Toward a General Complexity Theory of Motion Planning: Characterizing Which Gadgets Make Games Hard

Authors Erik D. Demaine, Dylan H. Hendrickson , Jayson Lynch



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Author Details

Erik D. Demaine
  • MIT Computer Science and Artificial Intelligence Laboratory, 32 Vassar Street, Cambridge, MA 02139, USA
Dylan H. Hendrickson
  • MIT Computer Science and Artificial Intelligence Laboratory, 32 Vassar Street, Cambridge, MA 02139, USA
Jayson Lynch
  • MIT Computer Science and Artificial Intelligence Laboratory, 32 Vassar Street, Cambridge, MA 02139, USA

Acknowledgements

This work grew out of an open problem session from MIT class on Algorithmic Lower Bounds: Fun with Hardness Proofs (6.890) from Fall 2014.

Cite As Get BibTex

Erik D. Demaine, Dylan H. Hendrickson, and Jayson Lynch. Toward a General Complexity Theory of Motion Planning: Characterizing Which Gadgets Make Games Hard. In 11th Innovations in Theoretical Computer Science Conference (ITCS 2020). Leibniz International Proceedings in Informatics (LIPIcs), Volume 151, pp. 62:1-62:42, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020) https://doi.org/10.4230/LIPIcs.ITCS.2020.62

Abstract

We begin a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the gadget’s state. We study two general families of such gadgets within this theory, one which naturally leads to motion planning problems with polynomially bounded solutions, and another which leads to polynomially unbounded (potentially exponential) solutions. We also study a range of competitive game-theoretic scenarios, from one player controlling one robot to teams of players each controlling their own robot and racing to achieve their team’s goal. Under certain restrictions on these gadgets, we fully characterize the complexity of bounded 1-player motion planning (NL vs. NP-complete), unbounded 1-player motion planning (NL vs. PSPACE-complete), and bounded 2-player motion planning (P vs. PSPACE-complete), and we partially characterize the complexity of unbounded 2-player motion planning (P vs. EXPTIME-complete), bounded 2-team motion planning (P vs. NEXPTIME-complete), and unbounded 2-team motion planning (P vs. undecidable). These results can be seen as an alternative to Constraint Logic (which has already proved useful as a basis for hardness reductions), providing a wide variety of agent-based gadgets, any one of which suffices to prove a problem hard.

Subject Classification

ACM Subject Classification
  • Theory of computation → Problems, reductions and completeness
Keywords
  • motion planning
  • computational complexity
  • NP
  • PSPACE
  • EXP
  • NEXP
  • undecidability
  • games

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References

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