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Computational Geometry
Volume 26, Issue 1, August 2003, Pages 21-36
The Thirteenth Canadian Conference on Computational Geometry - CCCG'01
 
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doi:10.1016/S0925-7721(02)00170-0    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2003 Elsevier Science B.V. All rights reserved.

Pushing blocks is hard

Erik D. DemaineE-mail The Corresponding Author, a, Martin L. DemaineE-mail The Corresponding Author, a, Michael HoffmannCorresponding Author Contact Information, E-mail The Corresponding Author, b and Joseph O'RourkeE-mail The Corresponding Author, c, 1

a MIT Laboratory for Computer Science, 200 Technology Square, Cambridge, MA 02139, USA b Institute for Theoretical Computer Science, ETH Zürich, CH-8092, Zürich, Switzerland c Department of Computer Science, Smith College, Northampton, MA 01063, USA

Received 22 October 2001; 
revised 1 October 2002; 
accepted 31 October 2002;
Communicated by T. Biedl 
Available online 20 March 2003.

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Abstract

We prove NP-hardness of a wide class of pushing-block puzzles similar to the classic Sokoban, generalizing several previous results [E.D. Demaine et al., in: Proc. 12th Canad. Conf. Comput. Geom., 2000, pp. 211–219; E.D. Demaine et al., Technical Report, January 2000; A. Dhagat, J. O'Rourke, in: Proc. 4th Canad. Conf. Comput. Geom., 1992, pp. 188–191; D. Dor, U. Zwick, Computational Geometry 13 (4) (1999) 215–228; J. O'Rourke, Technical Report, November 1999; G. Wilfong, Ann. Math. Artif. Intell. 3 (1991) 131–150]. The puzzles consist of unit square blocks on an integer lattice; all blocks are movable. The robot may move horizontally and vertically in order to reach a specified goal position. The puzzle variants differ in the number of blocks that the robot can push at once, ranging from at most one (Image -1) up to arbitrarily many (Image -*). Other variations were introduced to make puzzles more tractable, in which blocks must slide their maximal extent when pushed (Image ), and in which the robot's path must not revisit itself (Image -X). We prove that all of these puzzles are NP-hard.

Author Keywords: Motion planning; Combinatorial games; Computational complexity


Computational Geometry
Volume 26, Issue 1, August 2003, Pages 21-36
The Thirteenth Canadian Conference on Computational Geometry - CCCG'01
 
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