← Games Complexity Atlas

All results and sources

A familiar game can hide several different computational problems. These records keep the question, rules, input encoding and available information beside each classification. Published results, preprints, thesis results and atlas-derived consequences are marked separately.

154 game and puzzle results across 53 families · 15 reduction-source records · 24 dated open questions

An open question is dated to its cited source. A hardness result supplies a lower bound, membership an upper bound, and completeness both. A fixed commercial board is different from a scalable input family. Follow the source links for full papers and proofs.

Reduction reference · Additional-variant reference · Suggest an addition or correction

2048

2048 · No new tiles appear

NP-complete

Even without new random tiles, reaching 2048 can encode satisfiability.

NP: completeness

Exact task
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.

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Akari / Light Up

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

NP-complete

Bulb placements can encode an entire Boolean circuit.

NP: completeness

Exact task
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.

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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.

P: polynomial-time algorithm

Exact task
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.

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Only the clue 4

P

Force bulbs around each 4, reject conflicts, then greedily light dark cells.

P: polynomial-time algorithm

Exact task
Decide whether the puzzle can be completed.
Scale & input
Growing grid. Walls are unnumbered or labeled 4.
Move rules
Ordinary Akari lighting and bulb-count rules.
Goal
Light every white cell without bulbs seeing each other.
Repetition
Static completion, no play-history restriction.
Players & information
One solver. All clues and constraints are known.
Randomness
None.

Primary undergraduate thesis. Forced-bulb conflicts must be checked.

restriction: Akari / Light Up · Can the whole board be lit?. This comparison is not itself a reduction.

Result in cited thesis

§3.1.2, Algorithms 2–3.

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Only 1s, only 2s, or only 3s

NP-complete

Each of these three fixed clue sets still encodes circuits.

NP: completeness

Exact task
Decide whether the puzzle can be completed.
Scale & input
Growing grid. Choose one allowed number: 1, 2, or 3. Unnumbered walls also allowed.
Move rules
Ordinary Akari lighting and bulb-count rules.
Goal
Light every white cell and meet each clue.
Repetition
Static completion, no play-history restriction.
Players & information
One solver. All clues and constraints are known.
Randomness
None.

Primary undergraduate thesis with mechanically checked gadgets.

restriction: Akari / Light Up · Can the whole board be lit?. This comparison is not itself a reduction.

Result in cited thesis

§3.1, NP membership; §§3.1.3–3.1.5, circuit constructions.

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Amazons

Amazons · Last player able to move?

PSPACE-complete

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

PSPACE: completeness

Exact task
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.

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Backgammon

Backgammon · Known rolls & opponent

NP-hard

Even with those future choices disclosed, finding a winning play is NP-hard.

NP: hardness / lower bound

Exact task
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.

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Known rolls, strategic opponent

PSPACE-hard

The opponent now chooses variable assignments in the reduction.

PSPACE: hardness / lower bound

Exact task
Can you force a win against an opponent whose policy is not disclosed?
Scale & rules
Same scalable checker/point model and known roll schedule. Both players choose strategically.
Result scope
Theorem 2 is a hardness result. It does not prove PSPACE membership.

rule change: Replace the prescribed opponent by an adversarial player · Backgammon · Known rolls & opponent. This comparison is not itself a reduction.

Published result

Definition 4, Theorem 2.

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Adaptive rolls and strategic opponent

EXPTIME-hard

The proof uses roll choices that adapt to play to simulate a revisitable formula game.

EXPTIME: hardness / lower bound (Adversarially adaptive rolls in the source model. Hardness only, not fair-dice probability or completeness.)

Exact task
What is the hardness of the paper’s unknown-strategy, unknown-roll winner model?
Scale & rules
Same generalized board. Opponent and future rolls are unknown, with adaptively chosen rolls in the reduction.
Randomness
No expected-score or specified probability threshold is analyzed.

The theorem concerns adaptive rolls, not fair-dice win probabilities. It proves EXPTIME-hardness without a matching upper bound.

rule change: Allow an adversarial strategy and adaptive future rolls · Backgammon · Known rolls & opponent. This comparison is not itself a reduction.

Published result

Definition 6, Theorem 3, especially p.10 on adaptive dice.

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Matching upper bounds

Open in the 2021 source

The author explicitly leaves membership questions open.

Open question in 2021 source

Exact task
Which upper bounds match the three backgammon hardness models?
Scope
KSKR, USKR and USUR exactly as defined in the paper. Future-policy and roll encodings must be specified.
Caution
An unbounded game length alone does not rule out EXPTIME algorithms on finitely represented game graphs.

This records the question in the cited 2021 source, not a lower bound or a claim that every variant of this game is unresolved.

task change: Ask for membership, not only hardness · Backgammon · Known rolls & opponent. This comparison is not itself a reduction.

Open in the 2021 source

Conclusion, p.12.

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Battleships solitaire

Battleships solitaire · Can the fleet fit the clues?

NP-complete

Ships and water encode Boolean choices.

NP: completeness

Exact task
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.

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Bloxorz

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.

PSPACE: completeness

Exact task
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.

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Remove switches and bridges

P

Only polynomially many block positions and orientations remain.

P: polynomial-time algorithm

Exact task
Decide whether the rolling block can reach the goal.
Scale & input
Explicit finite board with a 1×1×2 block, start and goal.
Move rules
Roll and tilt, always fully supported. Static tiles only.
Goal
Reach goal upright.
Repetition
Revisits allowed.
Players & information
One player. Complete board known.
Randomness
None.

restriction: Bloxorz · Reach the goal with switches and bridges. This comparison is not itself a reduction.

Published result

§1.2 and Table 2.

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Replace the long block with a cube

P

A unit cube can expand its reachable area systematically.

P: polynomial-time algorithm

Exact task
Decide whether the cube can reach the goal using switches and bridges.
Scale & input
Same explicit switch/bridge board, with a 1×1×1 cube.
Move rules
Step to an adjacent supported square, toggling switches.
Goal
Reach goal.
Repetition
Revisits and repeated toggles allowed.
Players & information
One player. Full state known.
Randomness
None.

rule change: Bloxorz · Reach the goal with switches and bridges. This comparison is not itself a reduction.

Published result

Theorem 8.

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Fragile one-use tiles instead of switches

NP-complete

A tile that disappears after use can enforce Boolean choices.

NP: completeness

Exact task
Decide whether the 1×1×2 block can reach the goal.
Scale & input
Explicit board. Normal and single-use tiles, no switches or bridges.
Move rules
Roll/tilt long block. Fragile tiles disappear after traversal.
Goal
Reach goal upright.
Repetition
Fragile tiles cannot be reused.
Players & information
One player. Full board known.
Randomness
None.

Single-use tiles are a theoretical variant, not a feature of the original Bloxorz.

rule change: Bloxorz · Reach the goal with switches and bridges. This comparison is not itself a reduction.

Published result

§5, Theorem 7.

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Candy Crush / Bejeweled

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.

NP: hardness / lower bound

Exact task
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.

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Checkers

Checkers · Every turn must capture

PSPACE-complete

Requiring a capture every turn bounds the game’s length, but optimal play remains PSPACE-complete.

PSPACE: completeness

Exact task
Decision: can the first player force a win?
Scale & input
Supplied n×n position.
Move rules
Mandatory jumps; continue the capture sequence while possible. Kings jump in either direction.
Goal
Opponent cannot jump.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two players; all information visible.
Randomness
None.

Noncapturing moves are forbidden, even when no capture exists.

Published result

§§2, 4.

  • Losing at Checkers is HardJeffrey Bosboom; Spencer Congero; Erik D. Demaine; Martin L. Demaine; Jayson Lynch (2018).Published book chapter · The Mathematics of Various Entertaining Subjects, vol. 3 (2019), 103–118; cited 2018 manuscriptRead full text

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Checkers · Work together

NP-complete

Cooperation changes the always-jumping game into a solution-existence puzzle.

NP: completeness

Exact task
Decision: can cooperating players eliminate one color?
Scale & input
Supplied n×n position.
Move rules
Alternate mandatory capturing turns; continue available jumps.
Goal
Remove every piece of either color.
Repetition
Impossible: play permanently consumes resources.
Players & information
Two sides cooperate; complete information.
Randomness
None.

This claim concerns the always-jumping variant.

Published result

§5.

  • Losing at Checkers is HardJeffrey Bosboom; Spencer Congero; Erik D. Demaine; Martin L. Demaine; Jayson Lynch (2018).Published book chapter · The Mathematics of Various Entertaining Subjects, vol. 3 (2019), 103–118; cited 2018 manuscriptRead full text

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Force your opponent to capture everything

NP-complete

Losing immediately is computationally hard even though the horizon is only two turns.

NP: completeness

Exact task
Can you make a move forcing the opponent to capture all your remaining pieces next turn?
Model & rules
Arbitrary position on a growing n×n board. American checkers captures are compulsory and must continue while possible. Kings jump in both directions. Two players, full information, no randomness. Only the next two turns are relevant.

task change: Ask for an immediate forced loss · Checkers · Every turn must capture. This comparison is not itself a reduction.

Published result

§2; Theorems 3.2–3.3

  • Losing at Checkers is HardJeffrey Bosboom; Spencer Congero; Erik D. Demaine; Martin L. Demaine; Jayson Lynch (2018).Published book chapter · The Mathematics of Various Entertaining Subjects, vol. 3 (2019), 103–118; cited 2018 manuscriptRead full text

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Cooperate for just two turns

NP-complete

Replacing forced capture with a cooperative choice remains NP-complete.

NP: completeness

Exact task
Can your move let the opponent capture all your pieces on their next turn?
Model & rules
Arbitrary position on a growing n×n board. American checkers captures are compulsory and must continue while possible. Kings jump in both directions. Two players, full information, no randomness. Only the next two turns are relevant.

task change: The opponent helps instead of resisting · Force your opponent to capture everything. This comparison is not itself a reduction.

Published result

§5, first paragraph

  • Losing at Checkers is HardJeffrey Bosboom; Spencer Congero; Erik D. Demaine; Martin L. Demaine; Jayson Lynch (2018).Published book chapter · The Mathematics of Various Entertaining Subjects, vol. 3 (2019), 103–118; cited 2018 manuscriptRead full text

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Chess

Chess · Force checkmate

EXPTIME-complete

Ordinary piece movements can encode repeatedly changing logical variables.

