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dc.contributor.authorDemaine, Erik
dc.date.accessioned2021-11-08T17:53:20Z
dc.date.available2021-11-08T17:53:20Z
dc.date.issued2018
dc.identifier.urihttps://hdl.handle.net/1721.1/137735
dc.description.abstract© Jeffrey Bosboom, Erik D. Demaine, and Mikhail Rudoy; licensed under Creative Commons License CC-BY 9th International Conference on Fun with Algorithms (FUN 2018). We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position, even for simple (almost rectangular) hole-free boards. We also analyze the mate-in-1 problem: can the player win in a single turn? One turn in Push Fight consists of up to two "moves" followed by a mandatory "push". With these rules, or generalizing the number of allowed moves to any constant, we show mate-in-1 can be solved in polynomial time. If, however, the number of moves per turn is part of the input, the problem becomes NP-complete. On the other hand, without any limit on the number of moves per turn, the problem becomes polynomially solvable again.en_US
dc.language.isoen
dc.relation.isversionof10.4230/LIPIcs.FUN.2018.11en_US
dc.rightsCreative Commons Attribution 4.0 International licenseen_US
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_US
dc.sourceDROPSen_US
dc.titleComputational complexity of generalized push fighten_US
dc.typeArticleen_US
dc.identifier.citationDemaine, Erik. 2018. "Computational complexity of generalized push fight."
dc.contributor.departmentMassachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
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.updated2019-06-05T13:20:36Z
dspace.date.submission2019-06-05T13:20:37Z
mit.licensePUBLISHER_CC
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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