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Coordinating "7 Billion Humans" Is Hard 协调 "70 亿人类 "很困难
Pub Date : 2024-07-09 DOI: 10.4230/LIPIcs.FUN.2024.26
Alessandro Panconesi, Pietro Maria Posta, Mirko Giacchini
In the video game"7 Billion Humans", the player is requested to direct a group of workers to various destinations by writing a program that is executed simultaneously on each worker. While the game is quite rich and, indeed, it is considered one of the best games for beginners to learn the basics of programming, we show that even extremely simple versions are already NP-Hard or PSPACE-Hard.
在视频游戏 "70 亿人类 "中,玩家需要编写一个程序,并在每个工人身上同时执行,从而指挥一群工人前往不同的目的地。虽然游戏内容相当丰富,而且被认为是初学者学习编程基础的最佳游戏之一,但我们的研究表明,即使是极其简单的版本,也已经达到了 NP-Hard或 PSPACE-Hard。
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引用次数: 0
Chess is hard even for a single player 国际象棋即使对一个人来说也很难
Pub Date : 2022-03-28 DOI: 10.48550/arXiv.2203.14864
N. Aravind, Neeldhara Misra, Harshil Mittal
We introduce a generalization of"Solo Chess", a single-player variant of the game that can be played on chess.com. The standard version of the game is played on a regular 8 x 8 chessboard by a single player, with only white pieces, using the following rules: every move must capture a piece, no piece may capture more than 2 times, and if there is a King on the board, it must be the final piece. The goal is to clear the board, i.e, make a sequence of captures after which only one piece is left. We generalize this game to unbounded boards with $n$ pieces, each of which have a given number of captures that they are permitted to make. We show that Generalized Solo Chess is NP-complete, even when it is played by only rooks that have at most two captures remaining. It also turns out to be NP-complete even when every piece is a queen with exactly two captures remaining in the initial configuration. In contrast, we show that solvable instances of Generalized Solo Chess can be completely characterized when the game is: a) played by rooks on a one-dimensional board, and b) played by pawns with two captures left on a 2D board. Inspired by Generalized Solo Chess, we also introduce the Graph Capture Game, which involves clearing a graph of tokens via captures along edges. This game subsumes Generalized Solo Chess played by knights. We show that the Graph Capture Game is NP-complete for undirected graphs and DAGs.
我们介绍了“单人象棋”的概括,这是一种可以在chess.com上玩的单人游戏变体。该游戏的标准版本是在一个常规的8 × 8棋盘上,由一个人玩,只有白色的棋子,使用以下规则:每一步必须捕获一个棋子,任何一个棋子都不能捕获超过2次,如果棋盘上有一个国王,它必须是最后一个棋子。目标是清除棋盘,也就是说,进行一系列捕获,之后只剩下一个棋子。我们将这个游戏推广到有n个棋子的无界棋盘,每个棋子都有给定的捕获次数。我们证明了广义独奏象棋是np完全的,即使它是由最多只剩下两个捕获的车玩的。它也被证明是np完全的,即使每个棋子都是皇后,在初始构型中正好剩下两个捕获。相比之下,我们证明了广义独奏象棋的可解实例可以完全表征为:a)在一维棋盘上由白嘴鸦玩,b)在二维棋盘上由剩下两个捕获的小兵玩。受广义独奏国际象棋的启发,我们还引入了图形捕获游戏,该游戏涉及通过沿边缘捕获来清除图形中的令牌。这款游戏包含了骑士所玩的广义单人象棋。我们证明了图捕获游戏对于无向图和dag是np完全的。
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引用次数: 2
How Fast Can We Play Tetris Greedily With Rectangular Pieces? 用矩形方块玩《俄罗斯方块》有多快?
Pub Date : 2022-02-22 DOI: 10.4230/LIPIcs.FUN.2022.13
Justin Dallant, J. Iacono
Consider a variant of Tetris played on a board of width w and infinite height, where the pieces are axis-aligned rectangles of arbitrary integer dimensions, the pieces can only be moved before letting them drop, and a row does not disappear once it is full. Suppose we want to follow a greedy strategy: let each rectangle fall where it will end up the lowest given the current state of the board. To do so, we want a data structure which can always suggest a greedy move. In other words, we want a data structure which maintains a set of O ( n ) rectangles, supports queries which return where to drop the rectangle, and updates which insert a rectangle dropped at a certain position and return the height of the highest point in the updated set of rectangles. We show via a reduction from the Multiphase problem [Pătraşcu, 2010] that on a board of width w = Θ( n ), if the OMv conjecture [Henzinger et al., 2015] is true, then both operations cannot be supported in time O ( n 1 / 2 − (cid:15) ) simultaneously. The reduction also implies polynomial bounds from the 3-SUM conjecture and the APSP conjecture. On the other hand, we show that there is a data structure supporting both operations in O ( n 1 / 2 log 3 / 2 n ) time on boards of width n O (1) , matching the lower bound up to an n o (1) factor.
