Exhaustive search and hardness proofs for games
Author(s)
Bosboom, Jeffrey(Jeffrey William)
Download1227516732-MIT.pdf (11.54Mb)
Other Contributors
Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.
Advisor
Erik D. Demaine.
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This thesis explores several games from two perspectives: exhaustive search and hardness proofs. First, we present an exhaustive search for hardness proofs: a system for finding motion planning simulations. Second, we prove that the pencil-and-paper puzzle Tatamibari is NP-complete, a proof developed using a Tatamibari solver we wrote based on the Z3 SMT solver. Third, we find by computer search that the board game Push Fight played on a board with one column (four squares) removed is a draw. Then we prove that mate-in-1 in generalized Push Fight is NP-complete and that determining the winner of a game in progress is PSPACE-hard. Fourth, we prove that path puzzles are NP-complete, ASP-complete, and #P-complete. We describe a solver for path puzzles based on depth-first search that solves 14 of 15 puzzles from the last chapter of the path puzzles book. Fifth, we present a nonogram solver based on automaton intersection. Relatedly, we prove that finding an optimal automaton intersection ordering is PSPACE-hard. Sixth, we analyze puzzles from the video game The Witness and obtain NP-completeness for most clue types and [sigma]₂-completeness for puzzles containing antibody clues. Finally, we propose a generic framework for parsing screenshots of grid-based video games.
Description
Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, September, 2020 Cataloged from student-submitted PDF of thesis. Includes bibliographical references (pages 275-289).
Date issued
2020Department
Massachusetts Institute of Technology. Department of Electrical Engineering and Computer SciencePublisher
Massachusetts Institute of Technology
Keywords
Electrical Engineering and Computer Science.