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Michael Coulombe

Publications and source records attributed to Michael Coulombe.

9 recordsLinked to original sources

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

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 motion-planning problems. While past work considers just one robot or one robot per player, most of our models allow for one or more locations to spawn new robots in each time step, leading to arbitrarily many robots. In the 0-player context, where all motion is deterministically forced, we prove that deciding whether any robot ever reaches a specified location is undecidable, by representing a counter machine. In the 1-player context, where the player can choose how to move the robots, we prove equivalence to Petri nets, EXPSPACE-completeness for reaching a specified location, PSPACE-completeness for reconfiguration, and ACKERMANN-completeness for reconfiguration when robots can be destroyed in addition to spawned. Finally, we consider a variation on the standard 2-player context where, instead of one robot per player, we have one robot shared by the players, along with a ko rule to prevent immediately undoing the previous move. We prove this impartial 2-player game EXPTIME-complete.

cs.LO

This Game Is Not Going To Analyze Itself

We analyze the puzzle video game This Game Is Not Going To Load Itself, where the player routes data packets of three different colors from given sources to given sinks of the correct color. Given the sources, sinks, and some previously placed arrow tiles, we prove that the game is in Sigma_2^P; in NP for sources of equal period; NP-complete for three colors and six equal-period sources with player input; and even without player input, simulating the game is both NP- and coNP-hard for two colors and many sources with different periods. On the other hand, we characterize which locations for three data sinks admit a perfect placement of arrow tiles that guarantee correct routing no matter the placement of the data sources, effectively solving most instances of the game as it is normally played.

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

Characterizing the Decidability of Finite State Automata Team Games with Communication

In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate of communication which is less than the rate at which they make moves in the game. We also show that meeting this communication threshold causes these games to be decidable.

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

Tetris is NP-hard even with $O(1)$ rows or columns

We prove that the classic falling-block video game Tetris (both survival and board clearing) remains NP-complete even when restricted to 8 columns, or to 4 rows, settling open problems posed over 15 years ago [BDH+04]. Our reduction is from 3-Partition, similar to the previous reduction for unrestricted board sizes, but with a better packing of buckets. On the positive side, we prove that 2-column Tetris (and 1-row Tetris) is polynomial. We also prove that the generalization of Tetris to larger $k$-omino pieces is NP-complete even when the board starts empty, even when restricted to 3 columns or 2 rows or constant-size pieces. Finally, we present an animated Tetris font.

cs.CC

Edge Matching with Inequalities, Triangles, Unknown Shape, and Two Players

We analyze the computational complexity of several new variants of edge-matching puzzles. First we analyze inequality (instead of equality) constraints between adjacent tiles, proving the problem NP-complete for strict inequalities but polynomial for nonstrict inequalities. Second we analyze three types of triangular edge matching, of which one is polynomial and the other two are NP-complete; all three are #P-complete. Third we analyze the case where no target shape is specified, and we merely want to place the (square) tiles so that edges match (exactly); this problem is NP-complete. Fourth we consider four 2-player games based on $1 \times n$ edge matching, all four of which are PSPACE-complete. Most of our NP-hardness reductions are parsimonious, newly proving #P and ASP-completeness for, e.g., $1 \times n$ edge matching.

cs.CC

Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible

We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a simple path in a rectangular grid graph from a start vertex to a destination vertex. The different puzzle types place different constraints on the path: preventing some edges from being visited (broken edges); forcing some edges or vertices to be visited (hexagons); forcing some cells to have certain numbers of incident path edges (triangles); or forcing the regions formed by the path to be partially monochromatic (squares), have exactly two special cells (stars), or be singly covered by given shapes (polyominoes) and/or negatively counting shapes (antipolyominoes). We show that any one of these clue types (except the first) is enough to make path finding NP-complete ("witnesses exist but are hard to find"), even for rectangular boards. Furthermore, we show that a final clue type (antibody), which necessarily "cancels" the effect of another clue in the same region, makes path finding $Σ_2$-complete ("witnesses do not exist"), even with a single antibody (combined with many anti/polyominoes), and the problem gets no harder with many antibodies. On the positive side, we give a polynomial-time algorithm for monomino clues, by reducing to hexagon clues on the boundary of the puzzle, even in the presence of broken edges, and solving "subset Hamiltonian path" for terminals on the boundary of an embedded planar graph in polynomial time.

cs.CC