考虑在宽度为w,高度无限的棋盘上玩俄罗斯方块的变体,其中棋子是任意整数尺寸的轴对齐矩形,棋子只能在让它们掉落之前移动,并且一行不会在满了之后消失。假设我们想要遵循贪婪策略:让每个矩形落在给定棋盘当前状态的最低位置。要做到这一点,我们需要一个总是可以提示贪心移动的数据结构。换句话说,我们想要一个数据结构,它维护一个由O (n)个矩形组成的集合,支持返回放置矩形的位置的查询,支持插入放置在某个位置的矩形并返回更新后的矩形集合中最高点的高度的更新。我们通过对多相问题[pourtra, 2010]的简化表明,在宽度为w = Θ(n)的板上,如果OMv猜想[Henzinger et al., 2015]为真,则两个操作不能同时在时间O (n 1 / 2−(cid:15))内得到支持。该约简还暗示了3-SUM猜想和APSP猜想的多项式界。另一方面,我们证明了在宽度为n O(1)的板上,有一种数据结构支持在O (n 1 / 2 log 3 / 2 n)时间内完成这两种操作,将下界匹配到n O(1)个因子。
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引用次数: 0
Cooperating in Video Games? Impossible! Undecidability of Team Multiplayer Games 合作玩电子游戏?不可能的!团队多人游戏的不可判定性
Pub Date : 2020-11-01 DOI: 10.4230/LIPIcs.FUN.2018.14
Michael J. Coulombe, J. Lynch
Abstract We show the undecidability of whether a team has a forced win in a number of well known video games including: Team Fortress 2, Super Smash Brothers: Brawl, and Mario Kart. To do so, we give a simplification of the Team Computation Game from Hearn and Demaine's “Games, Puzzles, and Computation” [7] , and use that to give an undecidable abstract game on graphs. This graph game framework better captures the geometry and common constraints in many games and is thus a powerful tool for showing their computational complexity.
我们在一些著名的电子游戏中展示了一支球队是否有强制获胜的不可判定性,包括:军团要塞2,超级大乱斗兄弟:Brawl和马里奥赛车。为此,我们给出了Hearn和Demaine的“游戏,谜题和计算”[7]中的团队计算游戏的简化,并用它来给出一个不可判定的抽象图形游戏。这种图形游戏框架更好地捕捉了许多游戏中的几何和常见约束,因此是显示其计算复杂性的强大工具。
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引用次数: 7
Finding Water on Poleless Using Melomaniac Myopic Chameleon Robots 使用近视变色龙机器人在无极点上寻找水
Pub Date : 2020-09-01 DOI: 10.4230/LIPIcs.FUN.2021.6
Quentin Bramas, P. Lafourcade, Stéphane Devismes
In 2042, the exoplanet exploration program,1 launched in 2014 by NASA, finally discovers a new exoplanet so-called Poleless, due to the fact that it is not subject to any magnetism. A new generation of autonomous mobile robots, called M2C (for Melomaniac Myopic Chameleon), have been designed to find water on Poleless. To address this problem, we investigate optimal (w.r.t., visibility range and number of used colors) solutions to the infinite grid exploration problem (IGE) by a small team of M2C robots. Our first result shows that minimizing the visibility range and the number of used colors are two orthogonal issues: it is impossible to design a solution to the IGE problem that is optimal w.r.t. both parameters simultaneously. Consequently, we address optimality of these two criteria separately by proposing two algorithms; the former being optimal in terms of visibility range, the latter being optimal in terms of number of used colors. It is worth noticing that these two algorithms use a very small number of robots, respectively six and eight. 2012 ACM Subject Classification Theory of computation → Distributed algorithms
在2042年,美国宇航局于2014年启动的系外行星探测计划终于发现了一颗新的系外行星,它被称为无极行星,因为它不受任何磁力的影响。新一代自主移动机器人M2C(意为美洛曼近视变色龙)被设计用来在Poleless上寻找水。为了解决这个问题,我们研究了一个小型M2C机器人团队对无限网格探索问题(IGE)的最佳解决方案(w.r.t.,可见范围和使用颜色数量)。我们的第一个结果表明,最小化可见范围和使用颜色的数量是两个正交的问题:不可能同时设计出最优w.r.t.两个参数的IGE问题的解决方案。因此,我们通过提出两种算法分别解决这两个标准的最优性;前者在可见范围方面是最优的,后者在使用颜色的数量方面是最优的。值得注意的是,这两种算法使用的机器人数量非常少,分别为6个和8个。2012 ACM学科分类计算理论→分布式算法
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引用次数: 5
Card-Based ZKP Protocols for Takuzu and Juosan Takuzu和Juosan的基于卡的ZKP协议
Pub Date : 2020-09-01 DOI: 10.4230/LIPIcs.FUN.2021.20
