19 results on '"Ani, Joshua"'
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2. Trains, games, and complexity: 0/1/2-player motion planning through input/output gadgets
- Author
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Ani, Joshua, Demaine, Erik D., Hendrickson, Dylan H., and Lynch, Jayson
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- 2023
- Full Text
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3. Traversability, Reconfiguration, and Reachability in the Gadget Framework
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Ani, Joshua, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, Lynch, Jayson, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Mutzel, Petra, editor, Rahman, Md. Saidur, editor, and Slamin, editor
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- 2022
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- View/download PDF
4. Trains, Games, and Complexity: 0/1/2-Player Motion Planning Through Input/Output Gadgets
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Ani, Joshua, Demaine, Erik D., Hendrickson, Dylan, Lynch, Jayson, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Mutzel, Petra, editor, Rahman, Md. Saidur, editor, and Slamin, editor
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- 2022
- Full Text
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5. Trains, Games, and Complexity: 0/1/2-Player Motion Planning Through Input/Output Gadgets
- Author
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Ani, Joshua, primary, Demaine, Erik D., additional, Hendrickson, Dylan, additional, and Lynch, Jayson, additional
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- 2022
- Full Text
- View/download PDF
6. Traversability, Reconfiguration, and Reachability in the Gadget Framework
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Ani, Joshua, primary, Demaine, Erik D., additional, Diomidov, Yevhenii, additional, Hendrickson, Dylan, additional, and Lynch, Jayson, additional
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- 2022
- Full Text
- View/download PDF
7. Traversability, Reconfiguration, and Reachability in the Gadget Framework
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Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory, Ani, Joshua, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, Lynch, Jayson, Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory, Ani, Joshua, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, and Lynch, Jayson
- Abstract
Consider an agent traversing a graph of “gadgets”, where each gadget has local state that changes with each traversal by the agent according to specified rules. Prior work has studied the computational complexity of deciding whether the agent can reach a specified location, a problem we call reachability. This paper introduces new goals for the agent, aiming to characterize when the computational complexity of these problems is the same or differs from that of reachability. First we characterize the complexity of universal traversal—where the goal is to traverse every gadget at least once—for DAG gadgets (partially), one-state gadgets, and reversible deterministic gadgets. Then we study the complexity of reconfiguration—where the goal is to bring the system of gadgets to a specified state. We prove many cases PSPACE-complete, and show in some cases that reconfiguration is strictly harder than reachability, while in other cases, reachability is strictly harder than reconfiguration.
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- 2023
8. Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines
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Joshua Ani and Michael Coulombe and Erik D. Demaine and Yevhenii Diomidov and Timothy Gomez and Dylan Hendrickson and Jayson Lynch, Ani, Joshua, Coulombe, Michael, Demaine, Erik D., Diomidov, Yevhenii, Gomez, Timothy, Hendrickson, Dylan, Lynch, Jayson, Joshua Ani and Michael Coulombe and Erik D. Demaine and Yevhenii Diomidov and Timothy Gomez and Dylan Hendrickson and Jayson Lynch, Ani, Joshua, Coulombe, Michael, Demaine, Erik D., Diomidov, Yevhenii, Gomez, Timothy, Hendrickson, Dylan, and Lynch, Jayson
- Abstract
We extend the motion-planning-through-gadgets framework to several new scenarios involving various numbers of robots/agents, and analyze the complexity of the resulting motion-planning problems. While past work considers just one robot or one robot per player, most of our models allow for one or more locations to spawn new robots in each time step, leading to arbitrarily many robots. In the 0-player context, where all motion is deterministically forced, we prove that deciding whether any robot ever reaches a specified location is undecidable, by representing a counter machine. In the 1-player context, where the player can choose how to move the robots, we prove equivalence to Petri nets, EXPSPACE-completeness for reaching a specified location, PSPACE-completeness for reconfiguration, and ACKERMANN-completeness for reconfiguration when robots can be destroyed in addition to spawned. Finally, we consider a variation on the standard 2-player context where, instead of one robot per player, we have one robot shared by the players, along with a ko rule to prevent immediately undoing the previous move. We prove this impartial 2-player game EXPTIME-complete.
