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Games & Complexity

Computational tasks and their connections. Every entry specifies its assumptions and primary sources. See also additional variants and open questions.

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

Sliding tiles · At most k slides?

NP-complete

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

Rectilinear Steiner tree · Short connecting tree?

NP-complete

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

Constraint logic · Reverse one edge?

PSPACE-complete

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)

Constraint logic · Reach a full target?

PSPACE-complete

Here the target specifies every arrow, not just one. This version of constraint logic supplies the Sokoban construction.

Exact question: Decision: is prescribed legal orientation B reachable from orientation A?

Scale & input
Growing planar AND/OR graph; both complete edge orientations are input.
Move rules
Reverse one edge, always preserving incoming weight ≥2 at every vertex. AND incident weights are 1,1,2; OR incident weights are 2,2,2.
Goal
Match every edge in the target orientation.
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

Robert A. Hearn: §2.1; Corollary 6; Theorem 9

Rush Hour · Can the car escape?

PSPACE-complete

Even with only straight cars of length two or three, deciding whether the exit car can escape is PSPACE-complete on growing boards.

Exact question: Decision: can a designated car reach its exit?

Scale & input
A growing grid with 1×2 and 1×3 cars.
Move rules
Cars translate only along their long axis; no turning or overlapping.
Goal
Bring the designated car to the specified border location.
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

Robert A. Hearn: §4.2, Theorem 19

Sokoban · Crates onto targets?

PSPACE-complete

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.

Published result

Robert A. Hearn: §4.3, Theorem 22

Latin squares · Complete rows & columns

NP-complete

Fill the grid so every symbol appears once per row and column. Its completions can be embedded one-for-one in a larger Sudoku.

Exact question: Decision: can a partial Latin square be completed?

Scale & input
An n×n grid using n symbols, with arbitrary givens.
Move rules
Fill blank cells; no sequential move restriction.
Goal
Every row and column has every symbol once, preserving givens.
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

Takayuki Yato: Theorems 4.6 and 3.4

Sudoku · Does a completion exist?

NP-complete

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).

Published result

Takayuki Yato: Theorems 4.8 and 3.4; Lemma 4.7

Quantified Boolean formulas · Can you force true?

PSPACE-complete

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.

Published result

Theorem 1; Section 2

Geography · Arrows · no vertex reuse

PSPACE-complete

Move along arrows without returning to a visited vertex. Deciding who can force the last legal move is PSPACE-complete.

Exact question: Can the player to move force a win from the supplied graph and token position?

Scale & input
An explicitly given directed graph of arbitrary size and a starting vertex.
Move rules
Players alternate moving one shared token along an outgoing arrow to an unvisited vertex.
Goal
A player with no legal move loses.
Repetition
Vertices cannot be revisited; at most |V|−1 token moves.
Players & information
Two players; Perfect information
Randomness
None

The source counts placing the initial marker as a turn; specifying who moves next, or adding a forced prefix, translates conventions.

Published result

Definition 3 and Theorem 2; Theorem 3 for planarity

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

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

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, 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

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.

Published result

§1 rules; Theorem 2.1.

Go · Ko-free hardness construction

PSPACE-hard

Even constructions without ko battles encode a hard strategy problem.

Exact question: Can Black force a win from the supplied generalized Go position under the paper’s scoring and pass rules?

Scale & input
Variable n×n board; a supplied stone position.
Move rules
Place stones, capture surrounded groups, or pass.
Goal
Territory minus captured own stones; two passes end play.
Repetition
The hardness construction avoids ko; no claim about equivalence of repetition rules.
Players & information
Two players; all information visible.
Randomness
None.

This is the paper’s ko-free hardness construction, not a complete classification of every modern Go ruleset.

Published result

§§5–6.

Dots & Boxes · More boxes than your opponent?

PSPACE-complete

The pencil-and-paper game can encode competing choices of variables in a logical formula.

Exact question: Decision: can the player to move force a higher final score?

Scale & input
Growing rectangular grid; existing lines, scores and turn supplied.
Move rules
Draw an unused unit edge. Completing a box scores a point and grants another turn.
Goal
Higher score when every edge is drawn.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.

Scores are part of the supplied position. This does not classify the empty-board opening alone.

Published result

§§1–4.

Amazons · Last player able to move?

PSPACE-complete

A queen-like move followed by a blocking arrow can implement logical wires and gates.

Exact question: Decision: can the player to move force a win?

Scale & input
Arbitrary n×n position with a growing number of amazons.
Move rules
Move an amazon as a chess queen, then shoot a queen-moving arrow that permanently blocks its destination. No captures.
Goal
Opponent has no legal move.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.

The proof uses many amazons. It is not a hardness proof for only four per side.

Result in cited preprint

§§1–2.

Hive · Generalized, multiple queens

PSPACE-hard; in EXPTIME

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.

Nim · Take the last counter

P

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.

Published result

§§2, 5.

Nim · Avoid the last counter

P

The same XOR test works until every nonempty heap has size one. Then parity decides the outcome.

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.
Move rules
Remove any positive number from one heap.
Goal
Make the opponent take the last counter.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.

With only singleton heaps remaining, an even positive number of heaps is winning.

Published result

§6.

Chess · Force checkmate

EXPTIME-complete

Ordinary piece movements can encode repeatedly changing logical variables.

Exact question: Decision: can the designated player force a win?

Scale & input
Arbitrary n×n position; one king per side; numbers of other pieces grow with n.
Move rules
Standard movement and capture of the chess pieces used in the construction.
Goal
Force the opponent’s king into checkmate.
Repetition
Unbounded-play model: no polynomial draw clock; endless play is not a forced win.
Players & information
Two players; all information visible.
Randomness
None.

Not a theorem about fixed 8×8 chess, modern move-count draw rules, or reachability from the standard opening.

Published result

Introduction; G3 simulation.

Checkers · Every turn must capture

PSPACE-complete

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.

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.

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.

Geography · Sparse planar directed graph

PSPACE-complete

Hardness survives even when edges can be drawn without crossings and every vertex has at most three neighbors.

Exact question: Decision: can the next player force a win?

Scale & input
Directed planar bipartite graph, maximum total degree three; start vertex supplied.
Move rules
Move to an unvisited out-neighbor.
Goal
Opponent has no move.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.

Directions still matter. This is not undirected vertex Geography.

Published result

§4 corollary.

Quoridor · Reach the far side first

PSPACE-complete

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.

Result in cited preprint

§1.1 rules; Theorems 1–2.

Super Mario Bros. · Persistent level state

PSPACE-complete

A Spiny moving between two tunnels acts as a reusable door. Remembering its position lets a level encode a long computation.

Exact question: Can Mario reach the flagpole in the supplied level?

Scale & input
Arbitrary explicitly described level. Off-screen sprites persist, or the whole level fits a scalable screen. Timer may grow exponentially.
Move rules
Small Mario, blocks, jumps, Spinies and firebars. Backtracking allowed.
Goal
Reach the flagpole.
Repetition
No ban on revisiting positions.
Players & information
One player; complete level description.
Randomness
Deterministic modeled dynamics.

