Push-pull block puzzles are hard

5Citations
Citations of this article
6Readers
Mendeley users who have this article in their library.
Get full text

Abstract

This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question [19]. Push-pull block puzzles are a type of recreational motion planning problem, similar to Sokoban, that involve moving a ‘robot’ on a square grid with 1 × 1 obstacles. The obstacles cannot be traversed by the robot, but some can be pushed and pulled by the robot into adjacent squares. Thin walls prevent movement between two adjacent squares. This work follows in a long line of algorithms and complexity work on similar problems [3– 9, 14, 16, 18]. The 2D push-pull block puzzle shows up in the video games Pukoban as well as The Legend of Zelda: A Link to the Past, giving another proof of hardness for the latter [2]. This variant of block-pushing puzzles is of particular interest because of its connections to reversibility, since any action (e.g., push or pull) can be inverted by another valid action (e.g., pull or push).

Cite

CITATION STYLE

APA

Demaine, E. D., Grosof, I., & Lynch, J. (2017). Push-pull block puzzles are hard. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10236 LNCS, pp. 177–195). Springer Verlag. https://doi.org/10.1007/978-3-319-57586-5_16

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free