The Complexity of Flood Filling Games
Raphael Clifford, Markus Jalsenius, Ashley Montanaro, Benjamin Sach

TL;DR
This paper analyzes the computational complexity of Flood-It, proving NP-hardness for certain variants, providing approximation algorithms, and studying the number of moves needed in worst-case and random scenarios.
Contribution
It establishes NP-hardness results for Flood-It with multiple colors, offers approximation algorithms, and analyzes move complexity in worst-case and probabilistic settings.
Findings
NP-hard for c>=3 colors, even with free flooding
Polynomial time solvable for c=2 and height 2 boards
Number of moves grows as Theta(n*c^0.5) in worst case
Abstract
We study the complexity of the popular one player combinatorial game known as Flood-It. In this game the player is given an n by n board of tiles where each tile is allocated one of c colours. The goal is to make the colours of all tiles equal via the shortest possible sequence of flooding operations. In the standard version, a flooding operation consists of the player choosing a colour k, which then changes the colour of all the tiles in the monochromatic region connected to the top left tile to k. After this operation has been performed, neighbouring regions which are already of the chosen colour k will then also become connected, thereby extending the monochromatic region of the board. We show that finding the minimum number of flooding operations is NP-hard for c>=3 and that this even holds when the player can perform flooding operations from any position on the board. However, we…
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Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Complexity and Algorithms in Graphs
