective memory-size allocated to each process fluctuates over time. This paper presents techniques for designing and analyzing algorithms in a cache-adaptive setting, where the RAM available to the algorithm changes over time. These techniques make analyzing algorithms in the cache-adaptive model almost as easy as in the external memory, or DAM model. Our techniques enable us to analyze a wide variety of algorithms --- Master-Method-style algorithms, Akra-Bazzi-style algorithms, collections of mutually recursive algorithms, and algorithms, such as FFT, that break problems of size N into subproblems of size Theta(Nc).
We demonstrate the effectiveness of these techniques by deriving several results: 1. We give a simple recipe for determining whether common divide-and-conquer cache-oblivious algorithms are optimally cache adaptive. 2. We show how to bound an algorithm's non-optimality. We give a tight analysis showing that a class of cache-oblivious algorithms is a logarithmic factor worse than optimal. 3. We show the generality of our techniques by analyzing the cache-oblivious FFT algorithm, which is not covered by the above theorems. Nonetheless, the same general techniques can show that it is at most O(loglog N) away from optimal in the cache adaptive setting, and that this bound is tight.
These general theorems give concrete results about several algorithms that could not be analyzed using earlier techniques. For example, our results apply to Fast Fourier Transform, matrix multiplication, Jacobi Multipass Filter, and cache-oblivious dynamic-programming algorithms, such as Longest Common Subsequence and Edit Distance.
Our results also give algorithm designers clear guidelines for creating optimally cache-adaptive algorithms.National Science Foundation (U.S.) (NSF grant CCF 1114809)National Science Foundation (U.S.) (NSF grant CCF 1217708)National Science Foundation (U.S.) (NSF grant CCF 1218188)National Science Foundation (U.S.) (NSF grant CCF 1314633)National Science Foundation (U.S.) (NSF grant CCF 1439084)Center for Massive Data Algorithmics (MADALGO)National Science Foundation (U.S.) (NSF grant IIS 1247726)National Science Foundation (U.S.) (NSF grant IIS 1251137)National Science Foundation (U.S.) (NSF grant CNS 1408695
Toward a General Complexity Theory of Motion Planning: Characterizing Which Gadgets Make Games Hard
We begin a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the gadget’s state. We study two general families of such gadgets within this theory, one which naturally leads to motion planning problems with polynomially bounded solutions, and another which leads to polynomially unbounded (potentially exponential) solutions. We also study a range of competitive game-theoretic scenarios, from one player controlling one robot to teams of players each controlling their own robot and racing to achieve their team’s goal. Under certain restrictions on these gadgets, we fully characterize the complexity of bounded 1-player motion planning (NL vs. NP-complete), unbounded 1-player motion planning (NL vs. PSPACE-complete), and bounded 2-player motion planning (P vs. PSPACE-complete), and we partially characterize the complexity of unbounded 2-player motion planning (P vs. EXPTIME-complete), bounded 2-team motion planning (P vs. NEXPTIME-complete), and unbounded 2-team motion planning (P vs. undecidable). These results can be seen as an alternative to Constraint Logic (which has already proved useful as a basis for hardness reductions), providing a wide variety of agent-based gadgets, any one of which suffices to prove a problem hard
Mario Kart Is Hard
Nintendo’s Mario Kart is perhaps the most popular racing video game franchise. Players race alone or against opponents to finish in the fastest time possible. Players can also use items to attack and defend from other racers. We prove two hardness results for generalized Mario Kart: deciding whether a driver can finish a course alone in some given time is NP-hard, and deciding whether a player can beat an opponent in a race is PSPACE-hard
Dissection with the Fewest Pieces is Hard, Even to Approximate
We prove that it is NP-hard to dissect one simple orthogonal polygon into another using a given number of pieces, as is approximating the fewest pieces to within a factor of 1+1/1080−ε .National Science Foundation (U.S.) (Grant CCF-1217423)National Science Foundation (U.S.) (Grant CCF-1065125)National Science Foundation (U.S.) (Grant CCF-1420692
Tatamibari Is NP-Complete
In the Nikoli pencil-and-paper game Tatamibari, a puzzle consists of an m x n grid of cells, where each cell possibly contains a clue among ⊞, ⊟, ◫. The goal is to partition the grid into disjoint rectangles, where every rectangle contains exactly one clue, rectangles containing ⊞ are square, rectangles containing ⊟ are strictly longer horizontally than vertically, rectangles containing ◫ are strictly longer vertically than horizontally, and no four rectangles share a corner. We prove this puzzle NP-complete, establishing a Nikoli gap of 16 years. Along the way, we introduce a gadget framework for proving hardness of similar puzzles involving area coverage, and show that it applies to an existing NP-hardness proof for Spiral Galaxies. We also present a mathematical puzzle font for Tatamibari
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