This is SMB-general, not the fixed NES cartridge or its ordinary screen/reset limits.

Published result

Section 4, Theorem 5; Figures 5–8.

Super Mario Bros. · Bounded screen, off-screen reset

P

Forgetting distant objects can make the generalized game efficiently solvable.

Exact question: Can Mario finish the supplied level or level sequence in the reset model?

Scale & input
Explicitly encoded levels; constant screen size and constant number of on-screen sprites.
Move rules
The SMB-standard reset model of Section 2. Far-off-screen state is forgotten.
Goal
Reach the flagpole or finish the level sequence in the modeled game.
Repetition
Revisits allowed, with the specified resets.
Players & information
One player; complete level description.
Randomness
Deterministic modeled dynamics.

The encoding matters: arbitrary run-length compression is not covered by this P result.

Published result

Section 2: polynomial-size state summary and reachability construction.

Donkey Kong Country · Generalized stage reachability

PSPACE-complete

A movable tire and icy slope act as a switch that opens or closes a route.

Exact question: Can the player reach the designated goal from the supplied start?

Scale & input
Stage size and remembered state scale; not a fixed commercial stage.
Move rules
One Kong; rolling tires, ice, ropes, barrel cannons and Zingers.
Goal
Reach a designated goal from the start.
Repetition
Revisits allowed.
Players & information
One player; fully specified stage.
Randomness
Deterministic enemy patterns in the construction.

Idealized glitch-free rules; a fixed screen with resetting state is a different model.

Published result

Theorem 4.2 and Figure 21. Separate gadgets also prove the result for Country 2 and 3 (Theorems 4.3–4.4).

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).

The Legend of Zelda · A Link to the Past: doors and switches

PSPACE-complete

Switches make a reusable door network. Gates must remember their state when Link leaves the room.

Exact question: Can Link reach the target using the switch rules in this model?

Scale & input
Arbitrary-size dungeon. Floor-switch gate states explicitly persist across rooms.
Move rules
Floor switches, gates, crystal switches, pillars and one-way teleporter tiles.
Goal
Reach a specified target location.
Repetition
Revisits allowed.
Players & information
One player; full dungeon and engine state.
Randomness
Hard construction uses no random behavior. General upper bound uses polynomially encoded engine/seed state.

The cross-room memory assumption is explicit in the theorem, rather than assumed from every Zelda release.

Published result

Theorem 5.5 and Figure 30; quantified-formula door framework.

Metroid · Generalized Morph Ball levels

NP-hard; in PSPACE

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).

Pokémon · Trainer-only route planning

NP-complete

Battles can be predetermined wins or losses and route planning is still hard. A trainer who steps forward changes which corridors are safe.

Exact question: Can the player reach the target through the supplied trainer layout?

Scale & input
Arbitrary-size overworld; fixed-size Pokémon teams and battle mechanics.
Move rules
Walls and enemy trainers only in the overworld. Trainers have sight lines, approach the player and become inert after defeat.
Goal
Reach a target location by a successful route.
Repetition
Travel may revisit squares. Each trainer battle changes that trainer permanently.
Players & information
One human player; trainer layouts and battle states given. Battle subgames have constant size in the model.
Randomness
Hardness uses battles with certain outcomes. No hidden team information or random encounter mechanic is used.

This is not competitive Pokémon battle complexity. Restricting the overworld to trainers is essential to the NP upper bound.

Published result

Theorem 7.2; Figures 33–36. Certain-outcome team construction on pp. 31–32.

Lemmings · Save one lemming with two skills

PSPACE-complete

One lemming is enough. Building and bashing let the player close and reopen passages.

Exact question: Can the single lemming be guided alive into an exit?

Scale & input
Explicit pixel landscape with steel and deadly zones. Skill budgets and allowed time can be exponentially large or unlimited.
Move rules
Only Builder and Basher skills; at most one skill assignment per time step.
Goal
Get the single lemming into an exit alive.
Repetition
Repeated paths and repeated construction/destruction allowed.
Players & information
One player; complete level and deterministic lemming behavior.
Randomness
None.

Not a polynomial-move-budget claim. The linked author manuscript is an earlier version whose main PSPACE theorem agrees with the 2015 final paper.

Published result

Section 4, Theorem 2; Figures 2–3.

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.

Portal · Cubes, floor buttons and doors

PSPACE-complete

Portals are not needed: a cube placed on either of two floor buttons stores a bit that controls doors elsewhere.

Exact question: Can the player reach the exit in the cube-and-door model?

Scale & input
Arbitrary-size discretized 3D level; fixed-point positions/velocities and polynomially described state.
Move rules
Pick up cubes, press weighted buttons, pass connected doors. No Portal Gun or long-fall mechanic required.
Goal
Reach the level exit.
Repetition
Backtracking and repeated switch changes allowed.
Players & information
One player; complete level.
Randomness
None in the construction.

The result concerns the specified generalized finite-state model, not the finite set of shipped test chambers.

Published result

Section 8, Theorem 13 and Metatheorem 11; Figure 9. NCL edge reversal reduction.

Portal · Timed buttons and doors

NP-hard; in PSPACE

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).

Candy Crush / Bejeweled · Offline target-gem problem

NP-hard

A cascade can encode a logical choice. Which columns fall determines whether one chosen gem can ever be matched.

Exact question: Can a sequence of legal swaps pop the designated gem?

Scale & input
Arbitrary rectangular board; six gem types; all replacement gems known beforehand.
Move rules
Swap adjacent gems to form matches. Matching lines disappear simultaneously, gravity acts, and cascades resolve.
Goal
Pop one designated gem.
Repetition
No imposed move-count bound; later swaps may revisit locations.
Players & information
One player; entire board and replenishment information available.
Randomness
Offline prescribed replenishment, not random unknown future gems.

The formal theorem establishes NP-hardness. This is not an expected-score claim about the commercial random game.

Published result

Theorem 1 and Section 2, reduction from positive 1-in-3 SAT.

Exactly-one SAT · Positive 1-in-3 SAT

Source problem

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.

Minesweeper · Can the clues all be true?

NP-complete

Check whether any placement of mines fits the revealed numbers.

Exact question: Does any placement of mines satisfy every revealed number on the supplied board?

Scale & input
Variable rectangular grid; partial clues.
Move rules
Clues count eight neighboring cells.
Goal
Some consistent mine placement exists.
Repetition
Static assignment.
Players & information
One reasoner; clues visible, mines unknown.
Randomness
None.

Not the problem of choosing a safe click.

Published result

Definition 2.2, proposition 2.3, §3.3 and §4.1.

Minesweeper · Is any covered cell certainly safe?

coNP-complete

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.

Published result

Definition 2.4, proposition 2.5, theorem 3.9, claim 3.27, §4.1.

