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dc.contributor.advisorErik Demaine.en_US
dc.contributor.authorLynch, Jayson (Jayson R.)en_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2016-12-22T15:18:02Z
dc.date.available2016-12-22T15:18:02Z
dc.date.copyright2015en_US
dc.date.issued2015en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/105999
dc.descriptionThesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.en_US
dc.descriptionThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.en_US
dc.descriptionCataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 49-53).en_US
dc.description.abstractWe 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.en_US
dc.description.statementofresponsibilityby Jayson Lynch.en_US
dc.format.extent53 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleOn the computational complexity of portal and push-pull block puzzlesen_US
dc.typeThesisen_US
dc.description.degreeM. Eng.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc965798956en_US


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