Erik D. Demaine Massachusetts Institute of Technology
About Erik:
Has a passion for toys
Great cook o He cooks with gadgets o He uses each of his cooking machines only once
Motion Planning
Finding geometric motions of robot(s) to achieve task(s) while satisfying constraints
Games as Motion Planning Problems
Most video games involves a protagonist traversing anenvironment
Fundamentally One robot, one robot at a time, all robots move the same, all robots move independently Games are Fun/Hard
Why we study games
o Humans like challenge Computational Complexity
Good growth: poly
Bad: exponential Gen Strat for Hardness
known hard problem -> your problem -> algorithm?
One robot games
Pushing Blocks: Push-1
o Prototypical pushing block game Robot can push up to one block at once 2x2 of blocks is effectively fixed o Sokoban [thinking rabbit/hiroyuki imabayashi 1984] Some blocks are fixed; some you can move o Push Variants Push 1 – one at a time – np hard Push 2 – np hard Pushpush – 2 – p space complete Pushpushpush – 2 o In sokoban the goal is to store certain objects 3SAT : Boolean 3-Satisfiability o NP Complete o X – T; Y- F; Z – F Push - * is NP Hard o Hoffman 2000 PushPush-1 is NP-hard in 3D o O’Rourke & Smith Problem Solving Group 1999 (Push)Push-1 is NP-hard in 2D o Demaine , Demaine, O’Rourke 2000 o It’s the end of crossovers – mostly We don’t need crossovers anymore! o