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arXiv:1709.01241cs.CC

Push-Pull Block Puzzles are Hard

Erik D. Demaine, Isaac Grosof, Jayson Lynch

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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 by Zubaran and Ritt. 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 $1 \times 1$ 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. 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. 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).

arXiv comments
Full version of CIAC 2017 paper. 17 pages
Journal reference
Algorithms and Complexity: 10th International Conference, CIAC 2017, Athens, Greece, May 24-26, 2017, Proceedings
DOI
doi:10.1007/978-3-319-57586-516
Subjects
cs.CCComputational Complexity

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