Daiki Miyahara, Léo Robert, P. Lafourcade, So Takeshige, T. Mizuki, Kazumasa Shinagawa, A. Nagao, H. Sone
Takuzu and Juosan are logical Nikoli games in the spirit of Sudoku. In Takuzu, a grid must be filled with 0’s and 1’s under specific constraints. In Juosan, the grid must be filled with vertical and horizontal dashes with specific constraints. We give physical algorithms using cards to realize zero-knowledge proofs for those games. The goal is to allow a player to show that he/she has the solution without revealing it. Previous work on Takuzu showed a protocol with multiple instances needed. We propose two improvements: only one instance needed and a soundness proof. We also propose a similar proof for Juosan game. 2012 ACM Subject Classification Security and privacy → Information-theoretic techniques
Takuzu和jusan是数独游戏的逻辑游戏。在《Takuzu》中,网格必须在特定的约束条件下被0和1填充。在jusan中,网格必须用具有特定约束的垂直和水平虚线填充。我们给出了使用卡片的物理算法来实现这些游戏的零知识证明。目标是让玩家在不泄露的情况下展示自己的解决方案。之前关于Takuzu的工作显示了需要多个实例的协议。我们提出了两个改进:只需要一个实例和一个可靠的证明。对于jusan博弈,我们也给出了类似的证明。2012 ACM主题分类安全与隐私→信息理论技术
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引用次数: 36
A Phase Transition in Minesweeper 《扫雷舰》中的相变
Pub Date : 2020-08-10 DOI: 10.4230/LIPIcs.FUN.2021.12
Ross Dempsey, Charles D. Guinn
We study the average-case complexity of the classic Minesweeper game in which players deduce the locations of mines on a two-dimensional lattice. Playing Minesweeper is known to be co-NP-complete. We show empirically that Minesweeper exhibits a phase transition analogous to the well-studied SAT phase transition. Above the critical mine density it becomes almost impossible to play Minesweeper by logical inference. We use a reduction to Boolean unsatisfiability to characterize the hardness of Minesweeper instances, and show that the hardness peaks at the phase transition. Furthermore, we demonstrate algorithmic barriers at the phase transition for polynomial-time approaches to Minesweeper inference. Finally, we comment on expectations for the asymptotic behavior of the phase transition.
我们研究了经典扫雷游戏的平均情况复杂度,在该游戏中,玩家在二维晶格上推断地雷的位置。众所周知,玩扫雷游戏是共同完成的。我们的经验表明,扫雷舰的相变类似于研究得很好的SAT相变。在临界地雷密度以上,根据逻辑推断,玩扫雷游戏几乎是不可能的。我们使用布尔不满意化简来表征扫雷实例的硬度,并表明硬度在相变时达到峰值。此外,我们还展示了用于扫雷推断的多项式时间方法的相变算法障碍。最后,我们评论了相变渐近行为的期望。
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引用次数: 1
The Computational Complexity of Evil Hangman 《Evil Hangman》的计算复杂度
Pub Date : 2020-03-22 DOI: 10.4230/LIPIcs.FUN.2021.23
Jérémy Félix Barbay, Bernardo Subercaseaux
The game of Hangman is a classical asymmetric two player game in which one player, the setter, chooses a secret word from a language, that the other player, the guesser, tries to discover through single letter matching queries, answered by all occurrences of this letter if any. In the Evil Hangman variant, the setter can change the secret word during the game, as long as the new choice is consistent with the information already given to the guesser. We show that a greedy strategy for Evil Hangman can perform arbitrarily far from optimal, and most importantly, that playing optimally as an Evil Hangman setter is computationally difficult. The latter result holds even assuming perfect knowledge of the language, for several classes of languages, ranging from Finite to Turing Computable. The proofs are based on reductions to Dominating Set on 3-regular graphs and to the Membership problem, combinatorial problems already known to be computationally hard.
