Edition 10.0.2 · Reviewed 2026-10-08 · 53 game and puzzle families · 89 exact tasks and proof sources · 69 connections.
Asymptotic results concern growing input families. Fixed-board solutions, such as the Kalah opening, are explicitly labelled. Reduction arrows, rule/task changes and restrictions have different meanings. Exact source locations and rule assumptions accompany each claim.
Problem records
Sliding tiles · Any solution?
P
If you only ask whether a solution exists, the scalable sliding-tile puzzle has a polynomial-time algorithm. The challenge changes when the route must be short.
Exact question: Decision: does any sequence reach the target arrangement?
Scale & input
An n×n board with n²−1 distinct unit tiles and one blank; both arrangements are input.
Move rules
Swap the blank with an orthogonally adjacent tile, one tile per move.
Goal
Reach the complete prescribed arrangement.
Repetition
Repeated positions allowed; no repetition ban
Players & information
1 player; Complete: entire input is known
Randomness
None
Complexity is for the scalable family, not a fixed commercial board.
Published result
Ian Parberry: Abstract and §2; Erik D. Demaine: §1
The same tiles become an NP-complete decision problem when you must reach the target within a specified number of slides.
Exact question: Decision: reach the target in at most input k single-tile moves.
Scale & input
Same n×n, n²−1 distinct tiles and one blank; start, target and k are input. The nonnegative integer k may be binary encoded; polynomial puzzle diameter bounds a needed certificate.
Move rules
A single adjacent tile slides into the blank; this costs one move.
Goal
Reach target without exceeding k.
Repetition
Repeated positions allowed; no repetition ban
Players & information
1 player; Complete: entire input is known
Randomness
None
Finding a shortest sequence is an optimization problem and NP-hard; the label here is for its budget decision version.
Published result
Erik D. Demaine: Problem 1 and §§2–6; Ian Parberry: Polynomial diameter supplies NP certificate bound
Connect given points with horizontal and vertical segments, keeping the total length within a budget. This network-design problem supplies the hardness proof for short sliding-tile solutions.
Exact question: Decision: can integer-coordinate terminals be connected by a rectilinear tree of total length ≤ℓ?
Scale & input
Variable number of plane terminals and input length budget.
Move rules
Not sequential: choose horizontal/vertical segments and optional junctions.
Goal
A connected tree through every terminal within the budget.
Repetition
Not applicable
Players & information
1 player; Complete: entire input is known
Randomness
None
Complexity is for the scalable family, not a fixed commercial board.
Published result
Michael R. Garey: Abstract, SIAM J. Applied Math. 32(4):826–834; Erik D. Demaine: Problem 2 and §§1–2, integer-coordinate strongly NP-hard source
The Rectilinear Steiner Tree Problem is NP-CompleteMichael R. Garey; David S. Johnson (1977).Published journal article · SIAM Journal on Applied Mathematics (1977)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
A small graph of weighted arrows can encode surprisingly complex sequences. Reversing one chosen arrow is the source problem for the Rush Hour construction.
Exact question: Decision: can a legal move sequence reverse a designated edge?
Scale & input
Growing planar AND/OR graph, initial legal orientation, designated edge; protected OR restriction is available.
Move rules
Reverse one edge while keeping incoming total weight at least 2 everywhere. AND incident weights 1,1,2; OR weights 2,2,2.
Goal
Reverse the designated edge.
Repetition
Repeated positions allowed; no repetition ban
Players & information
1 player; Complete: entire input is known
Randomness
None
Nondeterministic means a choice of moves, not random outcomes.
Published result
Hearn–Demaine: §§2–3; Theorems 5, 9 and 11 (protected OR)
Pushing crates is powerful enough to simulate a constraint graph. Hardness even survives removing fixed barrier pieces from the scalable puzzle.
Exact question: Decision: can every target square be occupied by a crate?
Scale & input
Growing finite grid with a walker, unit crates and an equal number of target cells. This record uses the no-fixed-barrier construction.
Move rules
Walker moves one orthogonal step, pushing at most one crate if the next cell is empty; pulling prohibited.
Goal
Crates occupy all targets.
Repetition
Repeated positions allowed; no repetition ban
Players & information
1 player; Complete: entire input is known
Randomness
None
No fixed barriers does not mean no obstacles: packed crates can be immovable. Reduction starts from NCL configuration-to-configuration, not directly the edge task.
Deciding whether a partial generalized Sudoku has any completion is NP-complete. A fixed 9×9 newspaper puzzle is not the scalable family in this theorem.
Exact question: Decision: is there a completed grid respecting all givens?
Scale & input
An n²×n² grid with n×n boxes and n² symbols; arbitrary partial instances without a uniqueness promise.
Move rules
Fill blank cells; no sequential move restriction.
Goal
Every row, column and box contains every symbol once.
Repetition
Not applicable
Players & information
1 player; Complete: entire input is known
Randomness
None
No uniqueness promise. The claim is about a growing n²×n² family, not just fixed 9×9 boards. Finding a grid, deciding existence and counting grids are different tasks.
Different questions
Find one completion
Search task, not labelled NP-complete here.
Given one completion, does another exist?
NP-complete decision problem (Yato–Seta, Theorems 3.4 and 4.8).
Count all completions
#P-complete, using the paper’s parsimonious reductions (p. 2 and Theorem 4.8).
Imagine two players choosing true or false values in a fixed order. One wants the final formula true, the other false. This is a starting point for game reductions.
Exact question: Is a fully quantified Boolean formula, in prenex form with a conjunctive-normal-form (CNF) matrix, true?
Scale & input
Explicit sequence of quantifiers followed by a CNF formula (an AND of clauses, each an OR of literals). The formula and number of variables grow.
Move rules
Existential and universal choices follow the quantifier order; the final assignment is evaluated.
Goal
The existential chooser wants true; the universal chooser wants false.
Repetition
Each variable is assigned once.
Players & information
Two choosers; all earlier choices visible
Randomness
None
This hub uses the quantified-CNF decision problem. The game analogy explains the quantifiers; there is no random assignment.
Geography, two-way paths · Two-way · no vertex reuse
P
Make the paths two-way and keep the ban on revisiting vertices. Maximum matching now gives a polynomial-time winner algorithm.
Exact question: Can the player to move force a win from the supplied graph and token position?
Scale & input
An explicitly given undirected graph of arbitrary size and a starting vertex.
