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Erik D. Demaine

Publications and source records attributed to Erik D. Demaine.

At least 127 records · Page 7Linked to original sources

Push-Pull Block Puzzles are Hard

This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question by Zubaran and Ritt. Push-pull block puzzles are a type of recreational motion planning problem, similar to Sokoban, that involve moving a `robot' on a square grid with $1 \times 1$ obstacles. The obstacles cannot be traversed by the robot, but some can be pushed and pulled by the robot into adjacent squares. Thin walls prevent movement between two adjacent squares. This work follows in a long line of algorithms and complexity work on similar problems. The 2D push-pull block puzzle shows up in the video games Pukoban as well as The Legend of Zelda: A Link to the Past, giving another proof of hardness for the latter. This variant of block-pushing puzzles is of particular interest because of its connections to reversibility, since any action (e.g., push or pull) can be inverted by another valid action (e.g., pull or push).

cs.CC↗

Upward Partitioned Book Embeddings

We analyze a directed variation of the book embedding problem when the page partition is prespecified and the nodes on the spine must be in topological order (upward book embedding). Given a directed acyclic graph and a partition of its edges into $k$ pages, can we linearly order the vertices such that the drawing is upward (a topological sort) and each page avoids crossings? We prove that the problem is NP-complete for $k\ge 3$, and for $k\ge 4$ even in the special case when each page is a matching. By contrast, the problem can be solved in linear time for $k=2$ pages when pages are restricted to matchings. The problem comes from Jack Edmonds (1997), motivated as a generalization of the map folding problem from computational origami.

cs.CG↗

Inapproximability of the Standard Pebble Game and Hard to Pebble Graphs

Pebble games are single-player games on DAGs involving placing and moving pebbles on nodes of the graph according to a certain set of rules. The goal is to pebble a set of target nodes using a minimum number of pebbles. In this paper, we present a possibly simpler proof of the result in [CLNV15] and strengthen the result to show that it is PSPACE-hard to determine the minimum number of pebbles to an additive $n^{1/3-ε}$ term for all $ε> 0$, which improves upon the currently known additive constant hardness of approximation [CLNV15] in the standard pebble game. We also introduce a family of explicit, constant indegree graphs with $n$ nodes where there exists a graph in the family such that using constant $k$ pebbles requires $Ω(n^k)$ moves to pebble in both the standard and black-white pebble games. This independently answers an open question summarized in [Nor15] of whether a family of DAGs exists that meets the upper bound of $O(n^k)$ moves using constant $k$ pebbles with a different construction than that presented in [AdRNV17].

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A simple proof that the $(n^2-1)$-puzzle is hard

The 15 puzzle is a classic reconfiguration puzzle with fifteen uniquely labeled unit squares within a $4 \times 4$ board in which the goal is to slide the squares (without ever overlapping) into a target configuration. By generalizing the puzzle to an $n \times n$ board with $n^2-1$ squares, we can study the computational complexity of problems related to the puzzle; in particular, we consider the problem of determining whether a given end configuration can be reached from a given start configuration via at most a given number of moves. This problem was shown NP-complete in Ratner and Warmuth (1990). We provide an alternative simpler proof of this fact by reduction from the rectilinear Steiner tree problem.

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Hamiltonicity is Hard in Thin or Polygonal Grid Graphs, but Easy in Thin Polygonal Grid Graphs

In 2007, Arkin et al. initiated a systematic study of the complexity of the Hamiltonian cycle problem on square, triangular, or hexagonal grid graphs, restricted to polygonal, thin, superthin, degree-bounded, or solid grid graphs. They solved many combinations of these problems, proving them either polynomially solvable or NP-complete, but left three combinations open. In this paper, we prove two of these unsolved combinations to be NP-complete: Hamiltonicity of Square Polygonal Grid Graphs and Hamiltonicity of Hexagonal Thin Grid Graphs. We also consider a new restriction, where the grid graph is both thin and polygonal, and prove that Hamiltonicity then becomes polynomially solvable for square, triangular, and hexagonal grid graphs.

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Embedding Stacked Polytopes on a Polynomial-Size Grid

A stacking operation adds a $d$-simplex on top of a facet of a simplicial $d$-polytope while maintaining the convexity of the polytope. A stacked $d$-polytope is a polytope that is obtained from a $d$-simplex and a series of stacking operations. We show that for a fixed $d$ every stacked $d$-polytope with $n$ vertices can be realized with nonnegative integer coordinates. The coordinates are bounded by $O(n^{2\log(2d)})$, except for one axis, where the coordinates are bounded by $O(n^{3\log(2d)})$. The described realization can be computed with an easy algorithm. The realization of the polytopes is obtained with a lifting technique which produces an embedding on a large grid. We establish a rounding scheme that places the vertices on a sparser grid, while maintaining the convexity of the embedding.

cs.CG↗

New Geometric Algorithms for Fully Connected Staged Self-Assembly

We consider staged self-assembly systems, in which square-shaped tiles can be added to bins in several stages. Within these bins, the tiles may connect to each other, depending on the glue types of their edges. Previous work by Demaine et al. showed that a relatively small number of tile types suffices to produce arbitrary shapes in this model. However, these constructions were only based on a spanning tree of the geometric shape, so they did not produce full connectivity of the underlying grid graph in the case of shapes with holes; designing fully connected assemblies with a polylogarithmic number of stages was left as a major open problem. We resolve this challenge by presenting new systems for staged assembly that produce fully connected polyominoes in O(log^2 n) stages, for various scale factors and temperature τ = 2 as well as τ = 1. Our constructions work even for shapes with holes and uses only a constant number of glues and tiles. Moreover, the underlying approach is more geometric in nature, implying that it promised to be more feasible for shapes with compact geometric description.

