Paper by Erik D. Demaine

Reference:
Erik D. Demaine, Isaac Grosof, Jayson Lynch, and Mikhail Rudoy, “Computational Complexity of Motion Planning of a Robot through Simple Gadgets”, in Proceedings of the 9th International Conference on Fun with Algorithms (FUN 2018), La Maddalena, Italy, June 13–15, 2018, 18:1–18:21.

Abstract:
We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of “gadgets”, each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state. This type of setup is common to many robot motion planning hardness proofs. We characterize the complexity for a natural simple case: each gadget connects up to four locations in a perfect matching (but each direction can be traversable or not in the current state), has one or two states, every gadget traversal is immediately undoable, and that gadget locations are connected by an always-traversable forest, possibly restricted to avoid crossings in the plane. Specifically, we show that any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm. As a sample application, our results show that motion planning games with “spinners” are PSPACE-complete, establishing a new hard aspect of Zelda: Oracle of Seasons.

Comments:
The full version of this paper is available as arXiv:1806.03539.

Availability:
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Related papers:
Gadgets_ITCS2020 (Toward a General Theory of Motion Planning Complexity: Characterizing Which Gadgets Make Games Hard)


See also other papers by Erik Demaine.
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Last updated November 27, 2024 by Erik Demaine.