Move rules
Move the shared token to a neighbor, deleting the vertex just left.
Goal
A player with no legal move loses.
Repetition
No vertex revisits.
Players & information
Two players; Perfect information
Randomness
None
The player to move wins exactly when every maximum matching covers the token's vertex. Compare maximum-matching sizes in G and G−v.
Published result
Fraenkel et al., Theorem 1.1; Fox–Geissler, Section 5
Undirected edge geographyAviezri S. Fraenkel, Edward R. Scheinerman and Daniel Ullman (1993).Published journal article · Theoretical Computer Science (1993)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
Geography, use each edge once · Two-way · no edge reuse
PSPACE-complete
Still use two-way paths, but use up each edge rather than each vertex. Vertices can be revisited, and winner determination is PSPACE-complete again.
Exact question: Can the player to move force a win from the supplied graph and token position?
Scale & input
An explicitly given undirected graph of arbitrary size and a starting vertex.
Move rules
Move the shared token along an unused edge, then delete that edge.
Goal
A player with no legal move loses.
Repetition
Edges cannot be reused; vertices may be revisited. At most |E| moves.
Players & information
Two players; Perfect information
Randomness
None
Hardness persists on planar graphs of maximum degree 3. Bipartite graphs admit a polynomial algorithm.
Published result
Abstract; main hardness result
Undirected edge geographyAviezri S. Fraenkel, Edward R. Scheinerman and Daniel Ullman (1993).Published journal article · Theoretical Computer Science (1993)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
Hex · From a given position
PSPACE-complete
From a supplied partly filled board, deciding who can force a connection is PSPACE-complete as the board grows.
Exact question: Does the player to move have a winning strategy from the supplied partly filled board?
Scale & input
An n×n rhombus of hexagonal cells, with n part of the input; arbitrary supplied positions.
Move rules
Alternate placing a stone of your color on an empty cell. No swap/pie rule.
Goal
Connect your assigned opposite sides with your stones.
Repetition
Stones never move or disappear; no cell is played twice.
Players & information
Two players; Perfect information
Randomness
None
This classification does not concern only a fixed 11×11 commercial board, or only empty starting boards.
Published result
Theorem II.2 and Corollary II.3
Hex ist PSPACE-vollständigStefan Reisch (1981).Published journal article · Acta Informatica 15 (1981), 167–191Read English renderingThe linked rendering is in English; the original article is in German. Translator/date are not specified in the copy.
Hex, empty board · From an empty board
P
On every empty square Hex board without a swap rule, the first player has a winning strategy. This settles the winner question, not how to play the winning moves.
Exact question: On an empty n×n board without the swap rule, does the first player have a winning strategy?
Scale & input
Empty square rhombus boards of every size n≥1.
Move rules
The same placement and connection rules as Hex; no swap/pie rule.
Goal
Connect your assigned opposite sides with your stones.
Repetition
Stones remain fixed; a cell can be filled only once.
Players & information
Two players; Perfect information
Randomness
None
The decision answer is always yes. Strategy stealing establishes existence; this is not an efficient method for finding the winning moves.
Published result
Fact 0.1
Hex ist PSPACE-vollständigStefan Reisch (1981).Published journal article · Acta Informatica 15 (1981), 167–191Read English renderingThe linked rendering is in English; the original article is in German. Translator/date are not specified in the copy.
Othello · Who can win?
PSPACE-complete
Flipping disks can simulate a route through a graph. A final region makes the simulated result decide the score.
Exact question: Decision: can Black force a win from this position?
Scale & input
Arbitrary position on a variable n×n board.
Move rules
Place a disk bracketing opposing disks; flip all bracketed lines. Pass only without a legal move.
Goal
More disks after both players pass.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.
The result concerns arbitrary growing boards, not the usual opening on 8×8.
The requirement that pieces remain connected can lock other pieces in place and encode logical choices.
Exact question: In the multi-queen n-Hive generalization, can a specified player force a win?
Scale & input
n-Hive: growing equal piece sets, including multiple queens. All pieces already placed in the proof. The supplied position is a legal connected hive.
Move rules
Usual piece movements, One Hive and Freedom To Move rules. A player with no legal placement or movement must pass.
Goal
Surround any opposing queen. Simultaneous loss is a draw.
Repetition
No move cap or repetition prohibition is imposed.
Players & information
Two players; all information visible.
Randomness
None.
Publication status
Published in FUN 2026 proceedings on May 15, 2026.
The EXPTIME upper bound is a finite-state consequence derived here, not a theorem asserted by the source. The multi-queen generalization and no history-dependent repetition rule are essential. Ordinary commercial Hive is a fixed finite game.
Why this bound holds
Let N be the explicitly listed number of pieces, all already placed in the supplied position. Every legal position is one connected hive. Quotient states by translation, anchoring one fixed named piece at the origin. Every occupied hex coordinate then lies within graph distance N of the anchor. Coordinates, piece identities and ordered stacks use O(N log N) bits. The player-to-move adds one bit. There are at most 2^{O(N log N)} normalized positions. Legal moves and terminal queen-surround conditions are effectively checked in polynomial space (indeed polynomial time for the standard five types, using boundary path search for ants). Enumerate the finite exponential state graph and compute the reachability-game attractor of terminal wins for the designated player. Infinite play is nonwinning. This gives an EXPTIME upper bound. The bound assumes no history-dependent repetition restriction.
Published hardness · atlas-derived upper bound Only the EXPTIME upper bound is derived here. The PSPACE-hardness theorem is from the source.
Main theorem; §§1.1, 2–3. EXPTIME upper bound: see the separate state-space argument.
Compute the bitwise XOR of the heap sizes. A nonzero result means a winning move exists. This takes polynomial time for binary or unary input.
Exact question: Decision: does the player to move have a winning strategy?
Scale & input
A scalable explicit list of heap sizes, in binary or unary. A binary heap h uses O(log(h+1)) bits, but the input also includes every heap.
Move rules
Remove any positive number of counters from one heap.
Goal
Take the last counter.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.
The XOR algorithm makes Nim easy. Compact binary notation alone does not imply efficient solvability, and changing to unary does not make ordinary Nim hard.
Requiring a capture every turn bounds the game’s length, but optimal play remains PSPACE-complete.
Exact question: Decision: can the first player force a win?
Scale & input
Supplied n×n position.