EXPTIME: completeness

Exact task
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.

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Cooperate to reach checkmate

PSPACE-complete

Even cooperative chess can require solving a PSPACE-complete reachability problem.

PSPACE: completeness

Exact task
Can any legal sequence checkmate Black?
Scale & input
Explicit growing n×n position, arbitrary number of pieces, exactly one king per color.
Move rules
Standard piece moves and alternating turns, with kings never left in check.
Players & information
Two cooperating players, full information.
Randomness
None.
Repetition
Unbounded reachability problem. No polynomial move limit or automatic tournament draw counter is part of the paper’s state definition.

This is the paper’s unbounded-sequence model. Its state does not include tournament move-count or repetition counters. Automatic-draw variants require a separate classification.

task change: Replace forced mate with possible mate · Chess · Force checkmate. This comparison is not itself a reduction.

Published result

§1.1, Lemma 1.1; Theorem 2.1

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Could this position have arisen?

PSPACE-complete

Testing reachability itself is hard, before asking which earlier move was forced.

PSPACE: completeness

Exact task
Is the input position reachable from a natural generalized starting setup?
Scale & input
Explicit growing n×n position, arbitrary number of pieces, exactly one king per color.
Move rules
Standard piece moves and alternating turns, with kings never left in check.
Players & information
Two cooperating players, full information.
Randomness
None.
Repetition
Unbounded reachability problem. No polynomial move limit or automatic tournament draw counter is part of the paper’s state definition.
Start condition
First two and last two ranks filled, pawns on the inner ranks, one king and sufficiently many other non-pawn types on each outer rank, middle empty.

The starting family is defined in the paper, not a unique standard 8×8 opening. The unbounded sequence model does not impose tournament draw counters.

task change: Replace checkmate with a specified position · Cooperate to reach checkmate. This comparison is not itself a reduction.

Published result

§1.1 Problem 1, Lemma 1.1; §3

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Chomp

Chomp · Winner on a full rectangle?

Polynomial time

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

P: polynomial-time algorithm

Exact task
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.

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Find the first winning bite

Open in the 2020 source

This search question is explicitly open even though deciding who wins is immediate.

PSPACE: upper bound / membership (Polynomial-space search for a winning opening move on unary rectangles.) · Open question in 2020 source

Exact task
Can a winning first move be found in polynomial time in unary dimensions?
Input & rules
A full m×n rectangle with m,n written in unary, at least two cells. Same poison and bite rules.
Scope
The authors place the search in polynomial space and explain why the sparse input is an obstacle to usual hardness proofs.

This records the question in the cited 2020 source, not a lower bound or a claim that every variant of this game is unresolved.

task change: Find a move rather than name the winner · Chomp · Winner on a full rectangle?. This comparison is not itself a reduction.

Open in the 2020 source

§3, “Hardness for Specific Games”, p.21:11.

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Start from a partially eaten bar

Open in the 2013 source

Hardness of unrestricted poset games does not settle their two-dimensional Chomp restriction.

PSPACE: upper bound / membership (Explicit partially eaten position, at most one move per remaining cell.) · Open question in 2013 source

Exact task
What is the winner-decision complexity for arbitrary Chomp positions?
Input & rules
Explicit remaining cells of a downward-closed chocolate shape with the poison retained, not a succinct exponentially large bar. Same bite rule.
Upper bound
In PSPACE by finite board storage and at most one move per cell.

This records the question in the cited 2013 source, not a lower bound or a claim that every variant of this game is unresolved.

rule change: Allow a partially eaten starting position · Chomp · Winner on a full rectangle?. This comparison is not itself a reduction.

Open in the 2013 source

Introduction, p.2.

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Domineering / Cram

Domineering · Winner from a position?

In PSPACE

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

PSPACE: upper bound / membership

Exact task
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.

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Winner complexity on general grid boards

Open in the 2024 source

The authors explicitly identify general-board winner complexity as open.

PSPACE: upper bound / membership (Explicit finite grid, at most one domino placement per two cells, as recorded in the assumptions.) · Open question in 2024 source

Exact task
Is deciding the Domineering winner efficiently solvable, or can hardness be proved?
Rules
Explicit remaining grid cells. Vertical versus horizontal placement, normal play.
Known upper bound
In PSPACE by at most N/2 moves.

This records the question in the cited 2024 source, not a lower bound or a claim that every variant of this game is unresolved.

task change: Close the upper/lower-bound gap · Domineering · Winner from a position?. This comparison is not itself a reduction.

Open in the 2024 source

§1.2, “Cram and Domineering”.

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Cram: either player may use either orientation

Open in the 2024 source

The general-board problem is explicitly open. The simple parity strategies for some empty rectangles do not settle it.

PSPACE: upper bound / membership (Explicit finite grid, at most one domino placement per two cells, as recorded in the assumptions.) · Open question in 2024 source

Exact task
What is the complexity of deciding the Cram winner on a general grid board?
Rules
Explicit remaining grid cells. Both players may place a horizontal or vertical domino. No overlap, last move wins.
Bound
At most N/2 moves, hence polynomial-space search.

This records the question in the cited 2024 source, not a lower bound or a claim that every variant of this game is unresolved.

rule change: Allow both orientations for both players · Domineering · Winner from a position?. This comparison is not itself a reduction.

Open in the 2024 source

Introduction and §1.2.

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Cram on an arbitrary graph: Arc Kayles

PSPACE-complete

A September 2026 proof settles the unrestricted graph game.

PSPACE: completeness

Exact task
Who wins when domino placements are graph edges?
Scale & rules
Explicit finite undirected graph. A move selects an edge and removes its two endpoints. The last move wins.
Players & information
Two players, perfect information, no randomness, at most |V|/2 moves.

This does not prove PSPACE-hardness of grid Cram.

rule change: Remove orientation ownership and replace the grid by a graph · Domineering · Winner from a position?. This comparison is not itself a reduction.

Result in cited preprint

Bonnet, Theorem 1 and §3; Hanaka et al. identify Cram as the grid-graph restriction.

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Donkey Kong Country

Donkey Kong Country · Generalized stage reachability

PSPACE-complete

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

PSPACE: completeness

Exact task
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).

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Dots & Boxes

Dots & Boxes · More boxes than your opponent?

PSPACE-complete

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

PSPACE: completeness

Exact task
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.

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Nimstring: change how the winner is chosen

PSPACE-complete

The proof permits parallel strings and nonplanar graphs. This is broader than an ordinary square board.

PSPACE: completeness

Exact task
Who wins when the first player unable to cut a string loses?
Model & rules
Explicit multigraph with grounded strings allowed. Two players cut one string. Freeing a coin forces another cut. Full information, no randomness. Strings disappear permanently.

rule change: Use normal play on arbitrary multigraphs · Dots & Boxes · More boxes than your opponent?. This comparison is not itself a reduction.

Published result

Definition 2.2; Corollary 4.2.1

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Normal play on the square-grid board

Open in the 2021 source

The multigraph hardness construction does not settle this restriction.

Open question in 2021 source

Exact task
Determine the winner under Nimstring scoring-free rules on grid instances.
Model & rules
Growing ordinary Dots & Boxes grid viewed as its strings-and-coins dual. Keep extra turns for completed boxes, but the first player unable to move loses. Two players, full information, no chance, no reused edge.

Open in the cited 2021 source. Later status is not established by this record.

restriction: Require ordinary grid instances · Nimstring: change how the winner is chosen. This comparison is not itself a reduction.

Open in the 2021 source

§5, Open Problems

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Geography

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.

PSPACE: completeness

Exact task
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

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Geography · 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.

P: polynomial-time algorithm

Exact task
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

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Geography · 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.

PSPACE: completeness

Exact task
Can the player to move force a win from the supplied graph and token position?
Scale & input
An explicitly given undirected graph of arbitrary size and a starting vertex.
Move rules
Move the shared token along an unused edge, then delete that edge.
Goal
A player with no legal move loses.
Repetition
Edges cannot be reused; vertices may be revisited. At most |E| moves.
Players & information
Two players; Perfect information
Randomness
None

Hardness persists on planar graphs of maximum degree 3. Bipartite graphs admit a polynomial algorithm.

Published result

Abstract; main hardness result

  • Undirected edge geographyAviezri S. Fraenkel, Edward R. Scheinerman and Daniel Ullman (1993).Published journal article · Theoretical Computer Science (1993)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.

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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.

PSPACE: completeness

Exact task
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.

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Compute the nimber, not just the winner

P search at degree 3; PSPACE-hard and polynomial-space computable at degree 4

Degree three permits efficient nimber computation. Degree four already gives PSPACE-hardness, while recursive computation still needs only polynomial space.

P: polynomial-time algorithm (Compute the Grundy-value function on explicit graphs of maximum degree 3.) · PSPACE: hardness / lower bound (Grundy-value computation on explicit graphs of maximum degree 4. This is a function hardness result, not a PSPACE-complete decision-language claim.) · PSPACE: upper bound / membership (Polynomial-space computation of the Grundy-value function by depth-first mex evaluation.) [atlas-derived]

Exact task
Compute an undirected Geography position's Grundy value.
Model & rules
Explicit graph and token. Alternate to unvisited neighbors. The player with no legal move loses. Perfect information, no randomness.
Why the atlas-derived bound holds

At each recursion level store the remaining graph, token and a polynomial-size seen-nimber bitset. The nimber is at most the number of available moves, hence at most |V|. There are at most |V| levels because a vertex is removed each turn. This computes a function in polynomial space; it does not classify a decision language as PSPACE-complete.

Atlas-derived consequence
The derivation is stated in this record, rather than quoted as a theorem from the cited work.

Burke, Ferland and Teng, Theorem 1.1. Polynomial-space computation follows from depth-first mex evaluation: at most |V| moves and at most |V| options per position.

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Play two boards together

PSPACE-complete

Each board alone is easy. Their combined game is hard.

PSPACE: completeness

Exact task
Determine the winner of two undirected Geography positions combined.
Model & rules
Two explicit graphs and tokens. Each turn moves on exactly one board to an unvisited neighbor. A player unable to move on either board loses. Perfect information, no randomness.

Published result

Theorem 4.3.

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One shared pass changes the winner problem

PSPACE-complete

Adding one shared pass makes winner determination PSPACE-complete.

