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        <identifier>oai:drops-oai.dagstuhl.de:8794</identifier>
        <datestamp>2024-03-06T10:42:40Z</datestamp>
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          <dc:title>Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible</dc:title>
          <dc:creator>Abel, Zachary</dc:creator>
          <dc:creator>Bosboom, Jeffrey</dc:creator>
          <dc:creator>Demaine, Erik D.</dc:creator>
          <dc:creator>Hamilton, Linus</dc:creator>
          <dc:creator>Hesterberg, Adam</dc:creator>
          <dc:creator>Kopinsky, Justin</dc:creator>
          <dc:creator>Lynch, Jayson</dc:creator>
          <dc:creator>Rudoy, Mikhail</dc:creator>
          <dc:subject>video games</dc:subject>
          <dc:subject>puzzles</dc:subject>
          <dc:subject>hardness</dc:subject>
          <dc:description>We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a path in a rectangular grid graph from a start vertex to a destination vertex. The different puzzle types place different constraints on the path: preventing some edges from being visited (broken edges); forcing some edges or vertices to be visited (hexagons); forcing some cells to have certain numbers of incident path edges (triangles); or forcing the regions formed by the path to be partially monochromatic (squares), have exactly two special cells (stars), or be singly covered by given shapes (polyominoes) and/or negatively counting shapes (antipolyominoes). We show that any one of these clue types (except the first) is enough to make path finding NP-complete ("witnesses exist but are hard to find"), even for rectangular boards. Furthermore, we show that a final clue type (antibody), which necessarily "cancels" the effect of another clue in the same region, makes path finding Sigma_2-complete ("witnesses do not exist"), even with a single antibody (combined with many anti/polyominoes), and the problem gets no harder with many antibodies.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Zachary Abel and Jeffrey Bosboom and Erik D. Demaine and Linus Hamilton and Adam Hesterberg and Justin Kopinsky and Jayson Lynch and Mikhail Rudoy</dc:contributor>
          <dc:date>2018</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 100, 9th International Conference on Fun with Algorithms (FUN 2018)</dc:relation>
          <dc:type>InProceedings</dc:type>
          <dc:type>Text</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.FUN.2018.3</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-87944</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.FUN.2018.3</dc:identifier>
          <dc:language>eng</dc:language>
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