Nonograms · Can the picture fit every clue?

NP-complete

Row and column clues jointly constrain a hidden picture.

Exact question: Does a black-and-white grid exist with exactly the supplied runs in every row and column?

Scale & input
Variable m × n grid and run-length clues.
Move rules
Fill cells black or white.
Goal
Every ordered run-length list matches.
Repetition
Static assignment.
Players & information
One solver; all clues given.
Randomness
None.

No uniqueness promise.

Published result

§4.1 and theorem 4.1.

Klondike solitaire · Can every card reach a foundation?

NP-complete

Even knowing the covered cards does not make every scalable deal easy.

Exact question: Can a sequence of legal moves put every card of the supplied generalized Klondike deal onto the foundations?

Scale & input
Growing ranks and build stacks; three suits suffice.
Move rules
Alternating-color descending builds, ascending same-suit foundations; whole-block moves.
Goal
Move all cards to foundations.
Repetition
Finite successful certificate.
Players & information
One player; covered identities known.
Randomness
Deal supplied.

Specific no-stock/talon model; no return from foundations or empty-stack move. Not a claim about a fixed 52-card deck.

Published result

Definition §2.1 and theorem 2.1.

Mahjong solitaire · Can all matching tiles be removed?

NP-complete

Hardness already occurs with isolated stacks only three tiles high.

Exact question: Can all tiles in the supplied, fully revealed Mahjong-solitaire layout be removed in matching free pairs?

Scale & input
Unbounded tiles; four of each matching type.
Move rules
Remove two matching tiles that are uncovered and each have a free left or right side.
Goal
Empty the layout.
Repetition
Tiles only disappear.
Players & information
One player; peeking reveals every identity.
Randomness
Layout supplied.

Solitaire, not multiplayer Mahjong.

Result in cited preprint

Theorem 3.

Mahjong solitaire · Isolated stacks at most two high

Polynomial-time solvable

With exactly four tiles of each type, these layouts are always solvable.

Exact question: Can all tiles be removed when the layout consists of isolated stacks at most two high, with four copies per type?

Scale & input
Growing layouts of isolated stacks of height at most two, with exactly four copies of every tile type.
Move rules
Remove two matching tiles that are uncovered and each have a free left or right side.
Goal
Remove everything.
Repetition
Monotone removal.
Players & information
One player; all identities known.
Randomness
None.

Four copies per type is essential to the stated always-solvable result.

Result in cited preprint

Theorem 5.

Akari / Light Up · Can the whole board be lit?

NP-complete

Bulb placements can encode an entire Boolean circuit.

Exact question: Can lamps illuminate every white cell without shining on one another, while meeting every numbered adjacency clue?

Scale & input
Variable rectangle with black walls and numbered clues.
Move rules
Bulbs shine along rows/columns until walls; bulbs cannot see one another.
Goal
Light every white cell and satisfy adjacent-bulb counts.
Repetition
Static placement.
Players & information
One solver; full puzzle visible.
Randomness
None.

Counts are orthogonal neighbors, not all illuminated cells.

Result in cited thesis

McPhail §3–5; Pulles §2 rules.

Akari / Light Up · Remove all numbered clues

Polynomial-time solvable

Every unnumbered layout can be completed by adding a bulb to an unlit cell until none remain.

Exact question: Can lamps illuminate every white cell without shining on one another when there are no numbered clues?

Scale & input
Growing grid; unnumbered black walls only.
Move rules
Same lighting and nonvisibility rules.
Goal
Illuminate all white cells.
Repetition
At most one new bulb per step.
Players & information
All cells known.
Randomness
None needed.

A primary undergraduate thesis; the short greedy proof is explicit.

Result in cited thesis

§3.1.1, algorithm 1.

Kakuro · Can the crossing sums be filled?

NP-complete

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.

Published result

Theorem 1; §2, final construction refinement.

Rubik's Cube · Find any solution

Polynomial-time search

A scalable, legally scrambled cube can be solved efficiently if the solution need not be shortest.

Exact question: Find a sequence of legal turns that solves the supplied reachable, generalized Rubik’s Cube configuration.

Scale & input
n × n × n cube, n grows; legal scramble promised.
Move rules
Rotate individual slices.
Goal
Restore solved face colors.
Repetition
Turns may be undone; no repetition ban.
Players & information
One player; all stickers known.
Randomness
None.

This is a search guarantee on valid scrambles, not a decision about arbitrary sticker colorings.

Published result

Constructive §4.1, theorem 3.

Rubik's Cube · Can it be solved within k turns?

NP-complete

Requiring the shortest route makes a different computational problem.

Exact question: Can the supplied generalized Rubik’s Cube configuration be solved in at most the given number k of turns?

Scale & input
Variable n × n × n cube plus k.
Move rules
One slice per move; slice-turn or slice-quarter-turn metric.
Goal
Reach solved colors using at most k moves.
Repetition
Revisits allowed.
Players & information
One player; complete configuration known.
Randomness
None.

Not the fixed 3 × 3 × 3 cube, and not whole-cube rotations as free slice moves.

Published result

Problem definitions §2; theorem 5.3.

Tetris · Know every upcoming piece

NP-complete

Seeing the whole piece sequence still leaves hard packing choices.

Exact question: Can the known sequence of pieces be placed to clear at least k rows without losing?

Scale & input
Growing rectangular board, initial filled cells, explicit finite piece sequence, row target k.
Move rules
Translate/rotate falling tetrominoes; complete rows clear.
Goal
Clear at least k rows without losing.
Repetition
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.

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.

Published result

Definition 1 and theorem 2; §2.

Peg solitaire · Can one peg remain at the target?

NP-complete

Removing pegs can simulate a planar logic circuit.

Exact question: Can legal peg jumps leave exactly one peg at the specified target position?

Scale & input
n × n board, initial pegs and a target hole; n grows.
Move rules
Jump orthogonally over an adjacent peg into an empty hole; remove jumped peg.
Goal
Exactly one peg remains at the designated hole.
Repetition
Every move removes a peg.
Players & information
One player; full board known.
Randomness
None.

Arbitrary generalized configurations; not just the standard 33-hole opening.

Published result

§1 rules, §2 construction; theorem 1, p.273.

Nurikabe · Can islands fit in one connected sea?

NP-complete

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.

Nurikabe · Only clues 1 and 2

NP-complete

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.

Circuit satisfiability · Reduction source

Reduction source

This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.

Exact question: Given a Boolean circuit, is there an input making its output true?

Scale & input
Given a Boolean circuit, is there an input making its output true?
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.

Result in cited source

Section 4 explicitly reduces from Boolean circuit satisfiability. This record identifies the source used by that construction.

3SAT · Reduction source

Reduction source

This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.

Exact question: Is a conjunction of clauses of three literals satisfiable?

Scale & input
Is a conjunction of clauses of three literals satisfiable?
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.

