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The computational complexity of some games and puzzles with theoretical applications.

机译:一些具有理论应用价值的游戏和谜题的计算复杂性。

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摘要

The subject of this thesis is the algorithmic properties of one- and two-player games people enjoy playing, such as Sudoku or Chess. Questions asked about puzzles and games in this context are of the following type: can we design efficient computer programs that play optimally given any opponent (for a two-player game), or solve any instance of the puzzle in question?;We examine four games and puzzles and show algorithmic as well as intractability results. First, we study the wolf-goat-cabbage puzzle, where a man wants to transport a wolf, a goat, and a cabbage across a river by using a boat that can carry only one item at a time, making sure that no incompatible items are left alone together. We study generalizations of this puzzle, showing a close connection with the VERTEX COVER problem that implies NP-hardness as well as inapproximability results.;Second, we study the SET game, a card game where the objective is to form sets of cards that match in a certain sense using cards from a special deck. We study single- and multi-round variations of this game and establish interesting connections with other classical computational problems, such as PERFECT MULTI-DIMENSIONAL MATCHING, SET PACKING, INDEPENDENT EDGE DOMINATING SET, and A RC KAYLES. We prove algorithmic and hardness results in the classical and the parameterized sense.;Third, we study the UNO game, a game of colored numbered cards where players take turns discarding cards that match either in color or in number. We extend results by Demaine et. al. (2010 and 2014) that connected one- and two-player generalizations of the game to EDGE HAMILTONIAN PATH and GENERALIZED GEOGRAPHY , proving that a solitaire version parameterized by the number of colors is fixed parameter tractable and that a k-player generalization for k greater or equal to 3 is PSPACE-hard.;Finally, we study the Scrabble game, a word game where players are trying to form words in a crossword fashion by placing letter tiles on a grid board. We prove that a generalized version of Scrabble is PSPACE -hard, answering a question posed by Demaine and Hearn in 2008.
机译:本文的主题是人们喜欢玩的数独游戏和国际象棋等一人和两人游戏的算法特性。在这种情况下,有关难题和游戏的问题的类型如下:我们可以设计高效的计算机程序,使其在给定任何对手的情况下(对于两人游戏而言)都能发挥最佳性能,还是解决所讨论的难题的任何实例?;我们研究了四个游戏和难题,并显示算法以及难处理的结果。首先,我们研究狼羊白菜难题,其中一个人想通过使用一次只能运载一件物品的小船在河上运送狼,山羊和白菜,确保没有不兼容的物品被单独留下来。我们研究了这个难题的概论,显示出与VERTEX COVER问题的紧密联系,该问题暗示着NP硬度以及不可逼近结果。其次,我们研究了SET游戏,一个纸牌游戏的目的是形成匹配的纸牌集在某种意义上使用特殊甲板上的牌。我们研究了该游戏的单轮和多轮变体,并与其他经典的计算问题建立了有趣的联系,例如完美的多维配对,组合包装,独立边缘定域套和RC卡尔斯。我们证明了算法和硬度在经典意义上和参数化意义上的结果。第三,我们研究了UNO游戏,这是一种彩色数字卡游戏,玩家轮流丢弃颜色或数字匹配的卡。我们扩展了Demaine等的结果。等(2010年和2014年)将游戏的一人和两人概括与EDGE HAMILTONIAN PATH和广义地理相联系,证明了由颜色数量参数化的单人纸牌是固定参数易处理的,并且k者对k的概括更大或等于3表示PSPACE很难。最后,我们研究了Scrabble游戏,这是一个文字游戏,在该游戏中,玩家试图通过将字母拼贴放置在网格板上以填字游戏的方式来形成单词。我们证明了Scrabble的广义版本是PSPACE-hard,回答了Demaine和Hearn在2008年提出的问题。

著录项

  • 作者

    Mitsou, Vasiliki-Despoina.;

  • 作者单位

    City University of New York.;

  • 授予单位 City University of New York.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 129 p.
  • 总页数 129
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:53:14

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