Move rules
Mandatory jumps; continue the capture sequence while possible. Kings jump in either direction.
Goal
Opponent cannot jump.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.
Noncapturing moves are forbidden, even when no capture exists.
Published result
§§2, 4.
Losing at Checkers is HardJeffrey Bosboom; Spencer Congero; Erik D. Demaine; Martin L. Demaine; Jayson Lynch (2018).Published book chapter · The Mathematics of Various Entertaining Subjects, vol. 3 (2019), 103–118; cited 2018 manuscriptRead full text
Checkers · Work together
NP-complete
Cooperation changes the always-jumping game into a solution-existence puzzle.
Exact question: Decision: can cooperating players eliminate one color?
Scale & input
Supplied n×n position.
Move rules
Alternate mandatory capturing turns; continue available jumps.
Goal
Remove every piece of either color.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two sides cooperate; complete information.
Randomness
None.
This claim concerns the always-jumping variant.
Published result
§5.
Losing at Checkers is HardJeffrey Bosboom; Spencer Congero; Erik D. Demaine; Martin L. Demaine; Jayson Lynch (2018).Published book chapter · The Mathematics of Various Entertaining Subjects, vol. 3 (2019), 103–118; cited 2018 manuscriptRead full text
Formula game · Choose which variable to claim
PSPACE-complete
Players choose previously unchosen variables in any order. One sets theirs true, the other false.
Exact question: Decision: can the True player force the formula to be true?
Scale & input
A positive CNF formula of arbitrary size.
Move rules
True moves first. Players alternate choosing one unassigned variable; True assigns true and False assigns false.
Goal
True player wants every clause true after all variables are assigned.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.
Unlike a quantified prefix, players choose the order of variables.
Result in cited preprint
Schaefer’s Gpos(POS CNF), definition and result as restated in Hearn §2. The linked full text is Hearn’s restatement; the original source is represented by its publisher abstract.
On the complexity of some two-person perfect-information gamesThomas J. Schaefer (1978).Published journal article · Journal of Computer and System Sciences (1978)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
Wall placement can encode a formula. Having a path available does not mean you can win the race.
Exact question: Decision: can White force a win from a supplied position?
Scale & input
n×n board, one pawn each; existing walls and remaining wall supplies are input. Wall supply grows with board area.
Move rules
Move the pawn, including a jump over an adjacent opposing pawn or a side-step when a straight jump is blocked, or place a length-two wall. Walls cannot cross or overlap. Each player must retain a path to a goal edge.
Goal
Reach the opposite edge first.
Repetition
No repetition ban or move cap. Endless play is not a forced win.
Players & information
Two opponents; complete information.
Randomness
None.
Publication status
2026 preprint. The linked manuscript supplies the stated result.
2026 preprint result for supplied positions, not a solution of the standard 9×9 opening.
The Legend of Zelda · A Link to the Past: hookshot puzzles
NP-hard; in PSPACE
Pushing a block can make it a future hookshot target. The final route checks whether earlier choices opened every required crossing.
Exact question: Can Link reach the target using the hookshot rules in this model?
Scale & input
Explicit arbitrary-size dungeon with polynomial-bit coordinates and object state. State needed by the construction persists.
Move rules
Hookshot, movable blocks, treasure chests and crossing paths.
Goal
Reach a specified target location.
Repetition
Revisits allowed.
Players & information
One player; complete dungeon description.
Randomness
No random element used by the reduction.
This mechanic-based model is NP-hard and in PSPACE. NP-completeness is not established by the original theorem. Persistent object state uses polynomially many bits.
Published result
Aloupis et al., Theorem 5.2 (hardness) and Introduction, Membership in PSPACE (upper bound).
Samus can clear a route earlier by shooting enemies from a different corridor. Later, Morph Ball mode removes the option to shoot.
Exact question: Can the player reach the specified target location?
Scale & input
Explicit arbitrary-size map with polynomial-bit room and object state and enough persistent state for the gadgets.
Move rules
Original Metroid movement and shooting; Morph Ball and Zoomers.
Goal
Reach a specified target location.
Repetition
Revisits allowed.
Players & information
One player; full level and modeled engine state.
Randomness
Deterministic engine once its polynomial-bit pseudorandom state is supplied. The hardness construction succeeds independently of favorable health drops.
The upper bound is for the deterministic modeled engine, including a supplied polynomial-bit pseudorandom state. It is not an almost-sure-win or expected-score theorem for hidden genuine randomness.
Published result
Aloupis et al., Theorem 6.1 (hardness) and Introduction, Membership in PSPACE (upper bound).
Lemmings · Polynomial building and digging budgets
NP-complete
Polynomially many terrain-changing commands give a short certificate. Even with only Climber skills, choosing which lemmings to save encodes a satisfiability problem.
Exact question: Can at least the required number of lemmings be rescued?
Scale & input
Explicit landscape. Builder, Basher and Miner budgets polynomial in landscape size. Other skill budgets may be larger. The total number of lemmings is polynomial in the number of landscape cells.
Move rules
All eight classic skills permitted under the given budgets. Deadly zones/traps are permitted. Other unavailable skills have budget zero in the hardness construction.
Goal
Rescue at least a supplied number of lemmings.
Repetition
Revisits and long waits allowed.
Players & information
One player; full deterministic level.
Randomness
None.
This concerns saving at least a supplied threshold of lemmings. It does not claim hardness for rescuing every lemming or for one lemming under these bounded budgets.
Why this bound holds
Membership is Theorem 1 for polynomial Builder, Basher and Miner budgets. Theorem 3's construction uses only Climbers, so those three budgets are zero. For a 3CNF formula with m clauses, only the m clause lemmings can be rescued, and a strategy rescuing k corresponds to an assignment satisfying k clauses. Thus a strategy rescuing at least m exists exactly when the formula is satisfiable. Its threshold decision task is NP-hard and in NP in the same model.
Atlas-derived consequence The derivation is stated in this record, rather than quoted as a theorem from the cited work.
Viglietta, Theorems 1 and 3 and the value-preserving construction in Section 5. NP-completeness of the threshold decision task is a direct consequence, not the wording of Theorem 3.
The exit opens only while every timer is active. Reaching it becomes a race to visit every switch without wasting a detour.
Exact question: Can the player reach the exit while the required timed doors are open?
Scale & input
Explicit arbitrary-size level with configurable timer lengths. Polynomial-bit finite-precision state and polynomially bounded velocities, as in Theorem 12.
