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          <dc:title>Tracks from hell - when finding a proof may be easier than checking it</dc:title>
          <dc:creator>Almanza, Matteo</dc:creator>
          <dc:creator>Leucci, Stefano</dc:creator>
          <dc:creator>Panconesi, Alessandro</dc:creator>
          <dc:subject>puzzle games</dc:subject>
          <dc:subject>solitaire games</dc:subject>
          <dc:subject>Trainyard</dc:subject>
          <dc:subject>verification</dc:subject>
          <dc:description>We consider the popular smartphone game Trainyard: a puzzle game that requires the player to lay down tracks in order to route colored trains from departure stations to suitable arrival stations. While it is already known [Almanza et al., FUN 2016] that the problem of finding a solution to a given Trainyard instance (i.e., game level) is NP-hard, determining the computational complexity of checking whether a candidate solution (i.e., a track layout) solves the level was left as an open problem. In this paper we prove that this verification problem is PSPACE-complete, thus implying that Trainyard players might not only have a hard time finding solutions to a given level, but they might even be unable to efficiently recognize them.</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>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.2018.4</dc:identifier>
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          <dc:language>eng</dc:language>
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