1,141 research outputs found

    Bejeweled, Candy Crush and other Match-Three Games are (NP-)Hard

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    The twentieth century has seen the rise of a new type of video games targeted at a mass audience of "casual" gamers. Many of these games require the player to swap items in order to form matches of three and are collectively known as \emph{tile-matching match-three games}. Among these, the most influential one is arguably \emph{Bejeweled} in which the matched items (gems) pop and the above gems fall in their place. Bejeweled has been ported to many different platforms and influenced an incredible number of similar games. Very recently one of them, named \emph{Candy Crush Saga} enjoyed a huge popularity and quickly went viral on social networks. We generalize this kind of games by only parameterizing the size of the board, while all the other elements (such as the rules or the number of gems) remain unchanged. Then, we prove that answering many natural questions regarding such games is actually \NP-Hard. These questions include determining if the player can reach a certain score, play for a certain number of turns, and others. We also \href{http://candycrush.isnphard.com}{provide} a playable web-based implementation of our reduction.Comment: 21 pages, 12 figure

    Trainyard is NP-Hard

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    Recently, due to the widespread diffusion of smart-phones, mobile puzzle games have experienced a huge increase in their popularity. A successful puzzle has to be both captivating and challenging, and it has been suggested that this features are somehow related to their computational complexity \cite{Eppstein}. Indeed, many puzzle games --such as Mah-Jongg, Sokoban, Candy Crush, and 2048, to name a few-- are known to be NP-hard \cite{CondonFLS97, culberson1999sokoban, GualaLN14, Mehta14a}. In this paper we consider Trainyard: a popular mobile puzzle game whose goal is to get colored trains from their initial stations to suitable destination stations. We prove that the problem of determining whether there exists a solution to a given Trainyard level is NP-hard. We also \href{http://trainyard.isnphard.com}{provide} an implementation of our hardness reduction

    Large Peg-Army Maneuvers

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    Despite its long history, the classical game of peg solitaire continues to attract the attention of the scientific community. In this paper, we consider two problems with an algorithmic flavour which are related with this game, namely Solitaire-Reachability and Solitaire-Army. In the first one, we show that deciding whether there is a sequence of jumps which allows a given initial configuration of pegs to reach a target position is NP-complete. Regarding Solitaire-Army, the aim is to successfully deploy an army of pegs in a given region of the board in order to reach a target position. By solving an auxiliary problem with relaxed constraints, we are able to answer some open questions raised by Cs\'ak\'any and Juh\'asz (Mathematics Magazine, 2000). To appreciate the combinatorial beauty of our solutions, we recommend to visit the gallery of animations provided at http://solitairearmy.isnphard.com.Comment: Conference versio

    The Max-Distance Network Creation Game on General Host Graphs

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    In this paper we study a generalization of the classic \emph{network creation game} in the scenario in which the nn players sit on a given arbitrary \emph{host graph}, which constrains the set of edges a player can activate at a cost of α0\alpha \geq 0 each. This finds its motivations in the physical limitations one can have in constructing links in practice, and it has been studied in the past only when the routing cost component of a player is given by the sum of distances to all the other nodes. Here, we focus on another popular routing cost, namely that which takes into account for each player its \emph{maximum} distance to any other player. For this version of the game, we first analyze some of its computational and dynamic aspects, and then we address the problem of understanding the structure of associated pure Nash equilibria. In this respect, we show that the corresponding price of anarchy (PoA) is fairly bad, even for several basic classes of host graphs. More precisely, we first exhibit a lower bound of Ω(n/(1+α))\Omega (\sqrt{ n / (1+\alpha)}) for any α=o(n)\alpha = o(n). Notice that this implies a counter-intuitive lower bound of Ω(n)\Omega(\sqrt{n}) for very small values of α\alpha (i.e., edges can be activated almost for free). Then, we show that when the host graph is restricted to be either kk-regular (for any constant k3k \geq 3), or a 2-dimensional grid, the PoA is still Ω(1+min{α,nα})\Omega(1+\min\{\alpha, \frac{n}{\alpha}\}), which is proven to be tight for α=Ω(n)\alpha=\Omega(\sqrt{n}). On the positive side, if αn\alpha \geq n, we show the PoA is O(1)O(1). Finally, in the case in which the host graph is very sparse (i.e., E(H)=n1+k|E(H)|=n-1+k, with k=O(1)k=O(1)), we prove that the PoA is O(1)O(1), for any α\alpha.Comment: 17 pages, 4 figure