PSPACE: completeness

Exact task
Determine the winner with one pass available to either player.
Model & rules
Explicit undirected graph and token. Move to an unvisited neighbor or consume the shared pass. Passing is allowed even when stuck. A player with no remaining action loses. Perfect information, no randomness.

Published result

Section 4, Theorem 4.3.

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Two shared passes restore polynomial time

P

Pass parity matters: one pass is PSPACE-complete, two passes give the original polynomial-time winner test.

P: polynomial-time algorithm

Exact task
Determine the winner with exactly two shared passes available.
Model & rules
Explicit undirected graph and token. Move to an unvisited neighbor or consume one of two shared passes, including when stuck. Two players, full information, no randomness. Every action removes a vertex or pass. The player with no legal action loses.

rule change: Increase the shared pass allowance from 1 to 2 · One shared pass changes the winner problem. This comparison is not itself a reduction.

Published result

Theorem 4.3, even total pass count.

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Go

Go · Ko-free hardness construction

PSPACE-hard

Even constructions without ko battles encode a hard strategy problem.

PSPACE: hardness / lower bound

Exact task
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.

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Hanabi

Hanabi · Known-deck solitaire

NP-complete

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

NP: completeness

Exact task
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.

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One color only

P

A near-linear algorithm chooses which copies to save.

P: polynomial-time algorithm

Exact task
Can the known deck be completed with one color?
Scale & rules
Same solitaire model, one color, arbitrary finite hand capacity and duplicates.

restriction: Restrict the deck to one color · Hanabi · Known-deck solitaire. This comparison is not itself a reduction.

Published result

§3, Theorem 4.

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No duplicate cards

P

A greedy linear-time test suffices.

P: polynomial-time algorithm

Exact task
Can the deck be completed if each card appears once?
Scale & rules
Same full-information solitaire model. Multiplicity is exactly one or less, colors and values may scale.

restriction: Remove duplicate copies · Hanabi · Known-deck solitaire. This comparison is not itself a reduction.

Published result

§2, Lemma 1.

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Havannah

Havannah · Ring, bridge or fork

PSPACE-complete

Ring threats simulate a walk through a Geography graph.

PSPACE: completeness

Exact task
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

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Hex

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.

PSPACE: completeness

Exact task
Does the player to move have a winning strategy from the supplied partly filled board?
Scale & input
An n×n rhombus of hexagonal cells, with n part of the input; arbitrary supplied positions.
Move rules
Alternate placing a stone of your color on an empty cell. No swap/pie rule.
Goal
Connect your assigned opposite sides with your stones.
Repetition
Stones never move or disappear; no cell is played twice.
Players & information
Two players; Perfect information
Randomness
None

This classification does not concern only a fixed 11×11 commercial board, or only empty starting boards.

Published result

Theorem II.2 and Corollary II.3

  • Hex ist PSPACE-vollständigStefan Reisch (1981).Published journal article · Acta Informatica 15 (1981), 167–191Read English rendering The linked rendering is in English; the original article is in German. Translator/date are not specified in the copy.

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Hex · 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.

P: polynomial-time algorithm

Exact task
On an empty n×n board without the swap rule, does the first player have a winning strategy?
Scale & input
Empty square rhombus boards of every size n≥1.
Move rules
The same placement and connection rules as Hex; no swap/pie rule.
Goal
Connect your assigned opposite sides with your stones.
Repetition
Stones remain fixed; a cell can be filled only once.
Players & information
Two players; Perfect information
Randomness
None

The decision answer is always yes. Strategy stealing establishes existence; this is not an efficient method for finding the winning moves.

Published result

Fact 0.1

  • Hex ist PSPACE-vollständigStefan Reisch (1981).Published journal article · Acta Informatica 15 (1981), 167–191Read English rendering The linked rendering is in English; the original article is in German. Translator/date are not specified in the copy.

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Find the winning first move

Open in the 2020 source

Knowing that the first player wins does not identify the move. The paper leaves polynomial-time search open for Hex itself.

Open question in 2020 source

Exact task
Given the empty board's dimensions in unary, output a winning first move.
Model & rules
Empty growing square Hex board, normal alternating placement and connection goals, no swap rule. Two players, perfect information, no randomness. Cells are never reused.

Its PSPACE-hardness theorem covers broader game classes, not this empty-Hex search problem. Open status is dated to the cited paper.

Open in the 2020 source

Section 3, Hardness for Specific Games.

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Require a win within k turns

FPT in k

For ordinary planar Hex, the dependence on board size can be polynomial with the expensive part confined to k.

FPT: parameterized result (Fixed-parameter tractable in input turn bound k. Not a polynomial-time claim when k varies freely.)

Exact task
Can the player force a connection within k total plies?
Model & rules
Growing explicit Hex board and input bound k on total alternating moves. Existing stones allowed, usual connection goals. Full information, no randomness. Each turn fills one cell.

FPT is not a claim of polynomial time when k varies freely. The proof’s dependence on k is not practical.

task change: Bound the winning horizon · Hex · From a given position. This comparison is not itself a reduction.

Published result

§5, Theorem 5, Corollaries 2–3

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Can optimal play have a small circuit?

Open in the 2020 source

The authors ask whether small strategies must exist even when finding them is hard.

Open question in 2020 source

Exact task
Does empty-board Hex necessarily admit a polynomial-size optimal-strategy circuit?
Scope
A scalable empty symmetric Hex board. A circuit takes a reached position and outputs the strategy’s next move.
Distinction
This is strategy representation size, not the problem of finding one opening move.

This records the question in the cited 2020 source, not a lower bound or a claim that every variant of this game is unresolved.

task change: Ask for a compact whole-game strategy · Hex · From an empty board. This comparison is not itself a reduction.

Open in the 2020 source

§3, “Other Notions of Constructiveness”, p.21:11.

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Hive

Hive · Generalized, multiple queens

PSPACE-hard; in EXPTIME

The requirement that pieces remain connected can lock other pieces in place and encode logical choices.

PSPACE: hardness / lower bound · EXPTIME: upper bound / membership (Atlas-derived finite-state exponential-time upper bound under this record’s explicit rules.) [atlas-derived]

Exact task
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 the atlas-derived 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.

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Jigsaw & packing

Jigsaw · Fit every piece?

NP-complete

Ambiguous tab-and-pocket matches make scalable assembly NP-complete.

NP: completeness

Exact task
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.

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Edge matching · Match every edge?

NP-complete

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

NP: completeness

Exact task
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.

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Polyomino packing · Pack every piece?

NP-complete

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

NP: completeness

Exact task
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.

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Every mate is locally identifiable

P (algorithmic consequence)

Testing piece pairs gives a polynomial-time assembly method under this strong promise.

P: polynomial-time algorithm [atlas-derived]

Exact task
Can the puzzle be assembled when local fit identifies true neighbors?
Scale & rules
Explicit finite pieces. Every locally compatible pair is guaranteed to be adjacent in the final solution.
Scope
This is stronger than merely promising one global solution.

restriction: Promise that local compatibility identifies the true neighbor · Jigsaw · Fit every piece?. This comparison is not itself a reduction.

Atlas-derived consequence
The derivation is stated in this record, rather than quoted as a theorem from the cited work.

Introduction, p.4, paragraph beginning “The shape-matching community”.

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Kakuro

Kakuro · Can the crossing sums be filled?

NP-complete

Hardness persists with at most four cells in every run.

NP: completeness

Exact task
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.

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Klondike solitaire

Klondike solitaire · Can every card reach a foundation?

NP-complete

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

NP: completeness

Exact task
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.

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Latin squares

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.

NP: completeness

Exact task
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

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Lemmings

Lemmings · Save one lemming with two skills

PSPACE-complete

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

PSPACE: completeness

Exact task
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.

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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.

NP: completeness [atlas-derived]

Exact task
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 the atlas-derived 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.

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One lemming, unlimited skills, no traps or water

Open in the 2015 source

The paper asks whether removing deadly zones makes unlimited-skill rescue easier. Its PSPACE-hard construction uses such zones, and does not settle this restriction.

Open question in 2015 source

Exact task
Decide whether the single lemming can reach an exit.
Scale & input
Explicit scalable pixel landscape, one lemming, unlimited time and all skill types available without a usage bound.
Move rules
Original modeled skills and terrain rules. Remove deadly-zone objects, including traps and water. Long falls can still kill.
Goal
Save the one lemming.
Repetition
Revisits and terrain changes allowed.
Players & information
One solver, complete information.
Randomness
None.

Open in the cited 2015 source; later status is not established by this record. NP-hardness with limited skills does not classify levels where all skills are unlimited.

Open in the 2015 source

§6, especially Table 3's one-lemming, no-hazards, unlimited-skills column

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Lights Out

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.

P: polynomial-time algorithm

Exact task
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.

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Toggle neighbors but not the pressed light

P

The matrix changes from A+I to A. Gaussian elimination still decides reachability.

P: polynomial-time algorithm

Exact task
Decide whether the target pattern is reachable.
Scale & input
Explicit arbitrary simple undirected graph and initial/target patterns.
Move rules
Press toggles neighbors only.
Goal
Reach target.
Repetition
Repeated presses allowed, parity suffices.
Players & information
One player. Complete input known.
Randomness
None.

rule change: Lights Out · Can the target light pattern be reached?. This comparison is not itself a reduction.

Published result

§4.3.

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Neighbors only, with a press budget

NP-complete

A short-solution requirement changes the neighbors-only graph problem from P to NP-complete.

NP: completeness

Exact task
Can the target be reached with at most w pressed vertices?
Scale & input
Explicit arbitrary simple undirected graph, initial/target bit patterns and integer w.
Move rules
Press toggles neighbors only.
Goal
Reach target with at most w presses.
Repetition
Repeated presses may be canceled in pairs.
Players & information
One player. Complete input known.
Randomness
None.

The hardness is for arbitrary graphs, not specifically ordinary rectangular self-toggling boards.

task change: Toggle neighbors but not the pressed light. This comparison is not itself a reduction.

Published result

§5, Lemmas 19–20 and Theorem 21.

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Magic: The Gathering

Magic: The Gathering · Forced endgame outcome

Undecidable

A forced game encodes a Turing machine and wins exactly when the machine halts.

Undecidable: undecidability

Exact task
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.