Move rules
Walk between timed buttons; buttons temporarily open connected doors. No Portal Gun needed.
Goal
Reach the exit before required doors close.
Repetition
Revisits allowed, but timers can make them fatal to a successful route.
Players & information
One player; full level and timer settings.
Randomness
None in the construction.
Configurable timers are required for hardness. PSPACE membership assumes the paper's finite-precision model, polynomially bounded velocities and polynomial-bit state. This does not assert NP-completeness.
Published result
Demaine, Lockhart and Lynch, Corollary 8 (hardness) and Theorem 12 (PSPACE membership).
Choose true variables so that every listed group contains exactly one true variable.
Exact question: Can truth values be assigned so exactly one variable is true in every positive clause of at most three variables?
Scale & input
A list of positive clauses, each containing at most three variables.
Move rules
Assign each variable true or false.
Goal
Exactly one true variable per clause.
Repetition
Not applicable.
Players & information
One solver; full formula.
Randomness
None.
This record defines the source problem used by the match-three reduction. Its source coverage is limited to the reduction paper and Schaefer’s bibliographic record and abstract; it carries no separate complexity classification.
Published result
Match-three paper Section 2 states the source problem. Schaefer 1978 is the primary complexity reference.
A safe deduction must hold for every mine placement compatible with the clues.
Exact question: Is there a covered cell that is safe in every mine placement consistent with the revealed clues?
Scale & input
Variable rectangular partial board. Consistency of the revealed clues is not promised.
Move rules
Same eight-neighbor clues.
Goal
Some covered cell is safe in every completion.
Repetition
One deduction, no repeated play.
Players & information
Hidden mines; visible clues.
Randomness
No probabilities assumed.
If clues are inconsistent, every covered cell satisfies the universal safety condition vacuously: there are no fitting mine placements. The formal decision problem therefore differs from restricting input to consistent live-game boards. Uses the repaired 2024 inference proof.
Hardness persists with at most four cells in every run.
Exact question: Can the blank cells be filled with allowed digits so every horizontal and vertical run has its specified sum, without repeats in a run?
Scale & input
Variable grid; digits remain 1–9; each run has a sum.
Move rules
Digits cannot repeat within a horizontal or vertical run.
Goal
Satisfy all sums and distinctness constraints.
Repetition
Static assignment.
Players & information
One solver; all clues supplied.
Randomness
None.
Fixed digit alphabet, growing board. No uniqueness promise.
Finite supplied sequence; no repeating history rule.
Players & information
One player; all future pieces visible.
Randomness
None.
Uses the paper's rotation models, not an assertion about every modern implementation or a fixed 10 × 20 board.
Published result
Model §2, theorem 2 and §3 reduction.
Tetris is Hard, Even to ApproximateRon Breukelaar, Erik D. Demaine, Susan Hohenberger, Hendrik Jan Hoogeboom, Walter A. Kosters, David Liben-Nowell (2004).Published journal article · International Journal of Computational Geometry & Applications (2004)Read full text
2048 · No new tiles appear
NP-complete
Even without new random tiles, reaching 2048 can encode satisfiability.
Exact question: Can a tile of value 2048 be formed from the supplied grid when no new tiles ever appear?
Scale & input
Arbitrary m × n board with given power-of-two tiles; target 2048.
Move rules
Slide all tiles in a chosen direction; matching tiles merge once per move.
Goal
Create a tile of value 2048.
Repetition
Revisits allowed; polynomial certificates established between merges.
Players & information
One player; whole board visible.
Randomness
No spawned tiles.
This is the no-new-tiles variant, not the ordinary random-spawn game on 4 × 4.
Island sizes and a connected black region jointly impose hard constraints.
Exact question: Can the supplied clues be completed to islands of the required sizes, separated by one connected sea with no 2×2 sea block?
Scale & input
Growing numbered rectangular grid.
Move rules
White components each contain one clue equal to their size; black cells connected, with no black 2 × 2 block.
Goal
Complete the black/white coloring.
Repetition
Static assignment.
Players & information
One solver; visible clues.
Randomness
None.
Evidence is limited to the publisher abstract. This record does not include a construction sketch.
Published result
Publisher abstract; original puzzle publisher rules.
Computational Complexity of NURIKABEMarkus Holzer, Andreas Klein, Martin Kutrib, Oliver Ruepp (2011).Published journal article · Fundamenta Informaticae (2011)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
Tiny islands do not make the general problem easy.
Exact question: Does the same island-and-sea puzzle have a solution when every numerical clue is 1 or 2?
Scale & input
Same grid, with all clues restricted to 1 or 2.
Move rules
Same island and sea conditions.
Goal
Complete the coloring.
Repetition
Static.
Players & information
Complete clues.
Randomness
None.
Evidence is limited to the publisher abstract; no full-text proof is linked.
Published result
Publisher abstract explicitly states the 1-and-2 restriction.
Computational Complexity of NURIKABEMarkus Holzer, Andreas Klein, Martin Kutrib, Oliver Ruepp (2011).Published journal article · Fundamenta Informaticae (2011)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
Slitherlink · Can one loop satisfy the numbers?
NP-complete
A single loop can encode a tour that visits every graph vertex.
Exact question: Can a single loop be drawn along grid edges so each numbered cell has exactly that many loop edges on its boundary?
Scale & input
Variable rectangular dot lattice; cells may have clues 0–3.
Move rules
Choose edges between neighboring dots; no branching or crossing.
Goal
One loop, with each clue counting its incident boundary edges.
Repetition
Static edge selection.
Players & information
One solver; every clue known.
Randomness
None.
No uniqueness promise.
Published result
§4.1, theorem 4.3 in the linked author version; ASP reduction also establishes decision NP-completeness.
This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.
Exact question: Can the supplied 3s positive integers be partitioned into s triples with the same specified sum T?
Scale & input
Partition 3s positive integers into s triples all summing to T, with T/4 < a_i < T/2; unary instances suffice.
Move rules
As specified in the cited reduction-source definition.
Goal
Answer the stated source question.
Repetition
Not a game rule unless explicitly part of the source definition.
Players & information
Explicit, fully known input. This is a proof-source problem.
Randomness
None.
This record identifies a reduction’s source problem; it does not provide a separate complexity classification.
Published result
§3.1, theorem 1 (cites Garey–Johnson for original strong NP-completeness).