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- 2023
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9. This Game Is Not Going To Analyze Itself
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Adler, Aviv, Ani, Joshua, Chung, Lily, Coulombe, Michael, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, and Lynch, Jayson
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FOS: Computer and information sciences ,Computer Science - Computational Complexity ,FOS: Mathematics ,Mathematics - Combinatorics ,Combinatorics (math.CO) ,Computational Complexity (cs.CC) - Abstract
We analyze the puzzle video game This Game Is Not Going To Load Itself, where the player routes data packets of three different colors from given sources to given sinks of the correct color. Given the sources, sinks, and some previously placed arrow tiles, we prove that the game is in Sigma_2^P; in NP for sources of equal period; NP-complete for three colors and six equal-period sources with player input; and even without player input, simulating the game is both NP- and coNP-hard for two colors and many sources with different periods. On the other hand, we characterize which locations for three data sinks admit a perfect placement of arrow tiles that guarantee correct routing no matter the placement of the data sources, effectively solving most instances of the game as it is normally played., 23 pages, 23 figures. Presented at JCDCGGG 2022
- Published
- 2023
10. Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines
- Author
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Ani, Joshua, Coulombe, Michael, Demaine, Erik D., Diomidov, Yevhenii, Gomez, Timothy, Hendrickson, Dylan, and Lynch, Jayson
- Subjects
FOS: Computer and information sciences ,Computer Science - Logic in Computer Science ,Computer Science - Computational Complexity ,undecidability ,Theory of computation → Problems, reductions and completeness ,robots ,Petri nets ,Gadgets ,Computational Complexity (cs.CC) ,Logic in Computer Science (cs.LO) - Abstract
We extend the motion-planning-through-gadgets framework to several new scenarios involving various numbers of robots/agents, and analyze the complexity of the resulting motion-planning problems. While past work considers just one robot or one robot per player, most of our models allow for one or more locations to spawn new robots in each time step, leading to arbitrarily many robots. In the 0-player context, where all motion is deterministically forced, we prove that deciding whether any robot ever reaches a specified location is undecidable, by representing a counter machine. In the 1-player context, where the player can choose how to move the robots, we prove equivalence to Petri nets, EXPSPACE-completeness for reaching a specified location, PSPACE-completeness for reconfiguration, and ACKERMANN-completeness for reconfiguration when robots can be destroyed in addition to spawned. Finally, we consider a variation on the standard 2-player context where, instead of one robot per player, we have one robot shared by the players, along with a ko rule to prevent immediately undoing the previous move. We prove this impartial 2-player game EXPTIME-complete., 22 pages, 19 figures. Presented at SAND 2023
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- 2023
- Full Text
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11. Pushing Blocks via Checkable Gadgets: PSPACE-Completeness of Push-1F and Block/Box Dude
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Ani, Joshua, Chung, Lily, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, Lynch, Jayson, Ani, Joshua, Chung, Lily, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, and Lynch, Jayson
- Abstract
We prove PSPACE-completeness of the well-studied pushing-block puzzle Push-1F, a theoretical abstraction of many video games (first posed in 1999). We also prove PSPACE-completeness of two versions of the recently studied block-moving puzzle game with gravity, Block Dude - a video game dating back to 1994 - featuring either liftable blocks or pushable blocks. Two of our reductions are built on a new framework for "checkable" gadgets, extending the motion-planning-through-gadgets framework to support gadgets that can be misused, provided those misuses can be detected later.
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- 2022
- Full Text
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12. PSPACE-completeness of Pulling Blocks to Reach a Goal
- Author
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Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science, Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory, Ani, Joshua, Asif, Sualeh, Demaine, Erik D, Diomidov, Yevhenii, Hendrickson, Dylan, Lynch, Jayson, Scheffler, Sarah, Suhl, Adam, Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science, Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory, Ani, Joshua, Asif, Sualeh, Demaine, Erik D, Diomidov, Yevhenii, Hendrickson, Dylan, Lynch, Jayson, Scheffler, Sarah, and Suhl, Adam
- Abstract
© 2020 Information Processing Society of Japan. We prove PSPACE-completeness of all but one problem in a large space of pulling-block problems where the goal is for the agent to reach a target destination. The problems are parameterized by whether pulling is optional, the number of blocks which can be pulled simultaneously, whether there are fixed blocks or thin walls, and whether there is gravity. We show NP-hardness for the remaining problem, Pull?-1FG (optional pulling, strength 1, fixed blocks, with gravity).