cs.DS↗

Even $1 \times n$ Edge-Matching and Jigsaw Puzzles are Really Hard

We prove the computational intractability of rotating and placing $n$ square tiles into a $1 \times n$ array such that adjacent tiles are compatible--either equal edge colors, as in edge-matching puzzles, or matching tab/pocket shapes, as in jigsaw puzzles. Beyond basic NP-hardness, we prove that it is NP-hard even to approximately maximize the number of placed tiles (allowing blanks), while satisfying the compatibility constraint between nonblank tiles, within a factor of 0.9999999851. (On the other hand, there is an easy $1 \over 2$-approximation.) This is the first (correct) proof of inapproximability for edge-matching and jigsaw puzzles. Along the way, we prove NP-hardness of distinguishing, for a directed graph on $n$ nodes, between having a Hamiltonian path (length $n-1$) and having at most $0.999999284 (n-1)$ edges that form a vertex-disjoint union of paths. We use this gap hardness and gap-preserving reductions to establish similar gap hardness for $1 \times n$ jigsaw and edge-matching puzzles.

cs.CC↗

The Computational Complexity of Portal and Other 3D Video Games

We classify the computational complexity of the popular video games Portal and Portal 2. We isolate individual mechanics of the game and prove NP-hardness, PSPACE-completeness, or (pseudo)polynomiality depending on the specific game mechanics allowed. One of our proofs generalizes to prove NP-hardness of many other video games such as Half-Life 2, Halo, Doom, Elder Scrolls, Fallout, Grand Theft Auto, Left 4 Dead, Mass Effect, Deus Ex, Metal Gear Solid, and Resident Evil. These results build on the established literature on the complexity of video games.

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Universal Shape Replicators via Self-Assembly with Attractive and Repulsive Forces

We show how to design a universal shape replicator in a self-assembly system with both attractive and repulsive forces. More precisely, we show that there is a universal set of constant-size objects that, when added to any unknown hole-free polyomino shape, produces an unbounded number of copies of that shape (plus constant-size garbage objects). The constant-size objects can be easily constructed from a constant number of individual tile types using a constant number of preprocessing self-assembly steps. Our construction uses the well-studied 2-Handed Assembly Model (2HAM) of tile self-assembly, in the simple model where glues interact only with identical glues, allowing glue strengths that are either positive (attractive) or negative (repulsive), and constant temperature (required glue strength for parts to hold together). We also require that the given shape has specified glue types on its surface, and that the feature size (smallest distance between nonincident edges) is bounded below by a constant. Shape replication necessarily requires a self-assembly model where parts can both attach and detach, and this construction is the first to do so using the natural model of negative/repulsive glues (also studied before for other problems such as fuel-efficient computation); previous replication constructions require more powerful global operations such as an "enzyme" that destroys a subset of the tile types.

cs.CG↗

Computational Complexity of Arranging Music

This paper proves that arrangement of music is NP-hard when subject to various constraints: avoiding musical dissonance, limiting how many notes can be played simultaneously, and limiting transition speed between chords. These results imply the computational complexity of related musical problems, including musical choreography and rhythm games.

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Single-Player and Two-Player Buttons & Scissors Games

We study the computational complexity of the Buttons \& Scissors game and obtain sharp thresholds with respect to several parameters. Specifically we show that the game is NP-complete for $C = 2$ colors but polytime solvable for $C = 1$. Similarly the game is NP-complete if every color is used by at most $F = 4$ buttons but polytime solvable for $F \leq 3$. We also consider restrictions on the board size, cut directions, and cut sizes. Finally, we introduce several natural two-player versions of the game and show that they are PSPACE-complete.

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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.

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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.

cs.PL↗

Pachinko

Inspired by the Japanese game Pachinko, we study simple (perfectly "inelastic" collisions) dynamics of a unit ball falling amidst point obstacles (pins) in the plane. A classic example is that a checkerboard grid of pins produces the binomial distribution, but what probability distributions result from different pin placements? In the 50-50 model, where the pins form a subset of this grid, not all probability distributions are possible, but surprisingly the uniform distribution is possible for $\{1,2,4,8,16\}$ possible drop locations. Furthermore, every probability distribution can be approximated arbitrarily closely, and every dyadic probability distribution can be divided by a suitable power of $2$ and then constructed exactly (along with extra "junk" outputs). In a more general model, if a ball hits a pin off center, it falls left or right accordingly. Then we prove a universality result: any distribution of $n$ dyadic probabilities, each specified by $k$ bits, can be constructed using $O(n k^2)$ pins, which is close to the information-theoretic lower bound of $Ω(n k)$.

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Folding Flat Crease Patterns with Thick Materials

Modeling folding surfaces with nonzero thickness is of practical interest for mechanical engineering. There are many existing approaches that account for material thickness in folding applications. We propose a new systematic and broadly applicable algorithm to transform certain flat-foldable crease patterns into new crease patterns with similar folded structure but with a facet-separated folded state. We provide conditions on input crease patterns for the algorithm to produce a thickened crease pattern avoiding local self intersection, and provide bounds for the maximum thickness that the algorithm can produce for a given input. We demonstrate these results in parameterized numerical simulations and physical models.

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Bust-a-Move/Puzzle Bobble is NP-Complete

We prove that the classic 1994 Taito video game, known as Puzzle Bobble or Bust-a-Move, is NP-complete. Our proof applies to the perfect-information version where the bubble sequence is known in advance, and it uses just three bubble colors.

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