PSPACE-Completeness of Sliding-Block Puzzles and Other Problems through the Nondeterministic Constraint Logic Model of Computation
Robert A. Hearn, Erik D. Demaine

TL;DR
This paper introduces a nondeterministic graph-based computation model and proves that several classic puzzles, including sliding-block puzzles and Sokoban, are PSPACE-complete, even under highly restricted conditions.
Contribution
It establishes PSPACE-completeness of sliding-block puzzles and Sokoban with minimal restrictions, providing new complexity results and simpler proofs for these problems.
Findings
Sliding-block puzzles are PSPACE-hard even with domino pieces.
Sokoban remains PSPACE-complete without barriers.
The nondeterministic constraint logic model generalizes previous frameworks.
Abstract
We present a nondeterministic model of computation based on reversing edge directions in weighted directed graphs with minimum in-flow constraints on vertices. Deciding whether this simple graph model can be manipulated in order to reverse the direction of a particular edge is shown to be PSPACE-complete by a reduction from Quantified Boolean Formulas. We prove this result in a variety of special cases including planar graphs and highly restricted vertex configurations, some of which correspond to a kind of passive constraint logic. Our framework is inspired by (and indeed a generalization of) the ``Generalized Rush Hour Logic'' developed by Flake and Baum. We illustrate the importance of our model of computation by giving simple reductions to show that several motion-planning problems are PSPACE-hard. Our main result along these lines is that classic unrestricted sliding-block…
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Taxonomy
TopicsArtificial Intelligence in Games · Computational Geometry and Mesh Generation · Image Processing and 3D Reconstruction
