2 Search Results for "De Biasi, Marzio"


Document
Track A: Algorithms, Complexity and Games
Solution Discovery via Reconfiguration for Problems in P

Authors: Mario Grobler, Stephanie Maaz, Nicole Megow, Amer E. Mouawad, Vijayaragunathan Ramamoorthi, Daniel Schmand, and Sebastian Siebertz

Published in: LIPIcs, Volume 297, 51st International Colloquium on Automata, Languages, and Programming (ICALP 2024)


Abstract
In the recently introduced framework of solution discovery via reconfiguration [Fellows et al., ECAI 2023], we are given an initial configuration of k tokens on a graph and the question is whether we can transform this configuration into a feasible solution (for some problem) via a bounded number b of small modification steps. In this work, we study solution discovery variants of polynomial-time solvable problems, namely Spanning Tree Discovery, Shortest Path Discovery, Matching Discovery, and Vertex/Edge Cut Discovery in the unrestricted token addition/removal model, the token jumping model, and the token sliding model. In the unrestricted token addition/removal model, we show that all four discovery variants remain in P. For the token jumping model we also prove containment in P, except for Vertex/Edge Cut Discovery, for which we prove NP-completeness. Finally, in the token sliding model, almost all considered problems become NP-complete, the exception being Spanning Tree Discovery, which remains polynomial-time solvable. We then study the parameterized complexity of the NP-complete problems and provide a full classification of tractability with respect to the parameters solution size (number of tokens) k and transformation budget (number of steps) b. Along the way, we observe strong connections between the solution discovery variants of our base problems and their (weighted) rainbow variants as well as their red-blue variants with cardinality constraints.

Cite as

Mario Grobler, Stephanie Maaz, Nicole Megow, Amer E. Mouawad, Vijayaragunathan Ramamoorthi, Daniel Schmand, and Sebastian Siebertz. Solution Discovery via Reconfiguration for Problems in P. In 51st International Colloquium on Automata, Languages, and Programming (ICALP 2024). Leibniz International Proceedings in Informatics (LIPIcs), Volume 297, pp. 76:1-76:20, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)


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@InProceedings{grobler_et_al:LIPIcs.ICALP.2024.76,
  author =	{Grobler, Mario and Maaz, Stephanie and Megow, Nicole and Mouawad, Amer E. and Ramamoorthi, Vijayaragunathan and Schmand, Daniel and Siebertz, Sebastian},
  title =	{{Solution Discovery via Reconfiguration for Problems in P}},
  booktitle =	{51st International Colloquium on Automata, Languages, and Programming (ICALP 2024)},
  pages =	{76:1--76:20},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-322-5},
  ISSN =	{1868-8969},
  year =	{2024},
  volume =	{297},
  editor =	{Bringmann, Karl and Grohe, Martin and Puppis, Gabriele and Svensson, Ola},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.ICALP.2024.76},
  URN =		{urn:nbn:de:0030-drops-202195},
  doi =		{10.4230/LIPIcs.ICALP.2024.76},
  annote =	{Keywords: solution discovery, reconfiguration, spanning tree, shortest path, matching, cut}
}
Document
The Complexity of Snake

Authors: Marzio De Biasi and Tim Ophelders

Published in: LIPIcs, Volume 49, 8th International Conference on Fun with Algorithms (FUN 2016)


Abstract
Snake and Nibbler are two well-known video games in which a snake slithers through a maze and grows as it collects food. During this process, the snake must avoid any collision with its tail. Various goals can be associated with these video games, such as avoiding the tail as long as possible, or collecting a certain amount of food, or reaching some target location. Unfortunately, like many other motion-planning problems, even very restricted variants are computationally intractable. In particular, we prove the NP--hardness of collecting all food on solid grid graphs; as well as its PSPACE-completeness on general grid graphs. Moreover, given an initial and a target configuration of the snake, moving from one configuration to the other is PSPACE-complete, even on grid graphs without food, or with an initially short snake. Our results make use of the nondeterministic constraint logic framework by Hearn and Demaine, which has been used to analyze the computational complexity of many games and puzzles. We extend this framework for the analysis of puzzles whose initial state is chosen by the player.

Cite as

Marzio De Biasi and Tim Ophelders. The Complexity of Snake. In 8th International Conference on Fun with Algorithms (FUN 2016). Leibniz International Proceedings in Informatics (LIPIcs), Volume 49, pp. 11:1-11:13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2016)


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@InProceedings{debiasi_et_al:LIPIcs.FUN.2016.11,
  author =	{De Biasi, Marzio and Ophelders, Tim},
  title =	{{The Complexity of Snake}},
  booktitle =	{8th International Conference on Fun with Algorithms (FUN 2016)},
  pages =	{11:1--11:13},
  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.2016.11},
  URN =		{urn:nbn:de:0030-drops-58841},
  doi =		{10.4230/LIPIcs.FUN.2016.11},
  annote =	{Keywords: Games, Puzzles, Motion Planning, Nondeterministic Constraint Logic, PSPACE}
}
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