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[Keyword] NP-hard problem(3hit)

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  • Cyclic Shift Problems on Graphs

    Kwon Kham SAI  Giovanni VIGLIETTA  Ryuhei UEHARA  

     
    PAPER

      Pubricized:
    2021/10/08
      Vol:
    E105-D No:3
      Page(s):
    532-540

    We study a new reconfiguration problem inspired by classic mechanical puzzles: a colored token is placed on each vertex of a given graph; we are also given a set of distinguished cycles on the graph. We are tasked with rearranging the tokens from a given initial configuration to a final one by using cyclic shift operations along the distinguished cycles. We call this a cyclic shift puzzle. We first investigate a large class of graphs, which generalizes several classic cyclic shift puzzles, and we give a characterization of which final configurations can be reached from a given initial configuration. Our proofs are constructive, and yield efficient methods for shifting tokens to reach the desired configurations. On the other hand, when the goal is to find a shortest sequence of shifting operations, we show that the problem is NP-hard, even for puzzles with tokens of only two different colors.

  • Complexity of Critter Crunch

    Tianfeng FENG  Leonie RYVKIN  Jérôme URHAUSEN  Giovanni VIGLIETTA  

     
    PAPER

      Pubricized:
    2021/12/22
      Vol:
    E105-D No:3
      Page(s):
    517-531

    We study the computational complexity of the puzzle game Critter Crunch, where the player has to rearrange Critters on a board in order to eliminate them all. Smaller Critters can be fed to larger Critters, and Critters will explode if they eat too much. Critters come in several different types, sizes, and colors. We prove the NP-hardness of levels that contain Blocker Critters, as well as levels where the player must clear the board in a given number of moves (i.e., “puzzle mode”). We also characterize the complexity of the game, as a function of the number of columns on the board, in two settings: (i) the setting where Critters may have several different colors, but only two possible sizes, and (ii) the setting where Critters come in all three sizes, but with no color variations. In both settings, the game is NP-hard for levels with exactly two columns, and solvable in linear time for levels with only one column or more than two columns.

  • A Novel High-Performance Heuristic Algorithm with Application to Physical Design Optimization

    Yiqiang SHENG  Atsushi TAKAHASHI  

     
    PAPER-Physical Level Design

      Vol:
    E97-A No:12
      Page(s):
    2418-2426

    In this paper, a novel high-performance heuristic algorithm, named relay-race algorithm (RRA), which was proposed to approach a global optimal solution by exploring similar local optimal solutions more efficiently within shorter runtime for NP-hard problem is investigated. RRA includes three basic parts: rough search, focusing search and relay. The rough search is designed to get over small hills on the solution space and to approach a local optimal solution as fast as possible. The focusing search is designed to reach the local optimal solution as close as possible. The relay is to escape from the local optimal solution in only one step and to maintain search continuity simultaneously. As one of typical applications, multi-objective placement problem in physical design optimization is solved by the proposed RRA. In experiments, it is confirmed that the computational performance is considerably improved. RRA achieves overall Pareto improvement of two conflicting objectives: power consumption and maximal delay. RRA has its potential applications to improve the existing search methods for more hard problems.