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arXiv:cs/0502068cs.CC

Limits of Rush Hour Logic Complexity

John Tromp, Rudi Cilibrasi

Early discovery. Linked by one identifiable commenter. This paper is outside the main ranking; a mention is not an endorsement.

Abstract

Rush Hour Logic was introduced in [Flake&Baum99] as a model of computation inspired by the ``Rush Hour'' toy puzzle, in which cars can move horizontally or vertically within a parking lot. The authors show how the model supports polynomial space computation, using certain car configurations as building blocks to construct boolean circuits for a cpu and memory. They consider the use of cars of length 3 crucial to their construction, and conjecture that cars of size 2 only, which we'll call `Size 2 Rush Hour', do not support polynomial space computation. We settle this conjecture by showing that the required building blocks are constructible in Size 2 Rush Hour. Furthermore, we consider Unit Rush Hour, which was hitherto believed to be trivial, show its relation to maze puzzles, and provide empirical support for its hardness.

arXiv comments
Journal reference
DOI
Subjects
cs.CCComputational Complexity

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Linked by 1 identifiable commenter in 2 comments across 2 threads, from Nov 2023 to Nov 2024.

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Discussed in comments2 threads

    • The database has the hardest 6x6 Rush hour level taking 51 moves. This goes up significantly if we make all cars to be 1x1 unit sized but each one restricted to either horizontal or vertical movement. Then the hardest 6x6 level takes a whopping 732 moves! [1] [1]…

      trompView on HNParent context

  1. Solving Rush Hour, the Puzzle 1 comment
    • If you reduce cars to a length of just 1, you get Unit Rush Hour, which turns out to be much harder [1]. Thew hardest 6x6 instance takes 732 moves to solve! Unit Rush Hour can also be viewed as a maze with a certain orientation rule. On my orimaze page you can try playing the…

      trompView on HNParent context

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