Result in cited preprint

Explicit reduction source in theorem 2 / theorem 3.

Planar 3SAT · Reduction source

Reduction source

This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.

Exact question: Is the supplied 3CNF formula with planar variable-clause incidence structure satisfiable?

Scale & input
Satisfiability of a 3CNF formula with planar variable-clause incidence structure.
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

Section 2 uses planar 3SAT with a planar variable-clause incidence structure.

3-Partition · Reduction source

Reduction source

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).

Constraint graph satisfiability · Reduction source

Reduction source

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.

Acyclic bounded constraint logic · Reduction source

Reduction source

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.

Grid Hamiltonian cycle · Reduction source

Reduction source

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.

Planar circuit satisfiability · Reduction source

Reduction source

This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.

Exact question: Is the designated output of a planar Boolean circuit made true by some input assignment?

Scale & input
Is the designated output of a planar Boolean circuit made true by some input assignment?
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

§2 p.271 source with AND, OR, NOT and fanout gates.

Planar Hamiltonian cycle · Reduction source

Reduction source

This is the exact source problem used by the linked construction. It is included to make the proof relationship explicit.

Exact question: Does a planar graph of maximum degree three have a Hamiltonian cycle?

Scale & input
Does a planar graph of maximum degree three have a Hamiltonian cycle?
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

Lemma 4.1 and theorem 4.3. The source permits maximum degree three, not only 3-regular graphs.

Mastermind · Do the guesses fit any code?

NP-complete

Consistency is hard even with only two colors.

Exact question: Does at least one secret code produce every supplied guess rating?

Scale & input
Code length and explicit guess list grow. Two colors already suffice.
Move rules
Feedback gives correct positions and correct colors in wrong positions. Repeated colors allowed.
Goal
Find whether a compatible code exists.
Repetition
Static completion, no play-history restriction.
Players & information
Offline consistency problem. Guesses and ratings known, code hidden.
Randomness
None.

Not optimal adaptive codebreaking. In a truthful live game, consistency is already promised.

Published result

§2; Lemma 5 and Corollary 1.

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.

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.

Published result

§2; parsimonious 3SAT reduction in §3.

Bloxorz · Reach the goal with switches and bridges

PSPACE-complete

Changing a 1×1×2 rolling block into a unit cube makes this reachability problem polynomial-time.

Exact question: Can the block legally reach the goal standing upright?

Scale & input
Explicit list of board tiles, start/goal, bridge states and one-to-one switch-to-bridge links.
Move rules
Roll/tilt a 1×1×2 block. Entering a switch toggles its bridge. All occupied cells must be supported.
Goal
Reach the goal upright.
Repetition
Revisits and repeated switch activation allowed.
Players & information
One player. Complete board state known.
Randomness
None.

Scalable levels with switches and bridges only. No splitting portals or weak tiles required.

Published result

§1.1 and Theorem 2.

UNO · Order all the cards

NP-complete

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 · 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

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.

Published result

§2, Theorem 4.1

Scrabble · Place all the tiles

NP-complete

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.

Published result

§3, Lemma 1

TwixT · Connect opposite sides

PSPACE-complete

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.

Published result

§3.1, Theorem 1, Figures 4–5

Havannah · Ring, bridge or fork

PSPACE-complete

Ring threats simulate a walk through a Geography graph.

Exact question: Decision: can the designated player force a winning shape?

Scale & input
A given position on a hexagonal board of growing side length.
Move rules
Add one stone of the player’s color to an empty cell. Stones never move or get captured.
Goal
Make a ring enclosing a cell, connect two corners, or connect three sides. Corners do not count as sides.
Repetition
Every turn fills a new cell.
Players & information
Two players, full information. The input is a played position, not a claim about empty-board strategy.
Randomness
None.

The result concerns a growing explicit input family, not a fixed commercial set.

Published result

§4, Theorem 3, Figures 11–14

Kalah(6,4), fixed opening, empty-opposite capture allowed · Fixed 6×4 opening

Fixed board solved

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.

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.

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.

Published result

§6, Theorem 5 and Corollary 2.

Edge matching — Match every edge? · Match every edge?

NP-complete

Exact edge matching is NP-complete and converts to jigsaw assembly.

Exact question: Can all colored-edge tiles fill the target square?

Scale & input
n explicitly listed unit-square tiles, with four colors per tile and a square target of area n.
Move rules
Place tiles on the square grid. Adjacent edge colors must agree. Every tile is used exactly once.
Goal
Fill the target with compatible edges.
Repetition
Static completion problem. No move-history restriction.
Players & information
One solver, all input is visible.
Randomness
None.

The reduction forces tile orientations. Difficulty does not rely on image recognition.

Published result

§4, Theorem 3.

Polyomino packing — Pack every piece? · Pack every piece?

NP-complete

Even pieces fitting in O(log n) by O(log n) boxes can encode hard jigsaw puzzles.

Exact question: Can the supplied polyominoes exactly tile the square?

Scale & input
n finite grid-cell shapes and a square target whose area equals their total area.
Move rules
Orthogonal placements of all supplied pieces, without overlap.
Goal
Cover every target cell exactly once.
Repetition
Static completion problem. No move-history restriction.
Players & information
One solver, all input is visible.
Randomness
None.

A fixed catalog of shapes is a different restriction from the variable piece sets here.

Published result

§7, Theorem 6 and Corollary 3.

Hanabi — Known-deck solitaire · Known-deck solitaire

NP-complete

Hardness survives a hand of two cards and at most two copies of each card.

Exact question: Can one player complete every color sequence?

Scale & input
Explicit ordered deck, scalable number of colors and values. Hand capacity h=2 and multiplicity at most 2 suffice.
Move rules
Scan the known deck. Play, discard or store each card. Play each color in increasing order without skipping numbers.
Goal
Play values 1 through n in every color.
Repetition
The finite deck is processed once. Discards are permanent.
Players & information
One player with full knowledge of every card and draw order.
Randomness
None. The order is input, not a fresh random draw.

This is the paper’s solitaire planning model, not an exact classification of normal hidden-hand multiplayer Hanabi.

Published result

§1.3 and Theorem 7.

Pandemic — Known-draw planning · Known-draw planning

NP-complete

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.

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.

Published result

Definition 2 and Theorem 1.

Magic: The Gathering — Forced endgame outcome · Forced endgame outcome

Undecidable

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.

Published result

Theorem 1, §§2, 4.6 and 5.2.

Domineering — Winner from a position? · Winner from a position?

In PSPACE

Polynomial-space search follows from the move bound. Exact complexity is open in the cited source.

Exact question: Can the player to move force a win?

Scale & input
A finite grid-cell board supplied explicitly, possibly with unavailable cells, plus the player to move.
Move rules
One player places vertical dominoes and the other horizontal dominoes. Occupied cells cannot be reused.
Goal
Make the last legal move.
Repetition
Every move consumes two empty cells, so play has at most N/2 moves.
Players & information
Two players, deterministic perfect information.
Randomness
None.