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Allow strategic choices before the forced endgame

Non-arithmetic lower bound

The 2020 preprint proves a stronger lower bound for strategic play.

Arithmetic truth: hardness / lower bound (Arithmetic-truth lower bound for strategic play in the frozen 2020 model. No matching arithmetic upper bound is claimed.)

Exact task
Does a player have a winning strategy?
Scale & rules
The paper’s Magic rules and unbounded tokens/counters. Binary numeric choices, full information, no randomness.
Task
Its mate-in-n target means reaching a forced winning endgame within n strategic moves, not resolving the full game within n turns.

rule change: Allow players to choose numbers before the simulation starts · Magic: The Gathering · Forced endgame outcome. This comparison is not itself a reduction.

Result in cited preprint

Theorems 2–3, §§2–3.

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Can every legal move be executed algorithmically?

Open in the 2021 source

The authors conjecture that the transition function is computable.

Open question in 2021 source

Exact task
Given a state and a legal move, is the next state computable?
Scope
All cards under the paper’s rules. Numerical choices must use binary notation. The input move is promised legal.

This records the question in the cited 2021 source, not a lower bound or a claim that every variant of this game is unresolved.

task change: Ask about one transition instead of the eventual outcome · Magic: The Gathering · Forced endgame outcome. This comparison is not itself a reduction.

Open in the 2021 source

§2, Conjecture 1.

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Is an arbitrary proposed move legal?

Open in the 2021 source

The authors conjecture that general move legality is undecidable.

Open question in 2021 source

Exact task
Is legality decidable for every proposed Magic move?
Scope
The paper’s rules/card pool and binary number convention. This is broader than the separately studied blocking step.

This records the question in the cited 2021 source, not a lower bound or a claim that every variant of this game is unresolved.

task change: Check legality instead of the eventual winner · Magic: The Gathering · Forced endgame outcome. This comparison is not itself a reduction.

Open in the 2021 source

§2, Conjecture 2.

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How far beyond halting-hard?

Open in the 2020 source

The lower bound is proved. The matching upper bound is Conjecture 3.

Open question in 2020 source

Exact task
Is winning-strategy existence Turing-equivalent to arithmetic truth?
Scope
Biderman’s strategic Magic model, full information and binary numeric choices, with the card pool/rules frozen as in the paper.

New card text could alter the conjecture. This is a dated research question, not an established upper bound.

task change: Classify strategic play more precisely · Magic: The Gathering · Forced endgame outcome. This comparison is not itself a reduction.

Open in the 2020 source

§5, Conjecture 3.

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Mahjong solitaire

Mahjong solitaire · Can all matching tiles be removed?

NP-complete

Hardness already occurs with isolated stacks only three tiles high.

NP: completeness

Exact task
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.

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Mahjong solitaire · Isolated stacks at most two high

Polynomial-time solvable

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

P: polynomial-time algorithm

Exact task
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.

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Mancala

Kalah · 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.

Fixed: fixed-instance result

Exact task
What is the optimal score from the Kalah(6,4) opening?
Scale & input
Exactly six pits per player, initially four stones each, and two empty stores.
Move rules
Sow counterclockwise from an own nonempty pit. Include your store, skip the opponent's store, and do not skip the starting pit on later laps. Ending in your store gives another move. Ending in an empty own pit captures that stone and the opposite pit, even when the opposite pit is empty.
Goal
When either side empties, the other player collects remaining stones. Maximize final score difference.
Repetition
Positions cannot repeat under these rules.
Players & information
Two players with fully known pit counts.
Randomness
None.

This paper does not classify the scalable winner problem. The empty-opposite capture convention matters.

Published result

§2.1 and Table 9.

  • Solving KalahGeoffrey Irving, Jeroen Donkers, Jos Uiterwijk (2000).Published journal article · ICGA Journal 23(3) (2000), 139–147Read full text

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Kalah · 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.

PSPACE: upper bound / membership (Atlas-derived membership for unary stone counts. Polynomial-length play follows from the displayed potential argument.) [atlas-derived]

Exact task
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 the atlas-derived bound holds

Let C count stones in the two stores, and let Φ sum each non-store stone's distance (1 through m) along its own row to its own store. Then 0≤Φ≤mS. A move that stores no stone never passes its own store, so sowing k stones reduces Φ by 1+⋯+k. A move that stores a stone increases C by at least one. Consequently R=(S−C)(mS+1)+Φ is a nonnegative integer that decreases every move. Initially R≤mS(S+1)+S. A depth-first minimax traversal stores a polynomial number of polynomial-size positions when S is unary. Bonus turns only change which player selects the next child. The final collection of remaining stones cannot lengthen play.

Atlas-derived consequence
The derivation is stated in this record, rather than quoted as a theorem from the cited work.

Rules: Irving, Donkers and Uiterwijk, §2.1. Atlas-derived upper bound: between moves that add to a store, the sum of each stone's distance to its own store decreases. There are at most S store-increasing moves and at most mS intervening sowings per phase. Depth-first minimax therefore uses polynomial space for unary counts.

  • Solving KalahGeoffrey Irving, Jeroen Donkers, Jos Uiterwijk (2000).Published journal article · ICGA Journal 23(3) (2000), 139–147Read full text

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Awari: a fixed board is a draw

Fixed board solved

The cited ruleset was strongly solved: perfect play draws. This does not classify growing-board Awari or other Oware rules.

Fixed: fixed-instance result

Exact task
Determine optimal play on the fixed Awari board.
Scale & rules
Two rows of six pits, four stones each. Sow from an own pit counterclockwise, skipping the starting pit on a lap. A last stone making an enemy pit hold two or three captures it and consecutive preceding enemy pits with two or three.
Ending & repetition
Choose a move leaving the opponent a stone whenever possible. Otherwise a grand slam captures every opposing stone, and the mover also collects all remaining stones because the opponent cannot move. Repetition ends play and divides uncollected stones equally, allowing half-stones. The companion rules note specifies threefold repetition.
Players & goal
Two players, known counts, no randomness. Capture more than 24 of the 48 stones to win.

Traditional Oware capture and ending conventions differ.

rule change: Change capture, feeding and repetition rules · Kalah · Fixed 6×4 opening. This comparison is not itself a reduction.

Published result

Romein–Bal §1 and Appendix; Donkers companion note, rules 4–8. The solution does not use the rule that cancels grand-slam captures.

  • Awari Is SolvedJohn W. Romein, Henri E. Bal (2002).Published journal article · ICGA Journal 25(3) (2002)Open manuscript not recorded. The stored link is the journal issue contents; a direct open manuscript is not recorded.
  • Comments on the Awari SolutionJeroen Donkers (2002).Published journal article · ICGA Journal 25(3) (2002)Open manuscript not recorded. The stored link is the journal issue contents; a direct open manuscript is not recorded.

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Tchoukaillon: solitaire sweep solvability

P (algorithmic consequence)

A winning play must always use the nearest harvestable bin. This gives a polynomial-time solvability test.

P: polynomial-time algorithm [atlas-derived]

Exact task
Given a bin vector, can every stone reach the store?
Scale & rules
Input is an explicit vector of k nonnegative binary counts. Bin i is i steps from the store. Only a bin containing exactly i stones can be sown, depositing one in each earlier bin and finally the store.
Players & goal
One player, full information, no randomness. Empty all bins.
Repetition
Each move permanently stores one stone, so no repeated state.

P follows from the cited characterization: reject any count above its bin index, then simulate at most k(k+1)/2 forced moves. This is not a winner result for two-player Kalah.

rule change: Replace adversarial play with an all-sowings-end-in-store solitaire task · Kalah · Fixed 6×4 opening. This comparison is not itself a reduction.

Atlas-derived consequence
The derivation is stated in this record, rather than quoted as a theorem from the cited work.

§1.1 and Theorem 2.1.

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Dakon: win before the opponent moves

Fixed openings solved

The paper finds winning openings for Dakon-n at n=2 and 4 through 18, but none at n=3. These finite searches do not establish a complexity class.

Fixed: fixed-instance result

Exact task
Can the initial player capture enough stones during the first turn to prevent another round?
Scale & rules
Dakon-n has n pits per side, initially n stones per pit, and stores. Sow counterclockwise through your store, skipping the opponent's. If the last stone lands in a nonempty pit, pick that pit up and keep sowing. Ending in your store grants another choice. Ending in an empty own pit captures it and the opposite pit.
Ending & information
Two players, known counts, deterministic. Rounds refill pits with n stones each and skip unfillable pits. A player unable to fill one pit loses. This record concerns only the terminating first-turn construction, not general repetition behavior.

rule change: Add relay sowing and round-based refill rules · Kalah · Fixed 6×4 opening. This comparison is not itself a reduction.

Result in cited source

Rules pp. 79–80; winning openings pp. 81, 83–84.

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Captureless Kalah: still in PSPACE for unary counts

In PSPACE (upper bound)

Removing capture does not break the polynomial play-length bound. Ordinary sowing still permanently adds stones to stores, and all other sowings move stones closer to their own store.

PSPACE: upper bound / membership (Atlas-derived membership for unary stone counts. Polynomial-length play follows from the displayed potential argument.) [atlas-derived]

Exact task
Can the designated player force a larger final store count after removing the opposite-pit capture rule?
Scale & input
Explicitly list m pits per side, two stores, whose turn it is and unary stone counts. Arbitrary initial positions are allowed.
Rule change
Use the Kalah rules in the linked unary winner record but disable the last-stone/opposite-pit capture. Keep sowing into your own store, skipping the opponent's store, bonus choices for a last stone in your store, and final collection when one side empties.
Players & goal
Two players, fully visible counts, no randomness. Finish with strictly more stored stones than the opponent. A tie is not a win.
Repetition
No repetition rule is needed: the same rank R=(S−C)(mS+1)+Φ strictly decreases.

The polynomial-space result establishes membership only, not PSPACE-hardness or completeness.

rule change: Disable the opposite-pit capture · Kalah · Scalable board, unary counts. This comparison is not itself a reduction.

Why the atlas-derived bound holds

The unary Kalah proof never relies on a capture taking place. Moves that deposit stones in stores decrease S−C. Every other move stays within the mover's own row and decreases Φ. Therefore the identical polynomial rank and minimax-space bound apply.

Atlas-derived consequence
The derivation is stated in this record, rather than quoted as a theorem from the cited work.

