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3. Traversability, Reconfiguration, and Reachability in the Gadget Framework

4. Trains, Games, and Complexity: 0/1/2-Player Motion Planning Through Input/Output Gadgets

7. Traversability, Reconfiguration, and Reachability in the Gadget Framework

8. Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines

9. This Game Is Not Going To Analyze Itself

10. Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines

11. Pushing Blocks via Checkable Gadgets: PSPACE-Completeness of Push-1F and Block/Box Dude

12. PSPACE-completeness of Pulling Blocks to Reach a Goal

13. Pushing Blocks via Checkable Gadgets: PSPACE-Completeness of Push-1F and Block/Box Dude

14. Orthogonal Fold & Cut

15. Walking through Doors is Hard, even without Staircases: Proving PSPACE-hardness via Planar Assemblies of Door Gadgets

16. Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets

17. Walking Through Doors Is Hard, Even Without Staircases: Proving PSPACE-Hardness via Planar Assemblies of Door Gadgets

18. Walking through doors is hard, even without staircases: Proving PSPACE-hardness via planar assemblies of door gadgets

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