    Specializations and Generalizations of the Stackelberg Minimum Spanning Tree Game

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    Let be given a graph G=(V,E)G=(V,E) whose edge set is partitioned into a set RR of \emph{red} edges and a set BB of \emph{blue} edges, and assume that red edges are weighted and form a spanning tree of GG. Then, the \emph{Stackelberg Minimum Spanning Tree} (\stack) problem is that of pricing (i.e., weighting) the blue edges in such a way that the total weight of the blue edges selected in a minimum spanning tree of the resulting graph is maximized. \stack \ is known to be \apx-hard already when the number of distinct red weights is 2. In this paper we analyze some meaningful specializations and generalizations of \stack, which shed some more light on the computational complexity of the problem. More precisely, we first show that if GG is restricted to be \emph{complete}, then the following holds: (i) if there are only 2 distinct red weights, then the problem can be solved optimally (this contrasts with the corresponding \apx-hardness of the general problem); (ii) otherwise, the problem can be approximated within 7/4+ϵ7/4 + \epsilon, for any ϵ>0\epsilon > 0. Afterwards, we define a natural extension of \stack, namely that in which blue edges have a non-negative \emph{activation cost} associated, and it is given a global \emph{activation budget} that must not be exceeded when pricing blue edges. Here, after showing that the very same approximation ratio as that of the original problem can be achieved, we prove that if the spanning tree of red edges can be rooted so as that any root-leaf path contains at most hh edges, then the problem admits a (2h+ϵ)(2h+\epsilon)-approximation algorithm, for any ϵ>0\epsilon > 0.Comment: 22 pages, 7 figure

    Aggiornamento argomenti lezioni

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    Improved Purely Additive Fault-Tolerant Spanners

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    Let GG be an unweighted nn-node undirected graph. A \emph{β\beta-additive spanner} of GG is a spanning subgraph HH of GG such that distances in HH are stretched at most by an additive term β\beta w.r.t. the corresponding distances in GG. A natural research goal related with spanners is that of designing \emph{sparse} spanners with \emph{low} stretch. In this paper, we focus on \emph{fault-tolerant} additive spanners, namely additive spanners which are able to preserve their additive stretch even when one edge fails. We are able to improve all known such spanners, in terms of either sparsity or stretch. In particular, we consider the sparsest known spanners with stretch 66, 2828, and 3838, and reduce the stretch to 44, 1010, and 1414, respectively (while keeping the same sparsity). Our results are based on two different constructions. On one hand, we show how to augment (by adding a \emph{small} number of edges) a fault-tolerant additive \emph{sourcewise spanner} (that approximately preserves distances only from a given set of source nodes) into one such spanner that preserves all pairwise distances. On the other hand, we show how to augment some known fault-tolerant additive spanners, based on clustering techniques. This way we decrease the additive stretch without any asymptotic increase in their size. We also obtain improved fault-tolerant additive spanners for the case of one vertex failure, and for the case of ff edge failures.Comment: 17 pages, 4 figures, ESA 201

    No truthful mechanism can be better than nn approximate for two natural problems

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    This work gives the first natural non-utilitarian problems for which the trivial nn approximation via VCG mechanisms is the best possible. That is, no truthful mechanism can be better than nn approximate, where nn is the number of agents. The problems are the min-max variant of shortest path and (directed) minimum spanning tree mechanism design problems. In these procurement auctions, agents own the edges of a network, and the corresponding edge costs are private. Instead of the total weight of the subnetwork, in the min-max variant we aim to minimize the maximum agent cost.Comment: to appear in Games and Economic Behavio
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