We discuss algorithmic issues on the well-known paper-and-pencil game RaceTrack. On a very simple track called Indianapolis, we introduce the problem and simple approaches, that will be gradually refined. We present and experimentally evaluate efficient algorithms for single player scenarios. We also consider a variant where the parts of the track are known as soon as they become visible during the race.
@InProceedings{bekos_et_al:LIPIcs.FUN.2016.6, author = {Bekos, Michael A. and Bruckdorfer, Till and F\"{o}rster, Henry and Kaufmann, Michael and Poschenrieder, Simon and St\"{u}ber, Thomas}, title = {{Algorithms and Insights for RaceTrack}}, booktitle = {8th International Conference on Fun with Algorithms (FUN 2016)}, pages = {6:1--6:14}, series = {Leibniz International Proceedings in Informatics (LIPIcs)}, ISBN = {978-3-95977-005-7}, ISSN = {1868-8969}, year = {2016}, volume = {49}, editor = {Demaine, Erik D. and Grandoni, Fabrizio}, publisher = {Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik}, address = {Dagstuhl, Germany}, URL = {https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.FUN.2016.6}, URN = {urn:nbn:de:0030-drops-58818}, doi = {10.4230/LIPIcs.FUN.2016.6}, annote = {Keywords: Racetrack, State-graph, complexity} }
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