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Josh Brunner

Publications and source records attributed to Josh Brunner.

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Tetris is Hard with Just One Piece Type

We analyze the computational complexity of Tetris clearing (determining whether the player can clear an initial board using a given sequence of pieces) and survival (determining whether the player can avoid losing before placing all the given pieces in an initial board) when restricted to a single polyomino piece type. We prove, for any tetromino piece type $P$ except for O, the NP-hardness of Tetris clearing and survival under the standard Super Rotation System (SRS), even when the input sequence consists of only a specified number of $P$ pieces. These surprising results disprove a 23-year-old conjecture on the computational complexity of Tetris with only I pieces (although our result is only for a specific rotation system). As a corollary, we prove the NP-hardness of Tetris clearing when the sequence of pieces has to be able to be generated from a $7k$-bag randomizer for any positive integer $k\geq 1$. On the positive side, we give polynomial-time algorithms for Tetris clearing and survival when the input sequence consists of only dominoes, assuming a particular rotation model, solving a version of a 9-year-old open problem. Along the way, we give polynomial-time algorithms for Tetris clearing and survival with $1\times k$ pieces (for any fixed $k$), provided the top $k-1$ rows are initially empty, showing that our I NP-hardness result needs to have filled cells in the top three rows.

cs.CC

Pushing Blocks without Fixed Walls via Checkable Gizmos: Push-1 is PSPACE-Complete

We prove PSPACE-completeness of Push-1: given a rectangular grid of 1 x 1 cells, each possibly occupied by a movable block, can a robot move from one specified location to another, given the ability to push up to one block at a time? In particular, we remove the need for fixed (immovable) walls from a 2022 result. This fundamental model of block pushing, introduced in 1999, abstracts the mechanics of many video games. It was shown NP-hard in 2000, but its final complexity remained open for 25 years. Our result uses a new framework for checkable gadgets/gizmos, extending a prior framework for checkable gadgets to handle reconfiguration problems, at the cost of requiring a stronger auxiliary gadget. We also introduce a new connection between the motion-planning-through-gadgets framework (with an agent) and the Graph Orientation Reconfiguration Problem (with no agent), including Nondeterministic Constraint Logic.

cs.CC

Reconfiguration Algorithms for Cubic Modular Robots with Realistic Movement Constraints

We introduce and analyze a model for self-reconfigurable robots made up of unit-cube modules. Compared to past models, our model aims to newly capture two important practical aspects of real-world robots. First, modules often do not occupy an exact unit cube, but rather have features like bumps extending outside the allotted space so that modules can interlock. Thus, for example, our model forbids modules from squeezing in between two other modules that are one unit distance apart. Second, our model captures the practical scenario of many passive modules assembled by a single robot, instead of requiring all modules to be able to move on their own. We prove two universality results. First, with a supply of auxiliary modules, we show that any connected polycube structure can be constructed by a carefully aligned plane sweep. Second, without additional modules, we show how to construct any structure for which a natural notion of external feature size is at least a constant; this property largely consolidates forbidden-pattern properties used in previous works on reconfigurable modular robots.

cs.CG

ASP-Completeness of Hamiltonicity in Grid Graphs, with Applications to Loop Puzzles

We prove that Hamiltonicity in maximum-degree-3 grid graphs (directed or undirected) is ASP-complete, i.e., it has a parsimonious reduction from every NP search problem (including a polynomial-time bijection between solutions). As a consequence, given k Hamiltonian cycles, it is NP-complete to find another; and counting Hamiltonian cycles is #P-complete. If we require the grid graph's vertices to form a full $m \times n$ rectangle, then we show that Hamiltonicity remains ASP-complete if the edges are directed or if we allow removing some edges (whereas including all undirected edges is known to be easy). These results enable us to develop a stronger "T-metacell" framework for proving ASP-completeness of rectangular puzzles, which requires building just a single gadget representing a degree-3 grid-graph vertex. We apply this general theory to prove ASP-completeness of 38 pencil-and-paper puzzles where the goal is to draw a loop subject to given constraints: Slalom, Onsen-meguri, Mejilink, Detour, Tapa-Like Loop, Kouchoku, Icelom; Masyu, Yajilin, Nagareru, Castle Wall, Moon or Sun, Country Road, Geradeweg, Maxi Loop, Mid-loop, Balance Loop, Simple Loop, Haisu, Reflect Link, Linesweeper; Vertex/Touch Slitherlink, Dotchi-Loop, Ovotovata, Building Walk, Rail Pool, Disorderly Loop, Ant Mill, Koburin, Mukkonn Enn, Rassi Silai, (Crossing) Ichimaga, Tapa, Canal View, Aqre, and Paintarea. The last 14 of these puzzles were not even known to be NP-hard. Along the way, we prove ASP-completeness of some simple forms of Tree-Residue Vertex-Breaking (TRVB), including planar multigraphs with degree-6 breakable vertices, or with degree-4 breakable and degree-1 unbreakable vertices.

