Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible
Zachary Abel (1), Jeffrey Bosboom (2), Michael Coulombe (2), Erik D., Demaine (2), Linus Hamilton (3), Adam Hesterberg (3), Justin Kopinsky (2),, Jayson Lynch (2), Mikhail Rudoy (2), Clemens Thielen (4) ((1) MIT EECS, Department, (2) MIT CSAIL, (3) MIT Mathematics Department

TL;DR
This paper investigates the computational complexity of various puzzle types in The Witness, showing many are NP-complete or harder, and provides a polynomial-time solution for specific clues.
Contribution
It classifies the complexity of different puzzle constraints in The Witness and introduces a polynomial-time algorithm for monomino clues.
Findings
Most puzzle types are NP-complete for path finding.
Antibody clues make the problem $ ext{Sigma}_2$-complete.
Polynomial-time algorithm for monomino clues.
Abstract
We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a simple path in a rectangular grid graph from a start vertex to a destination vertex. The different puzzle types place different constraints on the path: preventing some edges from being visited (broken edges); forcing some edges or vertices to be visited (hexagons); forcing some cells to have certain numbers of incident path edges (triangles); or forcing the regions formed by the path to be partially monochromatic (squares), have exactly two special cells (stars), or be singly covered by given shapes (polyominoes) and/or negatively counting shapes (antipolyominoes). We show that any one of these clue types (except the first) is enough to make path finding NP-complete ("witnesses exist but are hard to find"),…
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