猜字游戏是一种经典的非对称双人游戏,其中一名玩家(设置者)从一种语言中选择一个秘密单词,另一名玩家(猜测者)试图通过单个字母匹配查询来发现这个单词,并通过该字母的所有出现来回答。在《Evil Hangman》变体中,设定者可以在游戏过程中改变秘密词,只要新的选择与已经提供给猜者的信息一致。我们证明了《Evil Hangman》的贪婪策略可能会偏离最优状态,最重要的是,作为《Evil Hangman》的设置者进行最优体验在计算上是困难的。对于从有限到图灵可计算的几种语言,后一种结果甚至假设对语言有完全的了解。这些证明是基于对3正则图的支配集的约简和对隶属性问题的约简,这是已知的计算困难的组合问题。
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引用次数: 4
1 x 1 Rush Hour with Fixed Blocks is PSPACE-complete 1 x 1 Rush Hour with Fixed Blocks完成pspace
Pub Date : 2020-03-01 DOI: 10.4230/LIPIcs.FUN.2021.7
Josh Brunner, Lily Chung, E. Demaine, D. Hendrickson, Adam Hesterberg, Adam Suhl, Avi Zeff
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 that it is PSPACE-complete to decide whether a given block can reach the left edge of the board, by reduction from Nondeterministic Constraint Logic via 2-color oriented Subway Shuffle. By contrast, polynomial-time algorithms are known for deciding whether a given block can be moved by one space, or when each block either is immovable or can move both horizontally and vertically. Our result answers a 15-year-old open problem by Tromp and Cilibrasi, and strengthens previous PSPACE-completeness results for Rush Hour with vertical $1 times 2$ and horizontal $2 times 1$ movable blocks and 4-color Subway Shuffle.
考虑$n^2-1$单位方块放在$n × n$方块中,其中每个方块被标记为水平移动(仅限)、垂直移动(仅限)或不可移动——这是《尖峰时刻》的变体,只有$1 × 1$的汽车和固定方块。我们通过2色地铁洗牌,从不确定性约束逻辑出发,证明了一个给定的块是否能到达棋盘的左边缘是pspace完全的。相比之下,多项式时间算法被认为是决定一个给定的块是否可以移动一个空间,或者每个块是不可移动的还是可以水平和垂直移动。我们的结果回答了Tromp和Cilibrasi长达15年的开放问题,并加强了之前关于高峰时刻的pspace -完备性结果,其中包含垂直$1 乘以2$和水平$2 乘以1$的可移动块和4色地铁Shuffle。
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引用次数: 7
Physical Zero-Knowledge Proof for Numberlink 物理零知识证明Numberlink
Pub Date : 2020-02-04 DOI: 10.4230/LIPIcs.FUN.2021.22
Suthee Ruangwises, T. Itoh
Numberlink is a logic puzzle for which the player has to connect all pairs of cells with the same numbers by non-crossing paths in a rectangular grid. In this paper, we propose a physical protocol of zero-knowledge proof for Numberlink using a deck of cards, which allows a player to physically show that he/she knows a solution without revealing it. In particular, we develop a physical protocol to count the number of elements in a list that are equal to a given secret value without revealing that value, the positions of elements in the list that are equal to it, or the value of any other element in the list. Our protocol can also be applied to verify the existence of vertex-disjoint paths connecting all given pairs of endpoints in any graph.
Numberlink是一款逻辑谜题,玩家必须通过矩形网格中不相交的路径将所有具有相同数字的单元格对连接起来。在本文中,我们提出了一种使用一副纸牌的物理零知识证明协议,该协议允许玩家在不泄露的情况下物理地显示他/她知道解决方案。特别是,我们开发了一个物理协议来计算列表中等于给定秘密值的元素的数量,而不透露该值、列表中与该值相等的元素的位置或列表中任何其他元素的值。我们的协议也可以用于验证连接任意图中所有给定端点对的顶点不相交路径的存在性。
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引用次数: 14
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Fun with Algorithms
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