- Published
- 2022
13. Pushing Blocks via Checkable Gadgets: PSPACE-Completeness of Push-1F and Block/Box Dude
- Author
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Joshua Ani and Lily Chung and Erik D. Demaine and Yevhenii Diomidov and Dylan Hendrickson and Jayson Lynch, Ani, Joshua, Chung, Lily, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, Lynch, Jayson, Joshua Ani and Lily Chung and Erik D. Demaine and Yevhenii Diomidov and Dylan Hendrickson and Jayson Lynch, Ani, Joshua, Chung, Lily, Demaine, Erik D., Diomidov, Yevhenii, Hendrickson, Dylan, and Lynch, Jayson
- Abstract
We prove PSPACE-completeness of the well-studied pushing-block puzzle Push-1F, a theoretical abstraction of many video games (first posed in 1999). We also prove PSPACE-completeness of two versions of the recently studied block-moving puzzle game with gravity, Block Dude - a video game dating back to 1994 - featuring either liftable blocks or pushable blocks. Two of our reductions are built on a new framework for "checkable" gadgets, extending the motion-planning-through-gadgets framework to support gadgets that can be misused, provided those misuses can be detected later.
- Published
- 2022
- Full Text
- View/download PDF
14. Orthogonal Fold & Cut
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Ani, Joshua, Brunner, Josh, Demaine, Erik D., Demaine, Martin L., Hendrickson, Dylan, Luo, Victor, and Madhukara, Rachana
- Subjects
Computational Geometry (cs.CG) ,FOS: Computer and information sciences ,FOS: Mathematics ,Metric Geometry (math.MG) - Abstract
We characterize the cut patterns that can be produced by "orthogonal fold & cut": folding an axis-aligned rectangular sheet of paper along horizontal and vertical creases, and then making a single straight cut (at any angle). Along the way, we solve a handful of related problems: orthogonal fold & punch, 1D fold & cut, signed 1D fold & cut, and 1D interval fold & cut., 10 pages, 7 figures. Improved text and figures. Presented at 23rd Thailand-Japan Conference on Discrete and Computational Geometry, Graphs, and Games. To appear in Thai Journal of Mathematics
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- 2022
- Full Text
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15. Walking through Doors is Hard, even without Staircases: Proving PSPACE-hardness via Planar Assemblies of Door Gadgets
- Author
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Ani, Joshua, Bosboom, Jeffrey, Demaine, Erik D., Diomidov, Yenhenii, Hendrickson, Dylan, and Lynch, Jayson
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hardness of games ,Computer Science - Computational Complexity ,Computer Science - Robotics ,gadgets ,Theory of computation → Problems, reductions and completeness ,motion planning - Abstract
A door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the "open" and "close" tunnel sets the gadget's state to open and closed, respectively, while the "traverse" tunnel can be traversed if and only if the door is in the open state. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of such door gadgets, removing the traditional need for crossover gadgets and thereby simplifying past PSPACE-hardness proofs of Lemmings and Nintendo games Super Mario Bros., Legend of Zelda, and Donkey Kong Country. Our result holds in all but one of the possible local planar embedding of the open, close, and traverse tunnels within a door gadget; in the one remaining case, we prove NP-hardness. We also introduce and analyze a simpler type of door gadget, called the self-closing door. This gadget has two states and only two tunnels, similar to the "open" and "traverse" tunnels of doors, except that traversing the traverse tunnel also closes the door. In a variant called the symmetric self-closing door, the "open" tunnel can be traversed if and only if the door is closed. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of either type of self-closing door. Then we apply this framework to prove new PSPACE-hardness results for eight different 3D Mario games and Sokobond., Comment: Accepted to FUN2020, 35 pages, 41 figures
- Published
- 2020
16. Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
- Author
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Ani, Joshua, Demaine, Erik D., Hendrickson, Dylan H., and Lynch, Jayson
- Subjects
FOS: Computer and information sciences ,Computer Science - Computational Complexity ,Computational Complexity (cs.CC) ,ComputingMilieux_MISCELLANEOUS - Abstract