The 2026 graph-generalization results do not automatically settle domino placement on a grid.

Published result

Introduction §§1.1–1.2. PSPACE membership is the direct bounded-depth-search consequence.

Chomp — Winner on a full rectangle? · Winner on a full rectangle?

Polynomial time

Every rectangle with more than one square is a first-player win by strategy stealing.

Exact question: Who wins from a complete rectangular chocolate bar?

Scale & input
Positive dimensions m,n given in binary or unary, describing a full rectangle.
Move rules
Choose a remaining square and remove it and every square up and to its right. The lower-left square is poisoned.
Goal
Make the opponent take the poison.
Repetition
Each move removes at least one square.
Players & information
Two players, perfect information.
Randomness
None.

This decides the winner. The proof does not provide an efficient winning first move. The 1×1 board is losing.

Published result

§1.1, Theorem 2.

Connections

Ask for a short solution

Task change

Sliding tiles: Any solution? — Sliding tiles: At most k slides?

Reachability is polynomial-time solvable. Requiring at most k single-tile slides is NP-complete. The move rules and board family stay the same.

  1. Any solution: decide whether the target arrangement can be reached at all. Parity characterizes reachability, and a solution can be constructed in polynomial time.
  2. Short solution: decide whether there is a route using at most k slides. A fast reachability check does not answer this budget question.
  3. This dashed connection compares computational tasks. It is not a displayed hardness reduction.

§1

A short network becomes a short solution

Proved polynomial-time reduction

Steiner tree: Short connecting tree? → Sliding tiles: At most k slides?

Scale terminal coordinates; cycle three target tiles at each terminal; a short blank tour corresponds to a short connecting tree.

  1. 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.
  2. 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.
  3. 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.

§§2–5

One edge or the entire orientation

Task change

Constraint logic: Reverse one edge? — Constraint logic: Reach a full target?

Both are complete for PSPACE, but they are separate reachability tasks. Their use in a reduction must be specified.

  1. The first question asks whether one designated arrow can be reversed. The second asks whether the whole graph can reach a prescribed orientation.
  2. Both are PSPACE-complete, but their instance formats and targets differ. The displayed puzzle reductions name the version they actually use.

§2.1, Corollary 6

Cars simulate constraints

Proved polynomial-time reduction

Constraint logic: Reverse one edge? → Rush Hour: Can the car escape?

AND and protected-OR arrangements of cars simulate legal edge reversals. The target edge releases an exit car.

  1. Start from planar AND/OR edge-reversal reachability, with the protected-OR restriction used by the gadgets.
  2. 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.
  3. 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.

§4.2, Theorem 19, Figure 14

Crates encode edge orientations

Proved polynomial-time reduction

Constraint logic: Reach a full target? → Sokoban: Crates onto targets?

Crate gadgets simulate graph constraints; targets encode the final orientation. Irrecoverable pushes lead away from any solution.

  1. Start from constraint-logic configuration-to-configuration reachability. The goal describes every target arrow.
  2. 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.
  3. 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.

§4.3, Theorem 22, Figure 15

A scaffold preserves completions

Proved polynomial-time reduction

Latin squares: Complete rows & columns → Sudoku: Does a completion exist?

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.

  1. Begin with a partial Latin square of order n. Build an n²×n² Sudoku with n×n boxes.
  2. A fixed scaffold leaves selected cells free in the top band. The encoded symbols correspond to the Latin symbols.
  3. Each Latin completion gives exactly one Sudoku completion and vice versa. This is a parsimonious reduction, not merely a resemblance between grids.

Lemma 4.7; Theorem 4.8

Choices become paths

Proved polynomial-time reduction

Quantified logic: Can you force true? → Geography: Arrows · no vertex reuse

A polynomial construction turns formula truth into optimal-play winner determination.

  1. 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.

Theorem 2 and Figure 1

Allow travel both ways

Rule change

Geography: Arrows · no vertex reuse — Geography: Two-way · no vertex reuse

Keeping the no-vertex-revisit rule while allowing undirected movement changes a PSPACE-complete problem to a polynomial-time one.

  1. This compares two rulesets. Removing arrowheads is not claimed to preserve a position's winner or to be a reduction.

Lichtenstein–Sipser Theorem 2; Fraenkel et al. Theorem 1.1

Use up edges, not vertices

Rule change

Geography: Two-way · no vertex reuse — Geography: Two-way · no edge reuse

Allowing vertex revisits while deleting used edges changes the winner problem from polynomial-time solvable to PSPACE-complete.

  1. 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

Logic becomes a connection game

Proved polynomial-time reduction

Quantified logic: Can you force true? → Hex: From a given position

Quantified formula truth reduces in polynomial time to winning from a supplied Hex position.

  1. 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

Require an empty starting board

Restriction of inputs, moves or resources

Hex: From an empty board — Hex: From a given position

Empty n×n boards always have a first-player win. Arbitrary supplied positions have a PSPACE-complete winner problem.

  1. 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

Logical choices become reversible moves

Proved polynomial-time reduction

Quantified logic: Can you force true? → Constraint logic: Reverse one edge?

Quantified CNF truth reduces to reversing one designated edge in a planar protected-OR constraint graph. This connects game proofs to sliding-puzzle proofs.

  1. Start from the quantified-CNF restriction of the formula problem. Quantifier gadgets provide literal signals to a circuit for the formula.
  2. 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.
  3. 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 directions, remove crossings

Restriction of inputs, moves or resources

Geography: Sparse planar directed graph — Geography: Arrows · no vertex reuse

A restriction of directed vertex Geography that is still PSPACE-complete.

  1. Only planar, bipartite, degree-three graphs are allowed.
  2. The token still cannot revisit a vertex.

§4 corollary.

Choices become a route

Proved polynomial-time reduction

Quantified logic: Can you force true? → Geography: Sparse planar directed graph

Variable choices and clause checks become graph paths. Crossover gadgets make the graph planar.

  1. Encode truth choices by alternative paths.
  2. A clause-check path tests the earlier choices.
  3. Replace crossings without changing the winner.

§§2–4.

Paths become an escape route

Proved polynomial-time reduction

Geography: Sparse planar directed graph → Go: Ko-free hardness construction

A large white group must navigate pipes and junctions to reach safety.

  1. Represent arcs by narrow corridors.
  2. Junctions let the appropriate player choose.
  3. Saving the group or capturing it decides the score.

§6.

A graph hidden in disk flips

Proved polynomial-time reduction

Geography: Sparse planar directed graph → Othello: Who can win?

The Othello construction accepts bipartite degree-three Geography, including this planar restriction.

  1. Encode each vertex with disk-flipping gadgets.
  2. Connect exits to entries along rows of disks.
  3. Deviating from the simulation concedes a decisive scoring region.

Theorem 2.1; Figures 4–10.