cs.CC

Complexity of Simple Folding of Mixed Orthogonal Crease Patterns

Continuing results from JCDCGGG 2016 and 2017, we solve several new cases of the simple foldability problem -- deciding which crease patterns can be folded flat by a sequence of (some model of) simple folds. We give new efficient algorithms for mixed crease patterns, where some creases are assigned mountain/valley while others are unassigned, for all 1D cases and for 2D rectangular paper with orthogonal one-layer simple folds. By contrast, we show strong NP-completeness for mixed orthogonal crease patterns on 2D rectangular paper with some-layers simple folds, complementing a previous result for all-layers simple folds. We also prove strong NP-completeness for finite simple folds (no matter the number of layers) of unassigned orthogonal crease patterns on arbitrary paper, complementing a previous result for assigned crease patterns, and contrasting with a previous positive result for infinite all-layers simple folds. In total, we obtain a characterization of polynomial vs. NP-hard for all cases -- finite/infinite one/some/all-layers simple folds of assigned/unassigned/mixed orthogonal crease patterns on 1D/rectangular/arbitrary paper -- except the unsolved case of infinite all-layers simple folds of assigned orthogonal crease patterns on arbitrary paper.

cs.CG

Complexity of Reconfiguration in Surface Chemical Reaction Networks

We analyze the computational complexity of basic reconfiguration problems for the recently introduced surface Chemical Reaction Networks (sCRNs), where ordered pairs of adjacent species nondeterministically transform into a different ordered pair of species according to a predefined set of allowed transition rules (chemical reactions). In particular, two questions that are fundamental to the simulation of sCRNs are whether a given configuration of molecules can ever transform into another given configuration, and whether a given cell can ever contain a given species, given a set of transition rules. We show that these problems can be solved in polynomial time, are NP-complete, or are PSPACE-complete in a variety of different settings, including when adjacent species just swap instead of arbitrary transformation (swap sCRNs), and when cells can change species a limited number of times (k-burnout). Most problems turn out to be at least NP-hard except with very few distinct species (2 or 3).

cs.CC

Complexity of Solo Chess with Unlimited Moves

We analyze Solo Chess puzzles, where the input is an $n \times n$ board containing some standard Chess pieces of the same color, and the goal is to make a sequence of capture moves to reduce down to a single piece. Prior work analyzes this puzzle for a single piece type when each piece is limited to make at most two capture moves (as in the Solo Chess puzzles on chess.com). By contrast, we study when each piece can make an unlimited number of capture moves. We show that any single piece type can be solved in polynomial time in a general model of piece types, while any two standard Chess piece types are NP-complete. We also analyze the restriction (as on chess.com) that one piece type is unique and must be the last surviving piece, showing that in this case some pairs of piece types become tractable while others remain hard.

cs.CC

The Legend of Zelda: The Complexity of Mechanics

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 mechanic is polynomial, NP-complete, NP-hard and in PSPACE, or PSPACE-complete. In the process we give an overview of many of the hardness proof techniques developed for video games over the past decade: the motion-planning-through-gadgets framework, the planar doors framework, the doors-and-buttons framework, the "Nintendo" platform game / SAT framework, and the collectible tokens and toll roads / Hamiltonicity framework.

cs.CC

Orthogonal Fold & Cut

We characterize the cut patterns that can be produced by "orthogonal fold & cut": folding an axis-aligned rectangular sheet of paper along horizontal and vertical creases, and then making a single straight cut (at any angle). Along the way, we solve a handful of related problems: orthogonal fold & punch, 1D fold & cut, signed 1D fold & cut, and 1D interval fold & cut.

cs.CG

Arithmetic Expression Construction

When can $n$ given numbers be combined using arithmetic operators from a given subset of $\{+, -, \times, \div\}$ to obtain a given target number? We study three variations of this problem of Arithmetic Expression Construction: when the expression (1) is unconstrained; (2) has a specified pattern of parentheses and operators (and only the numbers need to be assigned to blanks); or (3) must match a specified ordering of the numbers (but the operators and parenthesization are free). For each of these variants, and many of the subsets of $\{+,-,\times,\div\}$, we prove the problem NP-complete, sometimes in the weak sense and sometimes in the strong sense. Most of these proofs make use of a "rational function framework" which proves equivalence of these problems for values in rational functions with values in positive integers.

cs.CC

Complexity of Retrograde and Helpmate Chess Problems: Even Cooperative Chess is Hard

We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A "retrograde" problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the position is "valid" or "legal" or "reachable". Most real-world retrograde Chess problems ask for the last few moves of such a sequence; we analyze the decision question which gets at the existence of an exponentially long move sequence. A "helpmate" problem asks whether it is possible for a player to become checkmated by any sequence of moves from a given position. A helpmate problem is essentially a cooperative form of Chess, where both players work together to cause a particular player to win; it also arises in regular Chess games, where a player who runs out of time (flags) loses only if they could ever possibly be checkmated from the current position (i.e., the helpmate problem has a solution). Our PSPACE-hardness reductions are from a variant of a puzzle game called Subway Shuffle.

cs.CC

1 x 1 Rush Hour with Fixed Blocks is PSPACE-complete

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.

cs.CC

An Optimal Algorithm for Online Freeze-tag

In the freeze-tag problem, one active robot must wake up many frozen robots. The robots are considered as points in a metric space, where active robots move at a constant rate and activate other robots by visiting them. In the (time-dependent) online variant of the problem, frozen robots are not revealed until a specified time. Hammar, Nilsson, and Persson have shown that no online algorithm can achieve a competitive ratio better than $7/3$ for online freeze-tag, and asked whether there is any $O(1)$-competitive algorithm. In this paper, we provide a $(1+\sqrt{2})$-competitive algorithm for online time-dependent freeze-tag, and show that no algorithm can achieve a lower competitive ratio on every metric space.

cs.DS