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        <datestamp>2024-03-06T10:37:05Z</datestamp>
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          <dc:title>Trainyard is NP-hard</dc:title>
          <dc:creator>Almanza, Matteo</dc:creator>
          <dc:creator>Leucci, Stefano</dc:creator>
          <dc:creator>Panconesi, Alessandro</dc:creator>
          <dc:subject>Complexity of Games</dc:subject>
          <dc:subject>Trainyard</dc:subject>
          <dc:description>Recently, due to the widespread diffusion of smart-phones, mobile puzzle games have experienced a huge increase in their popularity. A successful puzzle has to be both captivating and challenging, and it has been suggested that this features are somehow related to their computational complexity. Indeed, many puzzle games - such as Mah-Jongg, Sokoban, Candy Crush, and 2048, to name a few - are known to be NP-hard.&#13;
&#13;
In this paper we consider Trainyard: a popular mobile puzzle game whose goal is to get colored trains from their initial stations to suitable destination stations. We prove that the problem of determining whether there exists a solution to a given Trainyard level is NP. We also provide an implementation of our hardness reduction (see http://trainyard.isnphard.com).</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Matteo Almanza and Stefano Leucci and Alessandro Panconesi</dc:contributor>
          <dc:date>2016</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 49, 8th International Conference on Fun with Algorithms (FUN 2016)</dc:relation>
          <dc:type>InProceedings</dc:type>
          <dc:type>Text</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.FUN.2016.2</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-58796</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.FUN.2016.2</dc:identifier>
          <dc:language>eng</dc:language>
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