Tetris is Hard, Even to ApproximateRon Breukelaar, Erik D. Demaine, Susan Hohenberger, Hendrik Jan Hoogeboom, Walter A. Kosters, David Liben-Nowell (2004).Published journal article · International Journal of Computational Geometry & Applications (2004)Read full text
This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.
Exact question: Can the supplied planar weighted AND/OR graph be oriented with incoming weight at least two at every vertex?
Scale & input
A planar graph of AND vertices with incident edge weights 1, 1, 2 and OR vertices with weights 2, 2, 2. Each vertex requires incoming weight at least two.
Move rules
Assign an orientation to every edge. This is a static existence problem with no move sequence.
Goal
Find an orientation satisfying the minimum incoming weight at every vertex.
Repetition
Not a game rule unless explicitly part of the source definition.
Players & information
Explicit, fully known input. This is a proof-source problem.
Randomness
None.
This record identifies a reduction’s source problem; it does not provide a separate complexity classification.
Published result
§1.3 states source problem; this is orientation existence, NOT edge-reversal reachability.
This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.
Exact question: Can the target edge be reversed legally when each edge may reverse at most once?
Scale & input
An initially acyclic, legally oriented constraint graph using the AND, OR, FANOUT and CHOICE vertex types specified in Sections 1.1–1.3 of the cited paper. Edges have weights 1 or 2 and minimum incoming weight is two.
Move rules
Reverse one edge while maintaining incoming weight at least two at every vertex. Each edge may reverse at most once.
Goal
Reverse the designated target edge.
Repetition
An edge cannot be reversed again. Thus a move sequence has at most the number of edges.
Players & information
Explicit, fully known input. This is a proof-source problem.
Randomness
None.
This record identifies a reduction’s source problem; it does not provide a separate complexity classification.
Published result
§1.1–1.3 and theorem 2.1. Different source from unbounded PSPACE NCL.
This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.
Exact question: Does the supplied finite induced subgraph of the square lattice have a cycle visiting every vertex exactly once?
Scale & input
Does a finite induced subgraph of the square lattice have a cycle visiting every vertex exactly once? The cited Rubik source excludes degree-one vertices; those are trivially no-instances.
Move rules
As specified in the cited reduction-source definition.
Goal
Answer the stated source question.
Repetition
Not a game rule unless explicitly part of the source definition.
Players & information
Explicit, fully known input. This is a proof-source problem.
Randomness
None.
This record identifies a reduction’s source problem; it does not provide a separate complexity classification.
Published result
Problem 5; reduction to cube uses intermediate promise path problems, §3.
Flow Free / Numberlink · Connect every pair and cover every cell
NP-complete
Allowing paths to zigzag freely does not remove the hardness.
Exact question: Can pairwise disjoint paths join the terminal pairs and cover every cell?
Scale & input
Explicit n×n grid. The number of distinct terminal pairs grows.
Move rules
Orthogonal simple paths, one per pair. Every cell belongs to exactly one path.
Goal
Join all matching terminals and cover the grid.
Repetition
Static completion, no play-history restriction.
Players & information
One solver. All clues and constraints are known.
Randomness
None.
No minimum-turn rule. The claim is not about a fixed app level.
Published result
Definitions 1–4; Theorem 1.
Zig-Zag Numberlink is NP-CompleteAaron Adcock, Erik D. Demaine, Martin L. Demaine, Michael P. O’Brien, Felix Reidl, Fernando Sánchez Villaamil, Blair D. Sullivan (2015).Published journal article · Journal of Information Processing 23 (2015), 239–245Read full text
Lights Out · Can the target light pattern be reached?
P
Press order does not matter. A linear system records whether each light is pressed an odd or even number of times.
Exact question: Can presses transform the supplied initial pattern into the supplied target pattern?
Scale & input
Explicit finite undirected graph, including scalable rectangular grids, with initial and target bit patterns.
Move rules
A press toggles its vertex and all neighbors.
Goal
Reach the target pattern.
Repetition
Repeated presses allowed. Two presses at one vertex cancel.
Players & information
One player. Graph and both patterns known.
Randomness
None.
This P result is unrestricted reachability, not minimum presses on every graph family.
Published result
§2, matrix N=A+I; Theorem 4.
Lights Out on graphsAbraham Berman, Franziska Borer, Norbert Hungerbühler (2021).Published journal article · Mathematische Semesterberichte 68 (2021), 237–255Read author manuscript
Battleships solitaire · Can the fleet fit the clues?
NP-complete
Ships and water encode Boolean choices.
Exact question: Does any fleet placement satisfy all supplied clues and row/column totals?
Scale & input
Growing rectangular grid, partial ship/water clues, totals and fleet. Ship lengths and fleet size may grow.
Move rules
Ships are straight, width one, horizontal or vertical. Distinct ships may not touch, even diagonally.
Goal
Place the full fleet and meet every clue.
Repetition
Static completion, no play-history restriction.
Players & information
One solver. All clues and constraints are known.
Randomness
None.
Solitaire logic puzzle, not the two-player hidden-fleet guessing game. General fleet, not a fixed commercial fleet.
Matching colors or numbers is enough for NP-completeness in the scalable solitaire model.
Exact question: Decision: is there a legal ordering of every card?
Scale & input
An explicit multiset of cards with color and number labels. Card count and both label sets may grow.
Move rules
Discard one card matching the previous color or number. The first card is unrestricted. No action cards, draw pile or voluntary passes.
Goal
Play all cards.
Repetition
Discarded cards cannot return.
Players & information
One player, all cards known.
Randomness
None.
The result concerns a growing explicit input family, not a fixed commercial set.
Published result
§2; Theorem 4
UNO is hard, even for a single playerErik D. Demaine; Martin L. Demaine; Nicholas J. A. Harvey; Ryuhei Uehara; Takeaki Uno; Yushi Uno (2014).Published journal article · Theoretical Computer Science (2014)Read full text
UNO · Two players, visible hands
P
The corrected two-player model reduces to undirected vertex Geography.
Exact question: Decision: can the first player avoid being the first unable to play?
Scale & input
An explicit multiset of cards with color and number labels. Card count and both label sets may grow.
Move rules
Discard one card matching the previous color or number. The first card is unrestricted. No action cards, draw pile or voluntary passes.
Goal
Determine the first player unable to play, under optimal opposition, in the paper’s uncooperative model.