Public rules are in §2.1. This is an explicitly defined captureless modification and a derived upper bound, not an attributed published result.

  • Solving KalahGeoffrey Irving, Jeroen Donkers, Jos Uiterwijk (2000).Published journal article · ICGA Journal 23(3) (2000), 139–147Read full text

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Kalah with binary counts: an EXPTIME upper bound

In EXPTIME (upper bound)

Binary notation can describe exponentially many stones. A finite-state search gives an EXPTIME upper bound. This weaker bound does not show that binary Kalah is harder or rule out PSPACE.

EXPTIME: upper bound / membership (Atlas-derived exponential-time membership for binary stone counts. Polynomial-size states alone do not prove PSPACE membership.) [atlas-derived]

Exact task
Decide the same winner problem when each pit count is written in binary.
Scale & input
The m-pit rows are explicitly listed. All pit and store counts are nonnegative binary integers, with their total S. The player to move and designated player are specified.
Move rules
Identical to the unary Kalah winner record, including captures, bonus choices, no source-pit skip and final collection. Only the encoding changes.
Players & goal
Two players, fully visible counts, deterministic play. The designated player must finish with a strictly larger store.
Repetition
The same decreasing rank guarantees termination, but its mS(S+1)+S bound is not polynomial in binary input length.

A polynomial-size position by itself does not imply a polynomial-space winner algorithm. No EXPTIME-hardness, separation from unary Kalah, or optimality of this upper bound is claimed.

encoding change: Write stone counts in binary · Kalah · Scalable board, unary counts. This comparison is not itself a reduction.

Why the atlas-derived bound holds

For input length L, m≤L and log(S+1)=O(L). At most 2(S+1)^(2m+2)=2^poly(L) states specify all counts and the player to move. There are at most m successors per state. A complete sowing can be computed without iterating over individual stones: divide its count by the 2m+1 visited positions, add the quotient to each, and distribute the remainder along the sowing order, then apply the last-stone rule. Arithmetic is polynomial in L. The decreasing rank makes the graph acyclic, so backward induction over its exponential number of states takes exponential time.

Atlas-derived consequence
The derivation is stated in this record, rather than quoted as a theorem from the cited work.

§2.1 supplies the rules. The upper bound is derived here by enumerating the finite game graph, with at most 2(S+1)^(2m+2) positions and a polynomial-time move calculation using quotient and remainder.

  • Solving KalahGeoffrey Irving, Jeroen Donkers, Jos Uiterwijk (2000).Published journal article · ICGA Journal 23(3) (2000), 139–147Read full text

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Mastermind

Mastermind · Do the guesses fit any code?

NP-complete

Consistency is hard even with only two colors.

NP: completeness

Exact task
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.

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Count all compatible codes

#P-complete

Counting remains hard with just two colors.

#P: completeness (Counting consistent secrets. A #P result, not winner determination or mere existence.)

Exact task
Count secret codes consistent with the supplied ratings.
Scale & input
Growing code length and explicit query list. Two colors suffice.
Move rules
Usual black and white feedback, repeated colors allowed.
Goal
Count compatible ordered codes.
Repetition
Static completion, no play-history restriction.
Players & information
Offline list known, hidden code not given.
Randomness
None.

task change: Mastermind · Do the guesses fit any code?. This comparison is not itself a reduction.

Published result

Theorem 1 and Lemma 5.

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Only exact-position feedback

NP-complete

Removing misplaced-color feedback leaves two-color consistency hard.

NP: completeness

Exact task
Decide whether supplied guesses and exact-position counts have a compatible code.
Scale & input
Growing length and query list. Two colors suffice.
Move rules
Feedback counts matching positions only.
Goal
A compatible ordered code exists.
Repetition
Static completion, no play-history restriction.
Players & information
Offline queries and ratings known.
Randomness
None.

rule change: Mastermind · Do the guesses fit any code?. This comparison is not itself a reduction.

Published result

Lemma 4 and Corollary 1.

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Ignore order and fix the color count

P

A fixed palette gives only polynomially many color-count vectors to check.

P: polynomial-time algorithm

Exact task
Count compatible unordered codes.
Scale & input
Growing code length, constant number of colors, explicit query list.
Move rules
Feedback counts color matches ignoring position, including exact-position matches.
Goal
Count compatible color multisets.
Repetition
Static completion, no play-history restriction.
Players & information
Offline queries and ratings known.
Randomness
None.

The paper’s white-only score is total color overlap, not ordinary white feedback alone.

rule change: Mastermind · Do the guesses fit any code?. This comparison is not itself a reduction.

Published result

§2 definition of MSP-White; Lemma 1.

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Metroid

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.

NP: hardness / lower bound · PSPACE: upper bound / membership (Membership applies to the source’s finite-state game model and stated encoding assumptions.)

Exact task
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).

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Minesweeper

Minesweeper · Can the clues all be true?

NP-complete

Check whether any placement of mines fits the revealed numbers.

NP: completeness

Exact task
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.

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Minesweeper · Is any covered cell certainly safe?

coNP-complete

A safe deduction must hold for every mine placement compatible with the clues.

coNP: completeness

Exact task
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.

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Every safe cell must show 2

In NP; exact complexity open in 2018 source

This is stronger than displaying only 2s among the visible clues. Unrevealed safe cells must also become 2s. The thesis leaves this case unclassified.

NP: upper bound / membership · Open question in 2018 source

Exact task
Decide consistency when every nonmine cell in the completed board must have exactly two adjacent mines.
Scale & input
Explicit finite rectangular partial board, with eight-neighbor clues.
Move rules
Complete unknown cells with mines or safe cells, respecting the visible entries and the all-2 rule.
Goal
Existence of a legal completion.
Repetition
Not a move-sequence task.
Players & information
One solver sees the entire partial instance.
Randomness
None.

Dated question. The 2024 Minesweeper-variants paper concerns other rules and does not supply a resolution for this completed-board restriction.

rule change: Require all safe cells, revealed or hidden, to have clue 2 · Minesweeper · Can the clues all be true?. This comparison is not itself a reduction.

Open in the 2018 source

Definition 5; Table 3.1, row {2}, final column; §4.1

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Nim

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.

P: polynomial-time algorithm

Exact task
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.

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Nim · Avoid the last counter

P

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

P: polynomial-time algorithm

Exact task
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.

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Neighboring Nim: heaps of at most 1

P

Heaps are 0/1. For direct equivalence with undirected vertex Geography, the previous-move vertex starts empty. Winner determination is polynomial-time.

P: polynomial-time algorithm

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Input: explicit undirected graph, current vertex, heap at each vertex. Move to the same or an adjacent vertex and decrease that heap. Graph size scales.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Every move strictly decreases one heap. No pass is permitted and no full state repeats.
Randomness
None.

equivalence: Geography · Two-way · no vertex reuse.

Published result

Definitions 2.1–2.2; discussion immediately after Definition 2.2

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Neighboring Nim: heaps of at most 2

PSPACE-complete

Heaps are 0/1/2. PSPACE-complete by directed Geography reduction. Each arc becomes a seven-vertex internal gadget with one heap of 2, all others 1.

PSPACE: completeness

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Input: explicit undirected graph, current vertex, heap at each vertex. Move to the same or an adjacent vertex and decrease that heap. Graph size scales.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Every move strictly decreases one heap. No pass is permitted and no full state repeats.
Randomness
None.

rule change: Allow heaps of size 2 · Neighboring Nim: heaps of at most 1. This comparison is not itself a reduction.

Published result

Theorem 3.1 and Corollary 3.5

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Neighboring Nim: large binary heaps

PSPACE-hard; in EXPTIME

Arbitrary binary heaps preserve PSPACE-hardness. An exponential-time upper bound follows by evaluating all positions. Whether this can be improved to polynomial space is Open Problem 6.1 in the 2017 source.

PSPACE: hardness / lower bound · EXPTIME: upper bound / membership (Atlas-derived finite-state exponential-time upper bound under this record’s explicit rules.) [atlas-derived] · Open question in 2017 source

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Input: explicit undirected graph, current vertex, heap at each vertex. Move to the same or an adjacent vertex and decrease that heap. Graph size scales.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Every move strictly decreases one heap. No pass is permitted and no full state repeats.
Randomness
None.

PSPACE membership was open in the 2017 source; later status is not established by this record. The EXPTIME upper bound is derived from its rules, not claimed as a named theorem in that paper.

restriction: Bound every heap by 2 · Neighboring Nim: heaps of at most 2. This comparison is not itself a reduction.

Open in the 2017 source · derived upper bound
The PSPACE-hardness is from the source. The EXPTIME upper bound is a finite-state consequence derived in the atlas.

Section 3.2 and Open Problem 6.1. Derived EXPTIME upper bound: there are at most |V| times the product of (heap size + 1) states. Each state has polynomially many bits, move enumeration is exponential at most, and every move decreases the total counters.

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Three-pile Nim with one shared pass

Open characterization

Exactly three heaps and one shared pass, unavailable after all heaps empty. A May 2026 primary source still identifies the general losing-position formula as open. This does not establish PSPACE-hardness.

Open question in 2026 source

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Input: binary heap sizes and whether a shared pass is unused. Make a normal Nim move or an allowed pass. A pass is consumed globally.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Every move decreases a heap or uses the single pass. No repeated state.
Randomness
None.

This is an open characterization question in the May 2026 cited source. It is not itself a complexity lower bound.

rule change: Add one nonterminal pass · Nim · Take the last counter. This comparison is not itself a reduction.

Open in the 2026 source

2025 Definition 19 defines the rules. The 2026 preprint's abstract explicitly reaffirms the three-pile characterization question.

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Nim with a pass only while a pile has at least 2

P

Changing pass availability restores a polynomial-time XOR test. XOR all heaps with a bit that is 1 exactly when a pass is unused and some heap is at least 2. Otherwise that bit is 0.

P: polynomial-time algorithm

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Input: binary heap sizes and whether a shared pass is unused. Make a normal Nim move or an allowed pass. A pass is consumed globally.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Every move decreases a heap or uses the single pass. No repeated state.
Randomness
None.

rule change: Pass threshold changes from 1 to 2 · Three-pile Nim with one shared pass. This comparison is not itself a reduction.