Variable choices become box chains

Proved polynomial-time reduction

Formula game: Choose which variable to claim → Dots & Boxes: More boxes than your opponent?

Choices in the formula game determine signals and the final box score.

  1. Claim a variable gadget.
  2. Propagate the value through wires and OR gadgets.
  3. Clause gadgets and the initial score make formula truth decide victory.

§§2–4.

A true formula opens territory

Proved polynomial-time reduction

Formula game: Choose which variable to claim → Amazons: Last player able to move?

Amazons acting as wires and gates open a large region only when the formula becomes true.

  1. The first player reaching a variable enables or blocks its signal.
  2. Wire and gate gadgets evaluate the clauses.
  3. Opening the final room provides enough moves to win.

§2.

Quantified choices become a hive

Proved polynomial-time reduction

Quantified logic: Can you force true? → Hive: Generalized, multiple queens

The paper composes Formula Game → Formula Game Geography → n-Hive.

  1. A route chooses variable values, then checks a clause.
  2. Connected hexagonal pieces implement the route.
  3. Surrounding a queen records the outcome.

§§2–3.

Make the last move lose

Rule / task change

Nim: Take the last counter — Nim: Avoid the last counter

Changing the winner changes the strategy near the end; both variants remain polynomial-time solvable.

  1. Keep every legal move.
  2. Reverse who wins on the last counter.
  3. Switch from XOR to parity when only singleton heaps remain.

§6.

Turn opponents into partners

Rule / task change

Checkers: Every turn must capture — Checkers: Work together

Keep the capture-only moves, but ask whether a successful joint sequence exists.

  1. Competitive: a strategy must defeat every opposing choice.
  2. Cooperative: both sides choose a successful sequence.

§§4–5.

Walls become truth values

Proved polynomial-time reduction

Formula game: Choose which variable to claim → Quoridor: Reach the far side first

A vertical or horizontal wall in a small gate records which player claimed a variable.

  1. Each variable has a gate accepting one of two wall orientations.
  2. The opponent chooses a clause; White chooses one of its variables.
  3. An open gate yields an escape route fast enough to win the race.

§3, Figures 8–11.

Quantifiers become reusable doors

Proved polynomial-time reduction

Quantified logic: Can you force true? → Super Mario Bros.: Persistent level state

The quantified-formula framework is implemented by Spinies that block one passage or another.

  1. Represent each door state by the tunnel containing a Spiny.
  2. Hit the supporting brick to move it between tunnels.
  3. Wire door and crossover gadgets into the quantified-formula construction.

Section 4; Theorem 5.

What the level remembers matters

Rule / task change

Super Mario Bros.: Bounded screen, off-screen reset — Super Mario Bros.: Persistent level state

Bounded-screen reset gives P for explicit levels. Persistent off-screen state supports PSPACE-completeness. This compares two engine models, not a reduction.

  1. Reset model forgets state sufficiently far off-screen.
  2. Persistent model remembers every monster position.
  3. The difference permits many independent door states.

Sections 2 and 4.

Tires store door states

Proved polynomial-time reduction

Quantified logic: Can you force true? → Donkey Kong Country: Generalized stage reachability

The quantified-formula construction uses tires, slopes and Zingers to implement doors.

  1. A tire low on the slope blocks safe traversal.
  2. Push it up to open the route.
  3. A different path rolls it down again to close the route.

Theorem 4.2, Figure 21.

Truth choices prepare hookshot targets

Proved polynomial-time reduction

3SAT: Reduction source → The Legend of Zelda: A Link to the Past: hookshot puzzles

Choosing a route pushes blocks into place. A final check path crosses each clause only if a suitable block was moved.

  1. A branch chooses a variable value.
  2. Selected literal corridors push blocks for their clauses.
  3. The check path needs one reachable hookshot target per clause.

Theorem 5.2, Figures 25–28.

Switches implement reusable logic

Proved polynomial-time reduction

Quantified logic: Can you force true? → The Legend of Zelda: A Link to the Past: doors and switches

Persistent gates and teleporters implement the quantified-formula door framework.

  1. Initialize complementary gate states.
  2. An open or close traversal toggles the relevant floor switches.
  3. A check corridor is passable exactly in the open state.

Theorem 5.5, Figure 30.

From prepared crossings to reusable switches

Rule / task change

The Legend of Zelda: A Link to the Past: hookshot puzzles — The Legend of Zelda: A Link to the Past: doors and switches

These results use different dungeon mechanics: permanent block preparation versus repeatedly switchable gates.

  1. Inspect the hookshot-only construction.
  2. Add the persistent door-state model for the second result.
  3. The labels are known bounds for their stated models, not a proved strict complexity separation.

Theorems 5.2 and 5.5.

Clear the monsters before the final pass

Proved polynomial-time reduction

3SAT: Reduction source → Metroid: Generalized Morph Ball levels

Literal routes let Samus clear a clause obstacle from below before attempting it in Morph Ball mode.

  1. Choose one route for each truth value.
  2. Use that route to shoot the corresponding clause enemies.
  3. Check all clauses along a route where Morph Ball cannot shoot.

Theorem 6.1, Figures 31–32.

Trainer sight lines simulate clauses

Proved polynomial-time reduction

3SAT: Reduction source → Pokémon: Trainer-only route planning

Defeating a weak trainer freezes its position. Unwanted encounters with strong trainers then enforce the logical choices.

  1. Use trainers that are certain wins or certain losses.
  2. Earlier literal visits disable selected weak guards.
  3. Later passage is safe exactly when the clause was enabled.

Theorem 7.2, Figures 33–36.

A staircase becomes a door

Proved polynomial-time reduction

Quantified logic: Can you force true? → Lemmings: Save one lemming with two skills

Build to close a passage and bash to reopen it, implementing the quantified-formula door framework.

  1. Steel and deadly zones constrain the possible paths.
  2. A Builder action creates a blocking stair segment.
  3. A Basher action removes it so the traverse path is safe.

Section 4, Theorem 2, Figures 2–3.

Bound the available commands

Rule / task change

Lemmings: Save one lemming with two skills — Lemmings: Polynomial building and digging budgets

Unlimited or exponential Builder/Basher budgets support the PSPACE construction. Polynomial Builder/Basher/Miner budgets yield membership in NP in the broader skill model.

  1. Terrain changes become polynomially bounded.
  2. Long waits are encoded by timestamps.
  3. Verify the resulting plan without simulating every waiting frame.

Sections 3 and 4. This compares both a budget condition and available-skill families.

A cube on a button is a memory bit

Proved polynomial-time reduction

Constraint logic: Reverse one edge? → Portal: Cubes, floor buttons and doors

Rooms containing one cube and two floor buttons realize NCL-controlled switches.

  1. Each switch room has two possible cube positions.
  2. The two buttons control complementary sets of doors.
  3. The room exit requires a button to remain pressed, enforcing a valid switch state.

Metatheorem 11 and Theorem 13, Figure 9.

