Recently, due to the widespread diffusion of smart-phones, mobile puzzle games have experienced a huge increase in their popularity. A successful puzzle has to be both captivating and challenging, and it has been suggested that these features are somehow related to their computational complexity [6]. Indeed, many puzzle games – such as Mah-Jongg, Sokoban, Candy Crush, and 2048, to name a few – are known to be NP-hard [3,4,8,12]. In this paper we consider Trainyard: a popular mobile puzzle game whose goal is to get colored trains from their initial stations to suitable destination stations. We prove that the problem of determining whether there exists a solution to a given Trainyard level is NP-hard. We also provide an implementation of our hardness reduction.

Trainyard is NP-Hard

Leucci S.
;
2018-01-01

Abstract

Recently, due to the widespread diffusion of smart-phones, mobile puzzle games have experienced a huge increase in their popularity. A successful puzzle has to be both captivating and challenging, and it has been suggested that these features are somehow related to their computational complexity [6]. Indeed, many puzzle games – such as Mah-Jongg, Sokoban, Candy Crush, and 2048, to name a few – are known to be NP-hard [3,4,8,12]. In this paper we consider Trainyard: a popular mobile puzzle game whose goal is to get colored trains from their initial stations to suitable destination stations. We prove that the problem of determining whether there exists a solution to a given Trainyard level is NP-hard. We also provide an implementation of our hardness reduction.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11697/179378
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