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dc.contributor.advisorErik D. Demaine.en_US
dc.contributor.authorBosboom, Jeffrey(Jeffrey William)en_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2021-01-06T19:35:07Z
dc.date.available2021-01-06T19:35:07Z
dc.date.copyright2020en_US
dc.date.issued2020en_US
dc.identifier.urihttps://hdl.handle.net/1721.1/129245
dc.descriptionThesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, September, 2020en_US
dc.descriptionCataloged from student-submitted PDF of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 275-289).en_US
dc.description.abstractThis 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.en_US
dc.description.statementofresponsibilityby Jeffrey Bosboom.en_US
dc.format.extent289 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses may be protected by copyright. Please reuse MIT thesis content according to the MIT Libraries Permissions Policy, which is available through the URL provided.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleExhaustive search and hardness proofs for gamesen_US
dc.typeThesisen_US
dc.description.degreePh. D.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Scienceen_US
dc.identifier.oclc1227516732en_US
dc.description.collectionPh.D. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Scienceen_US
dspace.imported2021-01-06T19:35:06Zen_US
mit.thesis.degreeDoctoralen_US
mit.thesis.departmentEECSen_US


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