Repetition
Discarded cards cannot return.
Players & information
Two alternating players, both hands visible.
Randomness
None.
Simplified model, not commercial hidden-hand UNO. The authors explicitly withdrew their 2010 PSPACE-completeness claim.
Published result
§2.3; Theorems 6–7
UNO is hard, even for a single playerErik D. Demaine; Martin L. Demaine; Nicholas J. A. Harvey; Ryuhei Uehara; Takeaki Uno; Yushi Uno (2014).Published journal article · Theoretical Computer Science (2014)Read full text
Scrabble · Known bag order
PSPACE-complete
The result survives constant alphabet, dictionary and rack size in a derandomized model.
Exact question: Decision: can the designated player force a higher final score?
Scale & input
Growing n×n board, tile bag and given position. Alphabet, dictionary and rack size can be fixed constants for the two-player theorem.
Move rules
Place connected dictionary words horizontally or vertically. All letters score 1, no premium squares. Refill from the known bag order. No exchanges or passes in this model.
Goal
Higher score when the bag empties or the next player cannot form a legal word.
Repetition
Placed tiles never move or disappear.
Players & information
Two alternating players. Both racks and the entire bag order are known.
Randomness
None. The bag order is input.
Not a theorem about the fixed English-language commercial game or hidden random tile draws.
Removing the opponent gives the NP-complete solitaire placement task.
Exact question: Decision: can one player place every tile?
Scale & input
Growing n×n board and explicit tile sequence, dictionary, alphabet and rack size. Lemma 1 permits these parameters to grow.
Move rules
Place connected dictionary words horizontally or vertically. All letters score 1, no premium squares. Refill from the known bag order. No exchanges or passes in this model.
Goal
Place every tile.
Repetition
Placed tiles never move or disappear.
Players & information
One player, full board and tile order known.
Randomness
None. The bag order is input.
The result concerns a growing explicit input family, not a fixed commercial set.
Each Hex cell can be represented by a 9×9 TwixT gadget.
Exact question: Decision: can the designated player force a connection?
Scale & input
An arbitrary input position on a growing rectangular grid, including colored pegs and links.
Move rules
Add one peg on a legal empty hole, avoiding the opponent’s border rows or columns. Link same-color pegs a knight’s move apart without crossing links. A player may remove their own links to add others. Pegs stay fixed.
Goal
Connect the player’s two opposite sides.
Repetition
Each turn adds a peg. Game length is bounded by board area.
Players & information
Two players, full information. Input positions are after any opening swap choice.
Randomness
None.
The result concerns a growing explicit input family, not a fixed commercial set.
The first player wins by 10 stones under the cited rules. This is a finite-board solution, not an asymptotic hardness classification.
Exact question: What is the optimal score from the Kalah(6,4) opening?
Scale & input
Exactly six pits per player, initially four stones each, and two empty stores.
Move rules
Sow counterclockwise from an own nonempty pit. Include your store, skip the opponent's store, and do not skip the starting pit on later laps. Ending in your store gives another move. Ending in an empty own pit captures that stone and the opposite pit, even when the opposite pit is empty.
Goal
When either side empties, the other player collects remaining stones. Maximize final score difference.
Repetition
Positions cannot repeat under these rules.
Players & information
Two players with fully known pit counts.
Randomness
None.
This paper does not classify the scalable winner problem. The empty-opposite capture convention matters.
Published result
§2.1 and Table 9.
Solving KalahGeoffrey Irving, Jeroen Donkers, Jos Uiterwijk (2000).Published journal article · ICGA Journal 23(3) (2000), 139–147Read full text
Generalized Kalah winner, explicit m-pit rows and unary stone counts · Scalable board, unary counts
In PSPACE
This scalable winner problem is in PSPACE when the stone counts are unary. Every play has polynomially many sowing choices. This is an upper bound, not a hardness or completeness claim.
Exact question: From an explicitly supplied position, can the designated player force a strictly larger final store count?
Scale & input
An explicit board with m pits per player and two stores, a player to move, and nonnegative stone counts encoded in unary. The initial position may be arbitrary. Let S be the total number of stones, including stores.
Move rules
Choose a nonempty own pit and sow counterclockwise. Include your store, skip the opponent's store, and do not skip the source pit on later laps. A final stone in your store gives another choice. A final stone in an empty own pit captures that stone and the opposite pit, including when the opposite pit is empty.
Goal
When either side empties, collect the remaining stones into the other player's store. The designated player wins exactly when their final store is larger. A tie is not a win.
Repetition
No extra repetition restriction is required. The decreasing rank proved below bounds every play by mS(S+1)+S sowings.
Players & information
Two players with fully visible counts and deterministic optimal play. Consecutive moves by one player are allowed when the sowing ends in their store.
Randomness
None.
The citation supplies the rules, not a published PSPACE theorem. This bound does not prove PSPACE-hardness. The unary length assumption matters to this particular proof.
Why this bound holds
Let C count stones in the two stores, and let Φ sum each non-store stone's distance (1 through m) along its own row to its own store. Then 0≤Φ≤mS. A move that stores no stone never passes its own store, so sowing k stones reduces Φ by 1+⋯+k. A move that stores a stone increases C by at least one. Consequently R=(S−C)(mS+1)+Φ is a nonnegative integer that decreases every move. Initially R≤mS(S+1)+S. A depth-first minimax traversal stores a polynomial number of polynomial-size positions when S is unary. Bonus turns only change which player selects the next child. The final collection of remaining stones cannot lengthen play.
Atlas-derived consequence The derivation is stated in this record, rather than quoted as a theorem from the cited work.
Rules: Irving, Donkers and Uiterwijk, §2.1. Atlas-derived upper bound: between moves that add to a store, the sum of each stone's distance to its own store decreases. There are at most S store-increasing moves and at most mS intervening sowings per phase. Depth-first minimax therefore uses polynomial space for unary counts.
Solving KalahGeoffrey Irving, Jeroen Donkers, Jos Uiterwijk (2000).Published journal article · ICGA Journal 23(3) (2000), 139–147Read full text
Jigsaw — Fit every piece? · Fit every piece?
NP-complete
Ambiguous tab-and-pocket matches make scalable assembly NP-complete.
Exact question: Can all supplied pieces assemble into the target square?
Scale & input
An explicit finite collection of n nearly square pieces and a target square. Shapes are encoded by finitely described matching types.
