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[CARTE][B] Games, puzzles, and computation
RA Hearn, ED Demaine - 2009 - books.google.com
This book explores the underlying mathematical reasons for why games and puzzles are
challenging and so much fun. It shows how games and puzzles can serve as powerful …
challenging and so much fun. It shows how games and puzzles can serve as powerful …
Playing games with algorithms: Algorithmic combinatorial game theory
ED Demaine - … Symposium on Mathematical Foundations of Computer …, 2001 - Springer
Combinatorial games lead to several interesting, clean problems in algorithms and
complexity theory, many of which remain open. The purpose of this paper is to provide an …
complexity theory, many of which remain open. The purpose of this paper is to provide an …
[HTML][HTML] Classic Nintendo games are (computationally) hard
We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario,
Donkey Kong, Legend of Zelda, Metroid, and Pokémon. Our results apply to generalized …
Donkey Kong, Legend of Zelda, Metroid, and Pokémon. Our results apply to generalized …
Multi-color pebble motion on graphs
G Goraly, R Hassin - Algorithmica, 2010 - Springer
We consider a graph with n vertices, and p< n pebbles of m colors. A pebble move consists
of transferring a pebble from its current host vertex to an adjacent unoccupied vertex. The …
of transferring a pebble from its current host vertex to an adjacent unoccupied vertex. The …
PSPACE-completeness of pulling blocks to reach a goal
J Ani, S Asif, ED Demaine, Y Diomidov… - Journal of Information …, 2020 - jstage.jst.go.jp
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 …
problems where the goal is for the agent to reach a target destination. The problems are …
[HTML][HTML] The computational complexity of Angry Birds
The physics-based simulation game Angry Birds has been heavily researched by the AI
community over the past five years, and has been the subject of a popular AI competition …
community over the past five years, and has been the subject of a popular AI competition …
[HTML][HTML] Pull and PushPull are PSPACE-complete
We prove PSPACE-completeness of a broad class of moving-blocks problems similar to the
well-known puzzle Sokoban. Several computational complexity results are known for …
well-known puzzle Sokoban. Several computational complexity results are known for …
[HTML][HTML] Optimal sokoban solving using pattern databases with specific domain knowledge
A pattern database (PDB) stores shortest distances from abstract states to a set of abstract
goal states. For many search problems the best heuristic function is obtained using PDBs …
goal states. For many search problems the best heuristic function is obtained using PDBs …
Motion planning with pull moves
M Ritt - arxiv preprint arxiv:1008.2952, 2010 - arxiv.org
Motion planning with pull moves arxiv:1008.2952v1 [cs.CC] 17 Aug 2010 Page 1 Motion
planning with pull moves Marcus Ritt ∗ It is well known that Sokoban is PSPACE-complete [3] …
planning with pull moves Marcus Ritt ∗ It is well known that Sokoban is PSPACE-complete [3] …
Push-pull block puzzles are hard
This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and
push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question …
push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question …