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dc.contributor.authorDemaine, Erik D
dc.contributor.authorHendrickson, Dylan H.
dc.contributor.authorLynch, Jayson R.
dc.date.accessioned2020-12-10T21:34:52Z
dc.date.available2020-12-10T21:34:52Z
dc.date.issued2020-01
dc.identifier.issn1868-8969
dc.identifier.urihttps://hdl.handle.net/1721.1/128783
dc.description.abstractWe begin a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of “gadgets”, where each gadget has its own state defining a set of allowed traversals which in turn modify the gadget’s state. We study two general families of such gadgets within this theory, one which naturally leads to motion planning problems with polynomially bounded solutions, and another which leads to polynomially unbounded (potentially exponential) solutions. We also study a range of competitive game-theoretic scenarios, from one player controlling one robot to teams of players each controlling their own robot and racing to achieve their team’s goal. Under certain restrictions on these gadgets, we fully characterize the complexity of bounded 1-player motion planning (NL vs. NP-complete), unbounded 1-player motion planning (NL vs. PSPACE-complete), and bounded 2-player motion planning (P vs. PSPACE-complete), and we partially characterize the complexity of unbounded 2-player motion planning (P vs. EXPTIME-complete), bounded 2-team motion planning (P vs. NEXPTIME-complete), and unbounded 2-team motion planning (P vs. undecidable). These results can be seen as an alternative to Constraint Logic (which has already proved useful as a basis for hardness reductions), providing a wide variety of agent-based gadgets, any one of which suffices to prove a problem hard.en_US
dc.language.isoen
dc.publisherSchloss Dagstuhl--Leibniz-Zentrum fuer Informatiken_US
dc.relation.isversionof10.4230/LIPIcs.ITCS.2020.62en_US
dc.rightsCreative Commons Attribution 3.0 unported licenseen_US
dc.rights.urihttps://creativecommons.org/licenses/by/3.0/en_US
dc.sourceDROPSen_US
dc.titleToward a general complexity theory of motion planning: Characterizing which gadgets make games harden_US
dc.typeArticleen_US
dc.identifier.citationDemaine, Erik D., Dylan H. Hendrickson and Jayson Lynch. “Toward a general complexity theory of motion planning: Characterizing which gadgets make games hard.” Leibniz International Proceedings in Informatics, LIPIcs, 151, 1 (January 2020): 1-42 © 2020 The Author(s)en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Scienceen_US
dc.contributor.departmentMassachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratoryen_US
dc.relation.journalLeibniz International Proceedings in Informatics, LIPIcsen_US
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dc.date.updated2020-12-09T17:32:08Z
dspace.orderedauthorsDemaine, ED; Hendrickson, DH; Lynch, Jen_US
dspace.date.submission2020-12-09T17:32:11Z
mit.journal.volume151en_US
mit.journal.issue1en_US
mit.licensePUBLISHER_CC
mit.metadata.statusComplete


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