Move rules
Face-up orthogonal placement of tab-and-pocket pieces, matching shapes only. Use each supplied piece once.
Goal
Fill the target exactly, without overlap or gaps.
Repetition
Static completion problem. No move-history restriction.
Players & information
One solver, all input is visible.
Randomness
None.
This concerns scalable, potentially ambiguous piece sets, not the difficulty of a particular commercial picture puzzle.
Planning is NP-complete on scalable maps even with one player.
Exact question: Can the team find every cure before losing?
Scale & input
An explicit city graph, player positions, hands, infections, and all future player/infection draws, including reshuffles.
Move rules
Four actions per turn: movement/flights, build, share, cure, or treat. Seven-card hand limit. Cure uses five matching-color city cards at a lab. Draw two player cards per turn.
Goal
Find all cures before eight outbreaks or player-deck exhaustion.
Repetition
At most |V|/2+3 turns under the specified deck rules.
Players & information
Cooperative players, with all future card outcomes supplied.
Randomness
Draw and reshuffle outcomes are fixed input.
Does not classify optimal play with genuinely unknown future draws.
Published result
§2 and §3, Theorem 3.1.
NP-Completeness of PandemicKenichiro Nakai; Yasuhiko Takenaga (2012).Published journal article · Journal of Information Processing 20(3) (2012), 723–726Read full text
Backgammon — Known rolls & opponent · Known rolls & opponent
NP-hard
Even with those future choices disclosed, finding a winning play is NP-hard.
Exact question: Can you win against this prescribed opponent and roll sequence?
Scale & input
Explicit scalable line of points and polynomially many checkers. Six home points per side and two six-sided dice suffice. Input includes the prescribed future rolls and opponent policy.
Move rules
Move according to both dice, doubles four times. Two opposing checkers block a point. A hit checker must re-enter before others move.
Goal
Bear off every checker first.
Repetition
Captures permit arbitrarily long play. No fixed turn limit is assumed.
Players & information
Two players, with the opponent’s complete policy revealed in this task.
Randomness
Both players’ future rolls are supplied, using the paper’s compact descriptions.
Hardness only. This is neither a fixed 24-point board nor expected win probability under fair random dice.
A forced game encodes a Turing machine and wins exactly when the machine halts.
Exact question: Will the designated player win this forced endgame?
Scale & input
A finite described reachable game state, using the paper’s card pool and rules. Standard-sized decks suffice, while counters and generated tokens have no fixed cap.
Move rules
All remaining actions are forced. Tokens, triggered effects and counters simulate a tape and transition rules. Numeric choices use binary notation.
Goal
Reach the designated player’s winning effect.
Repetition
Nonhalting simulation yields an unavoidable infinite loop, treated as a draw by the cited rule.
Players & information
Two players, no remaining strategic choices and no relevant hidden information.
Randomness
No stochasticity is used in the construction.
This does not model finite physical memory or tournament clocks, and it freezes the paper’s rules/card text instead of asserting compatibility with every later rules update.
Reachability is polynomial-time solvable. Requiring at most k single-tile slides is NP-complete. The move rules and board family stay the same.
Any solution: decide whether the target arrangement can be reached at all. Parity characterizes reachability, and a solution can be constructed in polynomial time.
Short solution: decide whether there is a route using at most k slides. A fast reachability check does not answer this budget question.
This dashed connection compares computational tasks. It is not a displayed hardness reduction.
Scale terminal coordinates; cycle three target tiles at each terminal; a short blank tour corresponds to a short connecting tree.
Start from integer-coordinate terminals and a tree-length bound ℓ. The proof uses the strongly NP-hard restriction, so the explicit output board has polynomial size.
Scale the terminal locations by c = 18|P|. At each non-root terminal, cycle three nearby target tiles while keeping the blank anchored at the root.
A walk of the blank can make the local rotations. The reduction uses k = (2ℓ + 1)c. Its two directions relate a short solution to a short connecting rectilinear tree.
AND and protected-OR arrangements of cars simulate legal edge reversals. The target edge releases an exit car.
Start from planar AND/OR edge-reversal reachability, with the protected-OR restriction used by the gadgets.
Replace graph constraints with car arrangements. An AND gadget can release its output only after both inputs retract. An OR gadget permits either of its allowed inputs.
Connecting the gadgets makes the designated edge reversal correspond to reaching the target car’s border position. See the complete car layouts in Figure 14.
Crate gadgets simulate graph constraints; targets encode the final orientation. Irrecoverable pushes lead away from any solution.
Start from constraint-logic configuration-to-configuration reachability. The goal describes every target arrow.
Crate arrangements encode constraint ports, and target squares encode the final orientation. Packed crates provide barriers even though no separate fixed barrier pieces are supplied.
The proof rules out cheating pushes by showing that they make the target impossible to reach. The sketch does not assert that all crate pushes are reversible.
A fixed Sudoku scaffold leaves selected cells free. Their high base-n digits encode the Latin square; low digits are forced. Completions correspond one-to-one.
Begin with a partial Latin square of order n. Build an n²×n² Sudoku with n×n boxes.
A fixed scaffold leaves selected cells free in the top band. The encoded symbols correspond to the Latin symbols.
Each Latin completion gives exactly one Sudoku completion and vice versa. This is a parsimonious reduction, not merely a resemblance between grids.
A polynomial construction turns formula truth into optimal-play winner determination.
Variable diamonds encode truth choices. After those choices, the universal player selects a clause and the existential player selects a literal. Links back to visited vertices test whether that literal satisfies the clause.
Undirected edge geographyAviezri S. Fraenkel, Edward R. Scheinerman and Daniel Ullman (1993).Published journal article · Theoretical Computer Science (1993)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
Allowing vertex revisits while deleting used edges changes the winner problem from polynomial-time solvable to PSPACE-complete.
After traversing a→b, the vertex version removes a and its incident edges. The edge version removes only ab. These are different games, not a winner-preserving transformation.
Theorem 1.1 and edge-game main result
Undirected edge geographyAviezri S. Fraenkel, Edward R. Scheinerman and Daniel Ullman (1993).Published journal article · Theoretical Computer Science (1993)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
Quantified formula truth reduces in polynomial time to winning from a supplied Hex position.
The proof first builds a planar graph-Hex instance. Its links and degree-three unplayed vertices are represented on a partly filled Hex board. Preset stones restrict the remaining connection choices.
