Josh Brunner

CC
3papers
5citations
Novelty72%
AI Score49

3 Papers

88.8CCMay 2
ASP-Completeness of Hamiltonicity in Grid Graphs, with Applications to Loop Puzzles

MIT Hardness Group, Josh Brunner, Lily Chung et al. · mit

We prove that Hamiltonicity in maximum-degree-3 grid graphs (directed or undirected) is ASP-complete, i.e., it has a parsimonious reduction from every NP search problem (including a polynomial-time bijection between solutions). As a consequence, given k Hamiltonian cycles, it is NP-complete to find another; and counting Hamiltonian cycles is #P-complete. If we require the grid graph's vertices to form a full $m \times n$ rectangle, then we show that Hamiltonicity remains ASP-complete if the edges are directed or if we allow removing some edges (whereas including all undirected edges is known to be easy). These results enable us to develop a stronger "T-metacell" framework for proving ASP-completeness of rectangular puzzles, which requires building just a single gadget representing a degree-3 grid-graph vertex. We apply this general theory to prove ASP-completeness of 38 pencil-and-paper puzzles where the goal is to draw a loop subject to given constraints: Slalom, Onsen-meguri, Mejilink, Detour, Tapa-Like Loop, Kouchoku, Icelom; Masyu, Yajilin, Nagareru, Castle Wall, Moon or Sun, Country Road, Geradeweg, Maxi Loop, Mid-loop, Balance Loop, Simple Loop, Haisu, Reflect Link, Linesweeper; Vertex/Touch Slitherlink, Dotchi-Loop, Ovotovata, Building Walk, Rail Pool, Disorderly Loop, Ant Mill, Koburin, Mukkonn Enn, Rassi Silai, (Crossing) Ichimaga, Tapa, Canal View, Aqre, and Paintarea. The last 14 of these puzzles were not even known to be NP-hard. Along the way, we prove ASP-completeness of some simple forms of Tree-Residue Vertex-Breaking (TRVB), including planar multigraphs with degree-6 breakable vertices, or with degree-4 breakable and degree-1 unbreakable vertices.

25.6CCMay 8
Pushing Blocks without Fixed Walls via Checkable Gizmos: Push-1 is PSPACE-Complete

MIT Hardness Group, Josh Brunner, Lily Chung et al. · mit

We prove PSPACE-completeness of Push-1: given a rectangular grid of 1 x 1 cells, each possibly occupied by a movable block, can a robot move from one specified location to another, given the ability to push up to one block at a time? In particular, we remove the need for fixed (immovable) walls from a 2022 result. This fundamental model of block pushing, introduced in 1999, abstracts the mechanics of many video games. It was shown NP-hard in 2000, but its final complexity remained open for 25 years. Our result uses a new framework for checkable gadgets/gizmos, extending a prior framework for checkable gadgets to handle reconfiguration problems, at the cost of requiring a stronger auxiliary gadget. We also introduce a new connection between the motion-planning-through-gadgets framework (with an agent) and the Graph Orientation Reconfiguration Problem (with no agent), including Nondeterministic Constraint Logic.

76.3CCMar 10
Tetris is Hard with Just One Piece Type

MIT Hardness Group, Josh Brunner, Erik D. Demaine et al. · mit

We analyze the computational complexity of Tetris clearing (determining whether the player can clear an initial board using a given sequence of pieces) and survival (determining whether the player can avoid losing before placing all the given pieces in an initial board) when restricted to a single polyomino piece type. We prove, for any tetromino piece type $P$ except for O, the NP-hardness of Tetris clearing and survival under the standard Super Rotation System (SRS), even when the input sequence consists of only a specified number of $P$ pieces. These surprising results disprove a 23-year-old conjecture on the computational complexity of Tetris with only I pieces (although our result is only for a specific rotation system). As a corollary, we prove the NP-hardness of Tetris clearing when the sequence of pieces has to be able to be generated from a $7k$-bag randomizer for any positive integer $k\geq 1$. On the positive side, we give polynomial-time algorithms for Tetris clearing and survival when the input sequence consists of only dominoes, assuming a particular rotation model, solving a version of a 9-year-old open problem. Along the way, we give polynomial-time algorithms for Tetris clearing and survival with $1\times k$ pieces (for any fixed $k$), provided the top $k-1$ rows are initially empty, showing that our I NP-hardness result needs to have filled cells in the top three rows.