Published result

Corollary 2 with every threshold m_i=2

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Demi-quantum Boolean Nim

PSPACE-complete

Explicit 0/1 matrix: rows are configurations, columns are heaps. Only single ordinary moves are permitted, with illegal rows discarded. PSPACE-complete and polynomially isomorphic to Avoid True: each row maps to a clause on its zero columns.

PSPACE: completeness

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Explicit scalable 0/1 matrix. Rows are alternative positions on named heaps. Choose one heap, remove its stick from each legal row, discard illegal rows. No superposed moves.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Each move removes one counter in every surviving row and discards rows where that move is illegal. No pass is allowed.
Randomness
None. Alternative configurations are deterministic, not random measurements.

equivalence: Avoid True.

Published result

Theorems 3–4

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Quantum Boolean Nim from a superposition

Σ₂^P-hard; in PSPACE

Explicit polynomial-width list of 0/1 heap configurations. Proved Σ₂^P-hard, and in PSPACE by Theorem 7.1. Completeness is unresolved in the source. The rule change allows superposed moves.

Σ₂^P: hardness / lower bound · PSPACE: upper bound / membership

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Input configurations share named heaps. Flavor D, width 2: select one ordinary move or two alternative moves, each legal somewhere. Retain every legal successor branch. This is deterministic, not probabilistic quantum mechanics.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Every surviving branch removes one counter per turn. No pass is allowed.
Randomness
None. Superposed moves are deterministic branching rules.

rule change: Allow superpositions of moves · Demi-quantum Boolean Nim. This comparison is not itself a reduction.

Result in cited preprint

FUN Theorems 6–8; full version Theorem 7.1 and §8.1

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Quantum Nim: heaps of at most 2, ordinary start

In PSPACE; exact complexity open in 2020 source

Single ordinary starting configuration, scalable heaps of size 0/1/2. In PSPACE. Open Question 8.3 asks whether it is polynomial-time solvable or PSPACE-complete, without asserting either.

PSPACE: upper bound / membership · Open question in 2020 source

Exact task
Decide whether the next player wins under optimal play.
Scale & input rules
Input configurations share named heaps. Flavor D, width 2: select one ordinary move or two alternative moves, each legal somewhere. Retain every legal successor branch. This is deterministic, not probabilistic quantum mechanics.
Players & information
Two alternating players, complete information.
Goal
The player with no legal move loses.
Repetition
Every surviving branch strictly loses counters each turn. No pass is allowed.
Randomness
None. Superposed moves are deterministic branching rules.

Open question in the cited 2020 source. Later status is not established by this record.

rule change: Different starting-position promise, not a reduction · Quantum Boolean Nim from a superposition. This comparison is not itself a reduction.

Open in the 2020 source

Theorem 7.1; §8.1, Open Question 8.3

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Quantum Boolean Nim from an ordinary position

P

An ordinary starting position is easy by parity. A supplied superposition of such positions has a proved hardness lower bound.

P: polynomial-time algorithm

Exact task
Determine the winner from one ordinary 0/1-heap position.
Scale & rules
Scalable list of heaps, each 0 or 1. Flavor D, width 2: choose one ordinary move or two alternatives, each legal somewhere. Retain legal successor branches.
Players & goal
Two alternating players, perfect information. The player with no legal move loses.
Repetition & randomness
Each branch removes a stick per turn. No repeated positions or randomness. These are deterministic quantum-inspired rules.

restriction: Start with one ordinary position instead of a supplied superposition · Quantum Boolean Nim from a superposition. This comparison is not itself a reduction.

Result in cited preprint

Section 8.1, paragraph preceding Open Question 8.3.

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Long global Nim: explicit move set

In PSPACE (derived upper bound)

A subtraction size can be used only once across all piles. With S explicitly listed, at most |S| moves remain. Depth-first game-tree evaluation uses polynomial space, for binary or unary integers.

PSPACE: upper bound / membership (Atlas-derived polynomial-space bound for an explicitly listed move set S, in unary or binary; excludes a succinct unexpanded interval.) [atlas-derived]

Exact task
Determine whether the player to move can win from supplied piles and available subtraction sizes.
Scale & input
An explicit list of nonnegative pile sizes and a finite explicit set S of positive integers. Pile count and |S| scale. Values may be binary or unary.
Move rules
Choose s in S and one pile containing at least s counters. Subtract s from that pile and delete s from S globally.
Goal
Normal play: the player with no legal move loses.
Repetition
No move size is reused. Every turn reduces |S| by one.
Players & information
Two alternating players, with all piles and S visible.
Randomness
None.

This record establishes PSPACE membership only, without a matching lower bound or polynomial-time algorithm. The bound does not cover a succinct interval S={1,...,M} when M is binary and the interval is not expanded.

rule change: Supply allowed move sizes and forbid their reuse globally · Nim · Take the last counter. This comparison is not itself a reduction.

Why the atlas-derived bound holds

Each move deletes one member of the explicitly listed set S, so a play has at most |S| turns. Pile sizes only decrease and never require more bits than the input. A state contains the piles, a used-size bitmask and the player to move. A depth-first minimax stack of at most |S| such states uses polynomial space. This argument applies with unary or binary numbers, but not to an unexpanded binary-sized interval of allowed moves.

Atlas-derived upper bound
The paper supplies the game rules. The explicit-move-set PSPACE argument is given by the atlas, not attributed as a theorem to the paper.

Definition 22 supplies the rules. Upper-bound derivation: depth is at most |S|. A state stores the piles and a used-size bitmask, each polynomial in input length. A depth-first minimax stack is therefore polynomial space.

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Quantum Unary Nim: ordinary start

In PSPACE; classification open in 2020 source

Theorem 7.1 gives PSPACE membership. Open Question 8.3 asks whether this problem has a polynomial-time algorithm or is PSPACE-complete. Ordinary unary Nim still has the XOR solution.

PSPACE: upper bound / membership · Open question in 2020 source

Exact task
Determine the winner from one ordinary position with unary-encoded heaps under the specified quantum-inspired rules.
Scale & input
A scalable explicit list of heaps, with every heap size written in unary. The initial position is one ordinary configuration, not a supplied superposition.
Move rules
Flavor D, width 2: choose one ordinary Nim move or two alternative Nim moves, each legal in some current branch. Retain all legal successor branches.
Goal
Normal play: the player with no legal move loses.
Repetition
Every surviving branch decreases its counter total. The maximum play length is at most the initial unary counter total.
Players & information
Two alternating players. The initial position and all choices are public.
Randomness
None. The branching rules are deterministic and do not model random measurements.

The cited 2020 source poses P versus PSPACE-complete as an open question, not a proved dichotomy. Later status is not established by this record.

restriction: Restrict each unary heap to 0, 1 or 2 · Quantum Nim: heaps of at most 2, ordinary start. This comparison is not itself a reduction.

Open in the 2020 source

Theorem 7.1 and Section 8.1, Open Question 8.3. The membership theorem handles exponentially many possible branches without storing all of them at once.

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Nonograms

Nonograms · Can the picture fit every clue?

NP-complete

Row and column clues jointly constrain a hidden picture.

NP: completeness

Exact task
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.

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Nurikabe

Nurikabe · Can islands fit in one connected sea?

NP-complete

Island sizes and a connected black region jointly impose hard constraints.

NP: completeness

Exact task
Can the supplied clues be completed to islands of the required sizes, separated by one connected sea with no 2×2 sea block?
Scale & input
Growing numbered rectangular grid.
Move rules
White components each contain one clue equal to their size; black cells connected, with no black 2 × 2 block.
Goal
Complete the black/white coloring.
Repetition
Static assignment.
Players & information
One solver; visible clues.
Randomness
None.

Evidence is limited to the publisher abstract. This record does not include a construction sketch.

Published result

Publisher abstract; original puzzle publisher rules.

  • Computational Complexity of NURIKABEMarkus Holzer, Andreas Klein, Martin Kutrib, Oliver Ruepp (2011).Published journal article · Fundamenta Informaticae (2011)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.
  • How to play NurikabeNikoli.Publisher rules · Original publisher rulesRead publisher rules

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Nurikabe · Only clues 1 and 2

NP-complete

Tiny islands do not make the general problem easy.

NP: completeness

Exact task
Does the same island-and-sea puzzle have a solution when every numerical clue is 1 or 2?
Scale & input
Same grid, with all clues restricted to 1 or 2.
Move rules
Same island and sea conditions.
Goal
Complete the coloring.
Repetition
Static.
Players & information
Complete clues.
Randomness
None.

Evidence is limited to the publisher abstract; no full-text proof is linked.

Published result

Publisher abstract explicitly states the 1-and-2 restriction.

  • Computational Complexity of NURIKABEMarkus Holzer, Andreas Klein, Martin Kutrib, Oliver Ruepp (2011).Published journal article · Fundamenta Informaticae (2011)Open manuscript not recorded. Evidence coverage is limited to the primary abstract; the full proof is not assessed in this record.

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Othello

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.

PSPACE: completeness

Exact task
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.

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Pandemic

Pandemic · Known-draw planning

NP-complete

Planning is NP-complete on scalable maps even with one player.

NP: completeness

Exact task
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.

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Peg solitaire

Peg solitaire · Can one peg remain at the target?

NP-complete

Removing pegs can simulate a planar logic circuit.

NP: completeness

Exact task
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.

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Pokémon

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.

NP: completeness

Exact task
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.

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Portal

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.

PSPACE: completeness

Exact task
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.

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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.

NP: hardness / lower bound · PSPACE: upper bound / membership (Membership applies to the source’s finite-state game model and stated encoding assumptions.)

Exact task
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).

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Lasers, relays and moving platforms

PSPACE-complete

Laser-controlled platforms implement reusable memory latches.

PSPACE: completeness

Exact task
Decide whether the player can reach the exit.
Scale & input
Growing discretized 3D level, polynomially described finite state.
Move rules
Portals redirect lasers. Relays control moving platforms.
Goal
Reach the exit.
Repetition
Backtracking and repeated latch changes allowed.
Players & information
One player. Entire level known.
Randomness
None.

rule change: Portal · Cubes, floor buttons and doors. This comparison is not itself a reduction.

Published result

§9, Theorem 14.

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High-energy pellets and their catchers

NP-hard; in PSPACE (finite-precision model)

Activating every catcher within the constructed timing constraint encodes a grid Hamiltonian cycle.