Timers and stored switch states

Rule / task change

Portal: Timed buttons and doors — Portal: Cubes, floor buttons and doors

Timed-door reachability is NP-hard. Reusable cube/button switches yield a PSPACE-complete model. These are different allowed-mechanic sets.

  1. Timers constrain the length of a successful tour.
  2. Cube positions persist until the player changes them.
  3. The second construction can revisit and update many switches.

Sections 6 and 8.

Falling columns check exactly one

Proved polynomial-time reduction

Exactly-one SAT: Positive 1-in-3 SAT → Candy Crush / Bejeweled: Offline target-gem problem

The player activates or skips one choice wire per variable. Column offsets align a final cascade only when each clause has exactly one true variable.

  1. Rows implement variable choices.
  2. Clause columns drop by offsets determined by those choices.
  3. Exactly-one choices align the final goal wire with the designated gem.

Section 2 and Theorem 1.

Possible versus guaranteed

Rule / task change

Minesweeper: Can the clues all be true? — Minesweeper: Is any covered cell certainly safe?

Same clues, different quantifier: does some placement work, or is some cell safe in all placements?

    §2.1–2.2. Task comparison, not a many-one reduction.

    Orientations become black squares

    Proved polynomial-time reduction

    Constraint graph satisfiability: Reduction source → Nonograms: Can the picture fit every clue?

    AND/OR constraints become clue gadgets joined by grid wires.

    1. Embed the planar graph.
    2. Replace vertices with clue gadgets.
    3. Legal orientations correspond to completions.

    Theorem 4.1, figures 6 and 9.

    Cards become keys and locks

    Proved polynomial-time reduction

    Acyclic bounded constraint logic: Reduction source → Klondike solitaire: Can every card reach a foundation?

    Exposing key cards permits lock cards to move, simulating edge reversals.

      Theorem 2.1, figure 3.

      A third layer changes the problem

      Restriction of inputs, moves or resources

      Mahjong solitaire: Isolated stacks at most two high — Mahjong solitaire: Can all matching tiles be removed?

      Two-high isolated stacks are always solvable; three-high stacks already encode 3SAT.

        Theorems 3 and 5.

        Matching choices encode truth assignments

        Proved polynomial-time reduction

        3SAT: Reduction source → Mahjong solitaire: Can all matching tiles be removed?

        Tile groups enforce variable choices and clause satisfaction.

          Proof of theorem 3.

          Numbers create the difficulty

          Restriction of inputs, moves or resources

          Akari / Light Up: Remove all numbered clues — Akari / Light Up: Can the whole board be lit?

          Unnumbered walls retain lighting constraints, but permit a greedy solution.

            Pulles §3.1.1; McPhail §4.

            A light puzzle can carry logic

            Proved polynomial-time reduction

            Circuit satisfiability: Reduction source → Akari / Light Up: Can the whole board be lit?

            Two bulb placements represent a Boolean signal; wires, NOT and OR gadgets preserve it.

            1. Choose input bulb patterns.
            2. Propagate them through lighting gadgets.
            3. Force the output pattern to true.

            §5.1–5.6; figures 2–8.

            Crossing sums become circuit wires

            Proved polynomial-time reduction

            Planar 3SAT: Reduction source → Kakuro: Can the crossing sums be filled?

            Alternating 1s and 2s carry bits through arithmetic gadgets.

            1. Select the two-state input patterns.
            2. Join wire and gate interfaces.
            3. Require every clause gadget to admit a filling.

            §2; figures 2–11.

            Solving versus solving optimally

            Rule / task change

            Rubik's Cube: Find any solution — Rubik's Cube: Can it be solved within k turns?

            An efficient way to solve a scrambled cube need not find the fewest turns.

              2011 theorem 3; 2018 theorem 5.3. Task change, not a reduction.

              A shortest tour becomes a shortest scramble

              Proved polynomial-time reduction

              Grid Hamiltonian cycle: Reduction source → Rubik's Cube: Can it be solved within k turns?

              The construction encodes graph paths as cube transformations whose moves cancel in the right order.

              1. Encode grid Hamiltonicity as promised bitstrings.
              2. Turn bitstrings into slice transformations.
              3. A short solution exists exactly when the source has its required tour.

              §3 and §5.1; chain through promise Hamiltonian path variants.

              Equal-sum triples become equal-height stacks

              Proved polynomial-time reduction

              3-Partition: Reduction source → Tetris: Know every upcoming piece

              Each integer becomes a piece sequence that must fit one bucket. Clearing succeeds when buckets balance.

              1. Make one bucket for each triple.
              2. Encode numbers as indivisible piece sequences.
              3. Balanced buckets unlock the final clearing sequence.

              §3.1, lemmas 3–4, figure 3.

              Left or right chooses a truth value

              Proved polynomial-time reduction

              3SAT: Reduction source → 2048: No new tiles appear

              Controlled merges activate clause gadgets; the final target merge requires all clauses.

              1. Choose left/right for each variable.
              2. Use those shifts to activate its clauses.
              3. Merge the target only after every clause is satisfied.

              §2.1–2.6; annotated figure 2.

              A peg can carry a Boolean signal

              Proved polynomial-time reduction

              Planar circuit satisfiability: Reduction source → Peg solitaire: Can one peg remain at the target?

              Jump patterns realize circuit gates; cleanup leaves the target peg only for a satisfying input.

                §2, figures 2–8; theorem 1.

                Hard even with tiny islands

                Restriction of inputs, moves or resources

                Nurikabe: Only clues 1 and 2 — Nurikabe: Can islands fit in one connected sea?

                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.

                  A graph tour becomes the puzzle loop

                  Proved polynomial-time reduction

                  Planar Hamiltonian cycle: Reduction source → Slitherlink: Can one loop satisfy the numbers?

                  Embed a degree-at-most-three planar graph, then replace vertices and connections with loop gadgets.

                  1. Lay the graph on a grid.
                  2. Force required vertex visits with clue gadgets.
                  3. The single puzzle loop corresponds to a Hamiltonian cycle.

                  Lemma 4.1 and theorem 4.3; figures 2–4.

                  Truth values become code positions

                  Proved polynomial-time reduction

                  3SAT: Reduction source → Mastermind: Do the guesses fit any code?

                  The construction preserves the number of solutions.

                  1. Two positions encode each variable and its negation.
                  2. Feedback forces exactly one of those positions to represent true.
                  3. Clause queries and auxiliary positions enforce satisfaction with a unique completion.

                  Lemma 5, using Lemma 4.

                  Fleet placements encode assignments

                  Proved polynomial-time reduction

                  3SAT: Reduction source → Battleships solitaire: Can the fleet fit the clues?

                  The reduction preserves the number of solutions.

                  1. A ship placement selects a truth value.
                  2. Column totals make each variable choice consistent across occurrences.
                  3. Clause regions can be completed exactly when at least one literal is true.

                  §3 theorem; Figures 2b–5.

