{"id":{"repo_id":"cuny-grad","oai_identifier":"oai:academicworks.cuny.edu:gc_etds-1325"},"canonical_url":"https://search.dev.ndltd.org/etd/cuny-grad/oai:academicworks.cuny.edu:gc_etds-1325","repository":{"repo_id":"cuny-grad","name":"City University of New York - Graduate Center","base_url":"https://academicworks.cuny.edu/do/oai/"},"display":{"title":"The Computational Complexity of Some Games and Puzzles With Theoretical Applications","abstract":"<p>The subject of this thesis is the algorithmic properties of one- and two-player </p> <p>games people enjoy playing, such as Sudoku or Chess. Questions asked about puzzles </p> <p>and games in this context are of the following type: can we design efficient computer </p> <p>programs that play optimally given any opponent (for a two-player game), or solve </p> <p>any instance of the puzzle in question? </p> <p>We examine four games and puzzles and show algorithmic as well as intractability </p> <p>results. First, we study the wolf-goat-cabbage puzzle, where a man wants to transport </p> <p>a wolf, a goat, and a cabbage across a river by using a boat that can carry only one </p> <p>item at a time, making sure that no incompatible items are left alone together. We </p> <p>study generalizations of this puzzle, showing a close connection with the Vertex </p> <p>Cover problem that implies NP-hardness as well as inapproximability results. </p> <p>Second, we study the SET game, a card game where the objective is to form </p> <p>sets of cards that match in a certain sense using cards from a special deck. We </p> <p>study single- and multi-round variations of this game and establish interesting con- </p> <p>nections with other classical computational problems, such as Perfect Multi- </p> <p>Dimensional Matching, Set Packing, Independent Edge Dominating Set, </p> <p>and Arc Kayles. We prove algorithmic and hardness results in the classical and </p> <p>the parameterized sense. </p> <p>Third, we study the UNO game, a game of colored numbered cards where players </p> <p>take turns discarding cards that match either in color or in number. We extend results </p> <p>by Demaine et. al. (2010 and 2014) that connected one- and two-player generaliza- </p> <p>tions of the game to Edge Hamiltonian Path and Generalized Geography, </p> <p>proving that a solitaire version parameterized by the number of colors is fixed param- </p> <p>eter tractable and that a k-player generalization for k greater or equal to 3 is PSPACE-hard. </p> <p>Finally, we study the Scrabble game, a word game where players are trying to </p> <p>form words in a crossword fashion by placing letter tiles on a grid board. We prove </p> <p>that a generalized version of Scrabble is PSPACE-hard, answering a question posed </p> <p>by Demaine and Hearn in 2008. </p>","abstract_html":"&lt;p&gt;The subject of this thesis is the algorithmic properties of one- and two-player &lt;/p&gt; &lt;p&gt;games people enjoy playing, such as Sudoku or Chess. Questions asked about puzzles &lt;/p&gt; &lt;p&gt;and games in this context are of the following type: can we design efficient computer &lt;/p&gt; &lt;p&gt;programs that play optimally given any opponent (for a two-player game), or solve &lt;/p&gt; &lt;p&gt;any instance of the puzzle in question? &lt;/p&gt; &lt;p&gt;We examine four games and puzzles and show algorithmic as well as intractability &lt;/p&gt; &lt;p&gt;results. First, we study the wolf-goat-cabbage puzzle, where a man wants to transport &lt;/p&gt; &lt;p&gt;a wolf, a goat, and a cabbage across a river by using a boat that can carry only one &lt;/p&gt; &lt;p&gt;item at a time, making sure that no incompatible items are left alone together. We &lt;/p&gt; &lt;p&gt;study generalizations of this puzzle, showing a close connection with the Vertex &lt;/p&gt; &lt;p&gt;Cover problem that implies NP-hardness as well as inapproximability results. &lt;/p&gt; &lt;p&gt;Second, we study the SET game, a card game where the objective is to form &lt;/p&gt; &lt;p&gt;sets of cards that match in a certain sense using cards from a special deck. We &lt;/p&gt; &lt;p&gt;study single- and multi-round variations of this game and establish interesting con- &lt;/p&gt; &lt;p&gt;nections with other classical computational problems, such as Perfect Multi- &lt;/p&gt; &lt;p&gt;Dimensional Matching, Set Packing, Independent Edge Dominating Set, &lt;/p&gt; &lt;p&gt;and Arc Kayles. We prove algorithmic and hardness results in the classical and &lt;/p&gt; &lt;p&gt;the parameterized sense. &lt;/p&gt; &lt;p&gt;Third, we study the UNO game, a game of colored numbered cards where players &lt;/p&gt; &lt;p&gt;take turns discarding cards that match either in color or in number. We extend results &lt;/p&gt; &lt;p&gt;by Demaine et. al. (2010 and 2014) that connected one- and two-player generaliza- &lt;/p&gt; &lt;p&gt;tions of the game to Edge Hamiltonian Path and Generalized Geography, &lt;/p&gt; &lt;p&gt;proving that a solitaire version parameterized by the number of colors is fixed param- &lt;/p&gt; &lt;p&gt;eter tractable and that a k-player generalization for k greater or equal to 3 is PSPACE-hard. &lt;/p&gt; &lt;p&gt;Finally, we study the Scrabble game, a word game where players are