Theorem II.2; Main Lemma II.4; Lemma V.1
Hex ist PSPACE-vollständigStefan Reisch (1981).Published journal article · Acta Informatica 15 (1981), 167–191Read English renderingThe linked rendering is in English; the original article is in German. Translator/date are not specified in the copy.
Empty n×n boards always have a first-player win. Arbitrary supplied positions have a PSPACE-complete winner problem.
The allowed input positions change; the placement and winning rules do not. The easy yes/no answer on empty boards does not produce the winning moves.
Fact 0.1 versus Corollary II.3
Hex ist PSPACE-vollständigStefan Reisch (1981).Published journal article · Acta Informatica 15 (1981), 167–191Read English renderingThe linked rendering is in English; the original article is in German. Translator/date are not specified in the copy.
Quantified CNF truth reduces to reversing one designated edge in a planar protected-OR constraint graph. This connects game proofs to sliding-puzzle proofs.
Start from the quantified-CNF restriction of the formula problem. Quantifier gadgets provide literal signals to a circuit for the formula.
Existential gadgets can choose a successful assignment. Universal gadgets use a latch to require success under both assignments; the designated output edge can reverse exactly when the formula is true.
Crossover gadgets make the graph planar, then OR replacement gives protected-OR vertices. Protection is a global invariant: two specified incident edges cannot both point inward. It is not an extra move rule.
§§3.1–3.3; Theorems 5, 9 and 11. A composed polynomial-time reduction from the quantified-CNF restriction of QBF.
Keep the capture-only moves, but ask whether a successful joint sequence exists.
Competitive: a strategy must defeat every opposing choice.
Cooperative: both sides choose a successful sequence.
§§4–5.
Losing at Checkers is HardJeffrey Bosboom; Spencer Congero; Erik D. Demaine; Martin L. Demaine; Jayson Lynch (2018).Published book chapter · The Mathematics of Various Entertaining Subjects, vol. 3 (2019), 103–118; cited 2018 manuscriptRead full text
Bounded-screen reset gives P for explicit levels. Persistent off-screen state supports PSPACE-completeness. This compares two engine models, not a reduction.
Reset model forgets state sufficiently far off-screen.
Persistent model remembers every monster position.
The difference permits many independent door states.
Unlimited or exponential Builder/Basher budgets support the PSPACE construction. Polynomial Builder/Basher/Miner budgets yield membership in NP in the broader skill model.
Terrain changes become polynomially bounded.
Long waits are encoded by timestamps.
Verify the resulting plan without simulating every waiting frame.
Sections 3 and 4. This compares both a budget condition and available-skill families.
Each integer becomes a piece sequence that must fit one bucket. Clearing succeeds when buckets balance.
Make one bucket for each triple.
Encode numbers as indivisible piece sequences.
Balanced buckets unlock the final clearing sequence.
§3.1, lemmas 3–4, figure 3.
Tetris is Hard, Even to ApproximateRon Breukelaar, Erik D. Demaine, Susan Hohenberger, Hendrik Jan Hoogeboom, Walter A. Kosters, David Liben-Nowell (2004).Published journal article · International Journal of Computational Geometry & Applications (2004)Read full text
Restrict every numbered island to size one or two.
2011 paper abstract. The evidence cited for this restriction is the abstract, not a full-text theorem locator.
Computational Complexity of NURIKABEMarkus Holzer, Andreas Klein, Martin Kutrib, Oliver Ruepp (2011).Published journal article · Fundamenta Informaticae (2011)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
A path chooses a truth value and blocks incompatible literal routes.
Each variable selects one of two routes.
Each clause needs an unblocked route for one of its literals.
Paired terminals and crossover gadgets fill every remaining cell without permitting crossings.
Theorem 1 and Figures 4–8.
Zig-Zag Numberlink is NP-CompleteAaron Adcock, Erik D. Demaine, Martin L. Demaine, Michael P. O’Brien, Felix Reidl, Fernando Sánchez Villaamil, Blair D. Sullivan (2015).Published journal article · Journal of Information Processing 23 (2015), 239–245Read full text
Create a vertex for each card and connect matching cards held by opposite players.
Cards become graph vertices.
Opposite-hand cards share an edge exactly when their color or number matches. For the unrestricted first discard, add a start vertex joined to player 1’s cards.
Discarding cards follows an undirected walk without revisiting a vertex. Use the polynomial-time Geography winner algorithm.
§4, Figure 7, Theorem 7
UNO is hard, even for a single playerErik D. Demaine; Martin L. Demaine; Nicholas J. A. Harvey; Ryuhei Uehara; Takeaki Uno; Yushi Uno (2014).Published journal article · Theoretical Computer Science (2014)Read full text
The task and turn rules change. This is not a hardness reduction.
Solitaire asks whether every card can be ordered.
The two-player version alternates between visible hands and asks who gets stuck.
§§2.3–4
UNO is hard, even for a single playerErik D. Demaine; Martin L. Demaine; Nicholas J. A. Harvey; Ryuhei Uehara; Takeaki Uno; Yushi Uno (2014).Published journal article · Theoretical Computer Science (2014)Read full text
Fixing the board and opening removes the scalable input. This comparison also changes the requested output from a winner decision to the optimal score.
Restrict m to 6 and every initial pit count to 4, with empty stores and South to move.
This leaves a single finite opening whose optimal score was computed. It does not establish an asymptotic lower bound.
The fixed record reports optimal score, while the scalable record asks only whether a designated player can force a win. This is an input and task comparison, not a proved reduction or a pure input restriction.
§2.1 defines Kalah(m,n), and Table 9 gives the fixed opening. The scalable upper bound is derived from the rules in the linked record.
Solving KalahGeoffrey Irving, Jeroen Donkers, Jos Uiterwijk (2000).Published journal article · ICGA Journal 23(3) (2000), 139–147Read full text
Apply the paper’s Hamiltonian-cycle construction to a grid-graph input.
Replace each input vertex by a city gadget about to outbreak.
Set draws so an unvisited gadget causes the final losing outbreak.
Returning to the cure lab in time requires visiting every gadget.
§3.1. The paper reduces unrestricted Hamiltonian cycle; restricting its source to grid instances is valid because the construction accepts every graph.
NP-Completeness of PandemicKenichiro Nakai; Yasuhiko Takenaga (2012).Published journal article · Journal of Information Processing 20(3) (2012), 723–726Read full text