arXiv:cs/0502068cs.CC
Limits of Rush Hour Logic Complexity
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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.
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]…
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