NP: hardness / lower bound · PSPACE: upper bound / membership (Atlas-derived membership for the stated finite-precision, polynomial-bit engine model.) [atlas-derived]

Exact task
Decide whether the player can reach the exit.
Scale & input
Explicit growing level with pellet launchers, catchers, portals and catcher-controlled doors. Positions, velocities and timer states have polynomial-bit finite-precision encodings. Velocities are polynomially bounded, as assumed by the paper's PSPACE argument.
Move rules
Redirect pellets through portals. Pellets reflect and can kill the player. A launcher replaces its pellet only after the prior pellet is destroyed, so the number of active pellets remains bounded by the input.
Goal
Reach exit.
Repetition
Revisits allowed, timing can prevent a successful detour.
Players & information
One player. Entire level known.
Randomness
None.

NP-hardness is a published theorem. The PSPACE upper bound applies to the specified finite-precision engine with polynomially bounded velocities and polynomial-bit state. It is not a claim about exact real-valued physics or NP-completeness.

rule change: Portal · Cubes, floor buttons and doors. This comparison is not itself a reduction.

Why the atlas-derived bound holds

The fixed level, player, doors and bounded number of active pellets have a polynomial-size state under the stated precision and velocity assumptions. A launcher creates a new pellet only when its previous pellet has disappeared. Thus the state graph has at most exponentially many vertices, and a successor can be computed in polynomial space. Nondeterministically search for an exit-reaching path while storing only the current state and a polynomial-bit step counter permitting exponentially many steps, then use NPSPACE=PSPACE. This is the argument given for the broader engine in the proof of Theorem 12, applied to the pellet-only mechanics.

Published hardness · atlas-derived upper bound
The source proves NP-hardness. The stated finite-state model gives the PSPACE upper bound.

Section 7, Theorem 9 proves NP-hardness. The finite-precision PSPACE upper bound is derived from Theorem 12's state-space argument, whose proof explicitly discusses pellets and their launchers, although its displayed mechanics list omits them.

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Only the portal gun

Open in the 2018 source

The authors explicitly leave the portals-only mechanics set unresolved.

Open question in 2018 source

Exact task
Reach an exit using only portal placement and ordinary movement.
Scale & input
Scalable polygonal level with fixed-point coordinates and discrete time.
Move rules
One portal pair, ordinary movement, no other puzzle devices.
Goal
Reach the target.
Repetition
Allowed.
Players & information
One player, complete information.
Randomness
None.

Open in the cited 2018 source. Later status is not established by this record.

Open in the 2018 source

§10.1; model in §2

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Only movable cubes

Open in the 2018 source

Cubes alone are an explicit open mechanics set. The proved cube result also uses buttons and doors.

Open question in 2018 source

Exact task
Reach an exit using movable cubes and ordinary movement.
Scale & input
Scalable polygonal level, discrete fixed-point model.
Move rules
Carry cubes and use them as platforms. No other puzzle devices.
Goal
Reach the target.
Repetition
Allowed.
Players & information
One player, complete information.
Randomness
None.

Open in the cited 2018 source. Later status is not established by this record.

restriction: Remove buttons and doors · Portal · Cubes, floor buttons and doors. This comparison is not itself a reduction.

Open in the 2018 source

§10.1; model in §2

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Quoridor

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.

PSPACE: completeness

Exact task
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.

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Rubik's Cube

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.

P: polynomial-time algorithm (Polynomial-time search under the exact input and move rules of this record.)

Exact task
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.

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

NP-complete

Requiring the shortest route makes a different computational problem.

NP: completeness

Exact task
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.

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Long thin cuboid: shortest solution

P search

Fixing two dimensions permits optimal solving in polynomial time.

P: polynomial-time algorithm (Polynomial-time search under the exact input and move rules of this record.)

Exact task
Find a shortest solving sequence.
Scale & input
c1×c2×n cuboid. c1 and c2 are constants, n grows. Reachable configuration.
Move rules
Legal slice turns preserving the cuboid, under the paper’s move model.
Goal
Minimize number of turns to solve.
Repetition
Reversible turns, revisits allowed.
Players & information
One player. All sticker colors known.
Randomness
None.

restriction: Rubik's Cube · Can it be solved within k turns?. This comparison is not itself a reduction.

Published result

§6, Theorem 6.

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Turn several layers together

Open in the 2018 source

The shortest-solution theorem covers one slice at a time. The authors ask what happens when one move rotates a contiguous bundle of layers touching a face.

Open question in 2018 source

Exact task
Decide whether a scalable n × n × n cube can be solved within k wide turns.
Scale & input
Growing cube, explicit sticker configuration and move budget k.
Move rules
WTM permits quarter or half turns of a face-adjacent bundle. WQTM counts only quarter turns.
Goal
Make faces monochromatic within k moves.
Repetition
Repeated states allowed, subject to the budget.
Players & information
One solver, complete information.
Randomness
None.

Open in the cited 2018 source. Later status is not established by this record.

rule change: Count a wide turn as one move · Rubik's Cube · Can it be solved within k turns?. This comparison is not itself a reduction.

Open in the 2018 source

§6 Future work

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Rush Hour

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.

PSPACE: completeness

Exact task
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

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Single-cell cars and fixed obstacles

PSPACE-complete

Even single-cell cars can encode long dependencies.

PSPACE: completeness

Exact task
Can the designated car reach the left boundary?
Model & rules
Growing explicit n × n board, one empty cell. Each unit car moves only horizontally or only vertically. Some cells are fixed obstacles. One player, full information, no randomness. Revisiting positions is allowed.

Published result

Definitions 2.1–2.2, Lemma 2.5 and section 4.

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Single-cell cars without fixed obstacles

Open in the 2020 source

Removing fixed obstacles was left unresolved by the unit-car hardness paper.

Open question in 2020 source

Exact task
Can the designated unit car reach the left boundary?
Model & rules
Growing explicit square grid. Every car is movable but retains its horizontal or vertical direction. No fixed obstacles. One player, full information, no randomness, repeated positions allowed.

This is a dated open question, not an assertion that no later solution exists.

rule change: Permit fixed obstacles · Single-cell cars and fixed obstacles. This comparison is not itself a reduction.

Open in the 2020 source

Section 5, Open Problems.

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Scrabble

Scrabble · Known bag order

PSPACE-complete

The result survives constant alphabet, dictionary and rack size in a derandomized model.

PSPACE: completeness

Exact task
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

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Scrabble · Place all the tiles

NP-complete

Removing the opponent gives the NP-complete solitaire placement task.

NP: completeness

Exact task
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

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Keep the total number of tiles fixed

P

A constant total tile count leaves only polynomially many configurations as the board grows.

P: polynomial-time algorithm

Exact task
Determine the winner in the derandomized model.
Model & rules
Growing explicit board, constant total tiles including the position and bag, known bag order and racks. Two players, equal letter scores, no random draws, tiles never removed.

The constant is the total number of tiles in the instance, not merely the tiles left in a small bag beside an arbitrarily populated board.

restriction: Bound total tile count · Scrabble · Known bag order. This comparison is not itself a reduction.

Published result

§2, paragraph on unbounded generalization

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Sliding tiles

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.

P: polynomial-time algorithm

Exact task
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

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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.

NP: completeness

Exact task
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

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Sokoban

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.

PSPACE: completeness

Exact task
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

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Just get the player to an exit

PSPACE-complete

Replacing crate-storage goals with one player destination still leaves a PSPACE-complete problem.

PSPACE: completeness

Exact task
Push-1F: can the player reach a designated cell?
Model & rules
Growing explicit rectangular grid with unit crates and fixed walls. Orthogonal steps may push one crate by one cell into empty space. No pulling or gravity. One player, full information, no randomness. Positions may repeat.

A related rule-and-goal variant called Push-1F, not the ordinary Sokoban storage task.

rule change: Remove internal fixed walls · Reach an exit without fixed walls. This comparison is not itself a reduction.

Published result

Sections 1 and 6.

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Reach an exit without fixed walls

PSPACE-complete

The no-fixed-wall reachability question was settled by a 2025 proof, revised in 2026.

PSPACE: completeness

Exact task
Push-1: can the player reach the specified destination?
Model & rules
Growing explicit rectangular grid, unit movable crates, start and destination. Orthogonal moves push at most one crate one cell. No pulling, gravity or internal fixed walls. Repeated positions allowed. One player, complete information, no randomness.

Clusters of movable crates can still be immobile. Older sources that list this task as open are outdated.

Published result

Sections 1 and 6 of arXiv v2.

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Sliding blocks with a unique route to the exit

Hardness conjectured in the 2025 source

The paper proves hardness for a storage-goal uniqueness promise, then conjectures analogous hardness when the objective is reaching an exit. Ordinary walks between pushes do not distinguish solutions.

Open question in 2025 source

Exact task
Decide solvability of PushPush pathfinding with at most one successful ordered sequence of pushes.
Scale & input
Explicit scalable bounded square grid, block positions, player start and exit.
Move rules
Push one adjacent block until it hits another block or the boundary. No momentum transfer.
Goal
Move the player to the exit, rather than cover storage sites.
Repetition
At most one successful push sequence is promised.
Players & information
One solver, complete information.
Randomness
None in gameplay. The proposed hardness comparison permits randomized reductions.

The cited 2025 source conjectures no polynomial algorithm unless NP = RP. This is not a proved PSPACE-hardness result for the promised version. Later status is not established by this record.

rule change: Blocks slide to obstacles; require a unique push sequence to an exit · Sokoban · Crates onto targets?. This comparison is not itself a reduction.

Open in the 2025 source

§4 Concluding Remarks

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Sudoku

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.

NP: completeness

Exact task
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.

Published result

Takayuki Yato: Theorems 4.8 and 3.4; Lemma 4.7

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Super Mario Bros.

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.

PSPACE: completeness

Exact task
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.

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

P

Forgetting distant objects can make the generalized game efficiently solvable.

P: polynomial-time algorithm

Exact task
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.

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Tetris

Tetris · Know every upcoming piece

NP-complete

Seeing the whole piece sequence still leaves hard packing choices.

NP: completeness

Exact task
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.

  • Tetris is Hard, Even to ApproximateRon Breukelaar, Erik D. Demaine, Susan Hohenberger, Hendrik Jan Hoogeboom, Walter A. Kosters, David Liben-Nowell (2004).Published journal article · International Journal of Computational Geometry & Applications (2004)Read full text

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Only two columns

P

Two columns admit a polynomial-time algorithm.