                  Switches simulate constraint-logic edges

                  Proved polynomial-time reduction

                  Constraint logic: Reverse one edge? → Bloxorz: Reach the goal with switches and bridges

                  The AND/OR constraints control which simulated edge may reverse.

                  1. Bridge states store the orientation of each source edge.
                  2. Traversing an edge gadget changes its orientation.
                  3. Vertex gadgets allow this only while the source inflow constraint remains satisfied.

                  Theorem 2 and Figures 4–6.

                  Turn matching cards into a walk

                  Proved polynomial-time reduction

                  UNO: Two players, visible hands → Geography: Two-way · no vertex reuse

                  Create a vertex for each card and connect matching cards held by opposite players.

                  1. Cards become graph vertices.
                  2. 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.
                  3. Discarding cards follows an undirected walk without revisiting a vertex. Use the polynomial-time Geography winner algorithm.

                  §4, Figure 7, Theorem 7

                  One hand or competing hands?

                  Player and task change

                  UNO: Order all the cards — UNO: Two players, visible hands

                  The task and turn rules change. This is not a hardness reduction.

                  1. Solitaire asks whether every card can be ordered.
                  2. The two-player version alternates between visible hands and asks who gets stuck.

                  §§2.3–4

                  Words encode truth choices

                  Proved polynomial-time reduction

                  Quantified logic: Can you force true? → Scrabble: Known bag order

                  Alternating word choices assign variables. Later plays check the clauses.

                  1. Horizontal routes encode alternating truth choices.
                  2. Vertical routes test the clauses against those choices.
                  3. The prescribed tile order and dictionary enforce the simulation.

                  Theorem 4.1, §§4.1–4.5, Figures 2–3

                  A tile sequence checks a formula

                  Proved polynomial-time reduction

                  3SAT: Reduction source → Scrabble: Place all the tiles

                  One player chooses the truth values and must finish every clause test.

                  1. Variable gadgets select a consistent assignment.
                  2. Each clause requires a word placed at a satisfied literal.
                  3. All tiles can be placed exactly when the formula is satisfiable.

                  §3, Lemma 1, Figure 1

                  Remove the opponent

                  Player and task change

                  Scrabble: Known bag order — Scrabble: Place all the tiles

                  Compare score competition with placing every tile alone.

                  1. Known tile order in both models.
                  2. The winning condition changes from score competition to placing all tiles.

                  §§2–3

                  Replace a Hex cell with pegs

                  Proved polynomial-time reduction

                  Hex: From a given position → TwixT: Connect opposite sides

                  A 9×9 cell gadget preserves each player’s connection options.

                  1. Use the empty, white and black cell gadgets from Figure 4.
                  2. Tile the gadgets in the adjacency pattern of the input Hex board.
                  3. Dominating moves inside each gadget preserve the winning player.

                  §3.1, Theorem 1, Figures 4–5

                  Follow a chain of ring threats

                  Proved polynomial-time reduction

                  Geography: Sparse planar directed graph → Havannah: Ring, bridge or fork

                  Wires and vertex gadgets simulate planar directed Geography using forced defensive moves.

                  1. Begin with planar bipartite directed Geography of total degree at most 3.
                  2. Replace vertices and arcs by chains of ring threats and choices.
                  3. Gadgets lie far from the border so bridge and fork wins cannot disrupt the simulation.

                  §§2.1, 4.1–4.3, Theorem 3

                  Fix the opening and compute its score

                  Input and task change

                  Kalah: Fixed 6×4 opening — Kalah: Scalable board, unary counts

                  Fixing the board and opening removes the scalable input. This comparison also changes the requested output from a winner decision to the optimal score.

                  1. Restrict m to 6 and every initial pit count to 4, with empty stores and South to move.
                  2. This leaves a single finite opening whose optimal score was computed. It does not establish an asymptotic lower bound.
                  3. 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.

                  Turn numbers into tile runs

                  Proved polynomial-time reduction

                  3-Partition: Reduction source → Edge matching: Match every edge?

                  A forced frame and horizontal tile runs simulate equal-sum bins.

                  1. Encode each number as a forced run of tiles.
                  2. Use a frame to enforce row capacities.
                  3. A filling chooses the required partition.

                  §4, Theorem 3 proof.

                  Colors become matching tabs

                  Proved polynomial-time reduction

                  Edge matching: Match every edge? → Jigsaw: Fit every piece?

                  First encode each unsigned tile by four signed tiles, then turn signs into tabs and pockets.

                  1. Replace one colored-edge tile by a forced 2×2 signed supertile.
                  2. Encode positive and negative signs as matching tab/pocket shapes.
                  3. Flat edges enforce the outer boundary.

                  §§5–6, Theorems 4–5, Figures 6–7.

                  Tabs become binary bumps

                  Proved polynomial-time reduction

                  Jigsaw: Fit every piece? → Polyomino packing: Pack every piece?

                  Each tab shape becomes a short binary pattern of grid-cell bumps.

                  1. Assign each matching shape a binary code.
                  2. Put complementary bump patterns on neighboring edges.
                  3. Only the intended matching pieces fit seamlessly.

                  §7, Theorem 6 and Figure 7.

                  Pieces become tile assemblies

                  Proved polynomial-time reduction

                  Polyomino packing: Pack every piece? → Edge matching: Match every edge?

                  Unique internal colors force the small tiles to reassemble each input piece.

                  1. Replace every polyomino cell by an edge-colored tile.
                  2. Use private internal colors to force each piece.
                  3. Allow compatible external edges between assembled pieces.

                  §7, Theorem 7.

                  Two saved cards encode choices

                  Proved polynomial-time reduction

                  3SAT: Reduction source → Hanabi: Known-deck solitaire

                  Variable gadgets select which color advances, and clause gadgets test whether a choice satisfies each clause.

                  1. Pair colors to represent true and false.
                  2. A two-card storage limit forces a variable choice.
                  3. Each clause allows all colors to advance only if a literal is satisfied.

                  §5, Theorems 7 and 11.

                  Treat every city before time runs out

                  Proved polynomial-time reduction

                  Grid Hamiltonian cycle: Reduction source → Pandemic: Known-draw planning

                  Apply the paper’s Hamiltonian-cycle construction to a grid-graph input.

                  1. Replace each input vertex by a city gadget about to outbreak.
                  2. Set draws so an unvisited gadget causes the final losing outbreak.
                  3. 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.

                  Protect every clause checker

                  Proved polynomial-time reduction

                  3SAT: Reduction source → Backgammon: Known rolls & opponent

                  A literal choice sends checkers to protect clause positions.

                  1. Choose the true or false route for each variable.
                  2. Chosen literals cover the corresponding clause checker.
                  3. An uncovered clause lets the prescribed opponent capture and trap a checker.

                  §3, Theorem 1, Figure 2.

                  Small diagrams in the interactive map are proof outlines. They are not full proof certificates. See the cited papers for complete constructions.