We analyze the computational complexity of motion planning through local "input/output" gadgets with separate entrances and exits, and a subset of allowed traversals from entrances to exits, each of which changes the state of the gadget and thereby the allowed traversals. We study such gadgets in the zero-, one-, and two-player settings, in particular extending past motion-planning-through-gadgets work [DGLR18, DHL20] to zero-player games for the first time, by considering "branchless" connections between gadgets that route every gadget's exit to a unique gadget's entrance. Our complexity results include containment in L, NL, P, NP, and PSPACE; as well as hardness for NL, P, NP, and PSPACE. We apply these results to show PSPACE-completeness for certain mechanics in the video games Factorio, [the Sequence], and a restricted version of Trainyard, improving the result of [ALP18a]. This work strengthens prior results on switching graphs, ARRIVAL [DGK+17], and reachability switching games [FGMS21]., 37 pages, 42 figures. Presented at WALCOM 2022. Expanded version accepted to Theoretical Computer Science
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- 2020
17. Walking Through Doors Is Hard, Even Without Staircases: Proving PSPACE-Hardness via Planar Assemblies of Door Gadgets
- Author
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Joshua Ani and Jeffrey Bosboom and Erik D. Demaine and Yenhenii Diomidov and Dylan Hendrickson and Jayson Lynch, Ani, Joshua, Bosboom, Jeffrey, Demaine, Erik D., Diomidov, Yenhenii, Hendrickson, Dylan, Lynch, Jayson, Joshua Ani and Jeffrey Bosboom and Erik D. Demaine and Yenhenii Diomidov and Dylan Hendrickson and Jayson Lynch, Ani, Joshua, Bosboom, Jeffrey, Demaine, Erik D., Diomidov, Yenhenii, Hendrickson, Dylan, and Lynch, Jayson
- Abstract
A door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the "open" and "close" tunnel sets the gadget’s state to open and closed, respectively, while the "traverse" tunnel can be traversed if and only if the door is in the open state. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of such door gadgets, removing the traditional need for crossover gadgets and thereby simplifying past PSPACE-hardness proofs of Lemmings and Nintendo games Super Mario Bros., Legend of Zelda, and Donkey Kong Country. Our result holds in all but one of the possible local planar embedding of the open, close, and traverse tunnels within a door gadget; in the one remaining case, we prove NP-hardness. We also introduce and analyze a simpler type of door gadget, called the self-closing door. This gadget has two states and only two tunnels, similar to the "open" and "traverse" tunnels of doors, except that traversing the traverse tunnel also closes the door. In a variant called the symmetric self-closing door, the "open" tunnel can be traversed if and only if the door is closed. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of either type of self-closing door. Then we apply this framework to prove new PSPACE-hardness results for several 3D Mario games and Sokobond.
- Published
- 2020
- Full Text
- View/download PDF
18. Walking through doors is hard, even without staircases: Proving PSPACE-hardness via planar assemblies of door gadgets
- Author
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Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science, Ani, Joshua, Bosboom, Jeffrey William, Demaine, Erik D, Diomidov, Y, Hendrickson, Dylan H., Lynch, Jayson, Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science, Ani, Joshua, Bosboom, Jeffrey William, Demaine, Erik D, Diomidov, Y, Hendrickson, Dylan H., and Lynch, Jayson
- Abstract
A door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the “open” and “close” tunnel sets the gadget's state to open and closed, respectively, while the “traverse” tunnel can be traversed if and only if the door is in the open state. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of such door gadgets, removing the traditional need for crossover gadgets and thereby simplifying past PSPACE-hardness proofs of Lemmings and Nintendo games Super Mario Bros., Legend of Zelda, and Donkey Kong Country. Our result holds in all but one of the possible local planar embedding of the open, close, and traverse tunnels within a door gadget; in the one remaining case, we prove NP-hardness. We also introduce and analyze a simpler type of door gadget, called the self-closing door. This gadget has two states and only two tunnels, similar to the “open” and “traverse” tunnels of doors, except that traversing the traverse tunnel also closes the door. In a variant called the symmetric self-closing door, the “open” tunnel can be traversed if and only if the door is closed. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of either type of self-closing door. Then we apply this framework to prove new PSPACE-hardness results for several 3D Mario games and Sokobond.
- Published
- 2020
19. PSPACE-completeness of Pulling Blocks to Reach a Goal
- Author
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Ani, Joshua, primary, Asif, Sualeh, additional, Demaine, Erik D., additional, Diomidov, Yevhenii, additional, Hendrickson, Dylan, additional, Lynch, Jayson, additional, Scheffler, Sarah, additional, and Suhl, Adam, additional
- Published
- 2020
- Full Text
- View/download PDF
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