P: polynomial-time algorithm

Exact task
Decide whether the known piece sequence can survive, optionally clearing the board.
Model & rules
Explicit initial board of variable height, fixed width two, explicit tetromino sequence. One informed player, no randomness. Pieces fall, rotate and lock. Full rows disappear. Section 2 uses partial lock-out and specified rotation restrictions.

restriction: Restrict the width from eight columns to two · Eight columns still suffice. This comparison is not itself a reduction.

Published result

Sections 2–3, Theorem 3.2. The theorem also permits larger polyominoes.

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Eight columns still suffice

NP-complete

A fixed width of eight preserves NP-completeness.

NP: completeness

Exact task
Decide survival or complete board clearing for the supplied sequence.
Model & rules
Height, initial occupied cells and finite tetromino sequence are input. One informed player, no randomness. Section 2 rotation and partial lock-out rules apply. This is not a fixed 10 × 20 board.

Published result

Sections 2 and 4, Theorem 4.1.

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Only one tetromino shape

NP-complete (explicit sequence)

A 2026 result gives hardness for each single shape I, T, S, Z, J and L.

NP: completeness (Published NP-hardness plus polynomial certificate verification for an explicit sequence or unary piece count.) [atlas-derived]

Exact task
Decide clearing or survival for the supplied finite run of one piece type.
Scale & input
Explicit growing board, initially filled cells and prescribed number of identical pieces.
Move rules
Super Rotation System (SRS), including wall kicks.
Goal
Clear the board, or place all pieces without losing.
Repetition
Pieces consumed in order.
Players & information
One player. Entire input known.
Randomness
None.
Encoding
The finite sequence is explicitly listed, equivalently a unary count of identical pieces. A compact binary count is a different input model.

O (square) is excluded. The rotation model is essential. Source states NP-hardness.

rule change: Use SRS wall kicks and one piece shape, and change the goal from a row target to clearing the board or surviving the sequence · Tetris · Know every upcoming piece. This comparison is not itself a reduction.

Why the atlas-derived bound holds

For each of K explicitly given pieces, store its placement and a path through the polynomial-size orientation/position graph for the current fixed board. A simple path suffices. Verify legal SRS moves, locking and line clears. The total certificate is polynomial in K plus the explicit board size. The hardness construction uses polynomially many identical pieces.

Published hardness · atlas-derived membership
The source proves NP-hardness. Membership in NP uses the explicitly listed finite piece sequence (or unary count).

§1.1 and §§5–9. NP membership for this explicit-sequence model follows from polynomial-size legal-placement certificates.

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I-pieces with three empty top rows

P

With room at the top, indefinite survival is guaranteed and eventual clearing is polynomial-time.

P: polynomial-time algorithm

Exact task
Decide whether the board can eventually be completely cleared with enough I-pieces.
Scale & input
Growing board of height at least 7. Top three rows empty. Unlimited identical I-pieces.
Move rules
Translate and rotate straight tetrominoes under the paper’s model.
Goal
Eventually clear the board.
Repetition
Unlimited supply.
Players & information
One player. Initial board known.
Randomness
None.

Both initial conditions and the supply/goal differ from finite-count hardness.

task change: Only one tetromino shape. This comparison is not itself a reduction.

Published result

§3.1, Theorem 1 with k=4.

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Dominoes that can rotate downward

P

The falling rotation rule allows a polynomial-time algorithm.

P: polynomial-time algorithm

Exact task
Decide survival for a specified count, or eventual clearing with unlimited dominoes.
Scale & input
Growing board. Only 1×2 pieces. Explicit finite count for survival or unlimited supply for eventual clearing.
Move rules
Rotation keeps a lowest cell fixed and moves the other to an unoccupied cell no higher.
Goal
Survive the specified count, or eventually clear.
Repetition
Pieces may continue indefinitely for the latter task.
Players & information
One player. Initial board and supply known.
Randomness
None.

Does not classify clearing with an arbitrarily short prescribed domino count.

rule change: Tetris · Know every upcoming piece. This comparison is not itself a reduction.

Published result

§2.2; §3.2, Theorem 6 and Corollary 7.

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The Legend of Zelda

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.

NP: hardness / lower bound · PSPACE: upper bound / membership (Membership applies to the source’s finite-state game model and stated encoding assumptions.)

Exact task
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).

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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.

PSPACE: completeness

Exact task
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.

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Minecarts that cannot block walking paths

PSPACE-hardness open in the 2023 source

The proved construction uses parked minecarts as barriers. Question 1 asks whether that ingredient is necessary.

Open question in 2023 source

Exact task
Determine whether generalized Zelda minecart navigation remains PSPACE-hard without carts blocking walking routes.
Scale & input
Explicit scalable 2D rooms with tracks, carts, start and goal.
Move rules
Ride minecarts, switch T-junctions with levers, retain minecart-only doors. Exclude using parked carts to block walking paths.
Goal
Reach the target location.
Repetition
Revisits and repeated track switches allowed.
Players & information
One solver, complete information.
Randomness
None.

Hardness is open in the cited 2023 source; later status is not established by this record. The question itself supplies no lower bound for this restriction.

Open in the 2023 source

§5.5, Question 1 following Theorem 5.9

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TwixT

TwixT · Connect opposite sides

PSPACE-complete

Each Hex cell can be represented by a 9×9 TwixT gadget.

PSPACE: completeness

Exact task
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

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Pencil-and-paper TwixT

PSPACE-complete

Allowing links of the same color to cross preserves the hardness construction. Pegs still fill the board permanently, giving a polynomial bound on the number of turns.

PSPACE: completeness [atlas-derived]

Exact task
Determine whether a player can force a connection.
Model & rules
Growing board and arbitrary peg/link position, two players with full information, no chance. Same-color links may cross. Opposite colors cannot cross. Peg count increases each turn.

rule change: Allow crossings between own links · TwixT · Connect opposite sides. This comparison is not itself a reduction.

Why the atlas-derived bound holds

Every turn adds a peg to an empty cell. At most N turns remain on an explicit N-cell board. A state, including links, has polynomial size. Enumerating legal turns and a depth-first minimax search use polynomial space. The same-color-crossing rule preserves these facts, and the paper explicitly extends its Hex hardness reduction to twixtpp.

Published hardness · atlas-derived membership
The source proves PSPACE-hardness. The polynomial move horizon supplies the PSPACE upper bound.

Bonnet, Jamain and Saffidine, Section 3.1: hardness after Theorem 1 plus the preceding polynomial-game-length membership argument.

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UNO

UNO · Order all the cards

NP-complete

Matching colors or numbers is enough for NP-completeness in the scalable solitaire model.

NP: completeness

Exact task
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

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UNO · Two players, visible hands

P

The corrected two-player model reduces to undirected vertex Geography.

P: polynomial-time algorithm

Exact task
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

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Keep the number of colors fixed

P

Fixing either colors or numbers makes solitaire UNO polynomial-time.

P: polynomial-time algorithm

Exact task
Decide whether every card can be played.
Model & rules
Explicit growing card multiset, same matching rule, no action cards or draws. One player, all information known, no randomness. Each card is discarded once.

restriction: Bound colors or numbers · UNO · Order all the cards. This comparison is not itself a reduction.

Published result

§3.3, Theorem 5

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Two players cooperate

NP-complete

Cooperation is NP-complete in the scalable visible-hand model.

NP: completeness

Exact task
Can both players cooperate to empty player 1’s hand first?
Model & rules
Two visible hands, unbounded card colors and numbers, no draw pile or action cards. Alternate discards. A stuck player skips rather than loses. No voluntary pass. Cards never return.

rule change: Cooperate, and skip if stuck · UNO · Two players, visible hands. This comparison is not itself a reduction.

Published result

§§2.3, 3.1, Theorem 1

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3-Partition · Reduction source

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.

Source: reduction source

Exact task
Can the supplied 3s positive integers be partitioned into s triples with the same specified sum T?
Scale & input
Partition 3s positive integers into s triples all summing to T, with T/4 < a_i < T/2; unary instances suffice.
Move rules
As specified in the cited reduction-source definition.
Goal
Answer the stated source question.
Repetition
Not a game rule unless explicitly part of the source definition.
Players & information
Explicit, fully known input. This is a proof-source problem.
Randomness
None.

This record identifies a reduction’s source problem; it does not provide a separate complexity classification.

Published result

§3.1, theorem 1 (cites Garey–Johnson for original strong NP-completeness).

  • Tetris is Hard, Even to ApproximateRon Breukelaar, Erik D. Demaine, Susan Hohenberger, Hendrik Jan Hoogeboom, Walter A. Kosters, David Liben-Nowell (2004).Published journal article · International Journal of Computational Geometry & Applications (2004)Read full text

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3SAT · Reduction source

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.

Source: reduction source

Exact task
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.

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Acyclic bounded constraint logic · Reduction source

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.

Source: reduction source

Exact task
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.

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Circuit satisfiability · Reduction source

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.

Source: reduction source

Exact task
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.

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Constraint graph satisfiability · Reduction source

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.

Source: reduction source

Exact task
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.

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Constraint logic · Reduction 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.

PSPACE: completeness

Exact task
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)

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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.

PSPACE: completeness

Exact task
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

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Exactly-one SAT · Reduction source

Exactly-one SAT · Positive 1-in-3 SAT

Source problem

Choose true variables so that every listed group contains exactly one true variable.

Source: reduction source

Exact task
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.

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Formula game · Reduction source

Formula game · Choose which variable to claim

PSPACE-complete

Players choose previously unchosen variables in any order. One sets theirs true, the other false.

PSPACE: completeness

Exact task
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.

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Grid Hamiltonian cycle · Reduction source

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.

Source: reduction source

Exact task
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.

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Planar 3SAT · Reduction source

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.

Source: reduction source

Exact task
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.

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Planar circuit satisfiability · Reduction source

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.

Source: reduction source

Exact task
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.

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Planar Hamiltonian cycle · Reduction source

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.

Source: reduction source

Exact task
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.

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Quantified logic · Reduction source

Quantified logic · 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.

PSPACE: completeness

Exact task
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

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Steiner tree · Reduction source

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.

NP: completeness

Exact task
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

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