trying to &lt;/p&gt; &lt;p&gt;form words in a crossword fashion by placing letter tiles on a grid board. We prove &lt;/p&gt; &lt;p&gt;that a generalized version of Scrabble is PSPACE-hard, answering a question posed &lt;/p&gt; &lt;p&gt;by Demaine and Hearn in 2008. &lt;/p&gt;","abstract_has_math":false,"creators":["Mitsou, Vasiliki Despoina"],"institution":"The Graduate School and University Center of The City University of New York","degree_name":"Doctor of Philosophy","degree_level":"Doctoral","degree_discipline":"Computer Science","degree_department":null,"school":null,"contributors":[],"advisors":["Amotz Bar-Noy"],"committee_chairs":[],"committee_members":[],"year":2014,"date_issued":"2014-10-01T07:00:00Z","date_published":"2014-10-01T07:00:00Z","updated_at":"2026-07-24T01:58:49Z","subjects":["Computer Sciences","Algorithms","Combinatorial Game Theory","Computational Complexity","Graph Theory"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://academicworks.cuny.edu/gc_etds/326","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Amotz Bar-Noy"]},{"key":"dc:creator","label":"Author","values":["Mitsou, Vasiliki Despoina"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2001-01-01T08:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Doctoral"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Doctor of Philosophy"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["The Graduate School and University Center of The City University of New York"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Computer Sciences","Algorithms","Combinatorial Game Theory","Computational Complexity","Graph Theory"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://academicworks.cuny.edu/gc_etds/326"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>The subject of this thesis is the algorithmic properties of one- and two-player </p> <p>games people enjoy playing, such as Sudoku or Chess. Questions asked about puzzles </p> <p>and games in this context are of the following type: can we design efficient computer </p> <p>programs that play optimally given any opponent (for a two-player game), or solve </p> <p>any instance of the puzzle in question? </p> <p>We examine four games and puzzles and show algorithmic as well as intractability </p> <p>results. First, we study the wolf-goat-cabbage puzzle, where a man wants to transport </p> <p>a wolf, a goat, and a cabbage across a river by using a boat that can carry only one </p> <p>item at a time, making sure that no incompatible items are left alone together. We </p> <p>study generalizations of this puzzle, showing a close connection with the Vertex </p> <p>Cover problem that implies NP-hardness as well as inapproximability results. </p> <p>Second, we study the SET game, a card game where the objective is to form </p> <p>sets of cards that match in a certain sense using cards from a special deck. We </p> <p>study single- and multi-round variations of this game and establish interesting con- </p> <p>nections with other classical computational problems, such as Perfect Multi- </p> <p>Dimensional Matching, Set Packing, Independent Edge Dominating Set, </p> <p>and Arc Kayles. We prove algorithmic and hardness results in the classical and </p> <p>the parameterized sense. </p> <p>Third, we study the UNO game, a game of colored numbered cards where players </p> <p>take turns discarding cards that match either in color or in number. We extend results </p> <p>by Demaine et. al. (2010 and 2014) that connected one- and two-player generaliza- </p> <p>tions of the game to Edge Hamiltonian Path and Generalized Geography, </p> <p>proving that a solitaire version parameterized by the number of colors is fixed param- </p> <p>eter tractable and that a k-player generalization for k greater or equal to 3 is PSPACE-hard. </p> <p>Finally, we study the Scrabble game, a word game where players are trying to </p> <p>form words in a crossword fashion by placing letter tiles on a grid board. We prove </p> <p>that a generalized version of Scrabble is PSPACE-hard, answering a question posed </p> <p>by Demaine and Hearn in 2008. </p>"]},{"key":"dc:title","label":"Title","values":["The Computational Complexity of Some Games and Puzzles With Theoretical Applications"]}]}],"canonical_facts":{"dc:contributor.advisor":["Amotz Bar-Noy"],"dc:creator":["Mitsou, Vasiliki Despoina"],"dc:date.available":["2001-01-01T08:00:00Z"],"dc:description.abstract":["<p>The subject of this thesis is the algorithmic properties of one- and two-player </p> <p>games people enjoy playing, such as Sudoku or Chess. Questions asked about puzzles </p> <p>and games in this context are of the following type: can we design efficient computer </p> <p>programs that play optimally given any opponent (for a two-player game), or solve </p> <p>any instance of the puzzle in question? </p> <p>We examine four games and puzzles and show algorithmic as well as intractability </p> <p>results. First, we study the wolf-goat-cabbage puzzle, where a man wants to transport </p> <p>a wolf, a goat, and a cabbage across a river by using a boat that can carry only one </p> <p>item at a time, making sure that no incompatible items are left alone together. We </p> <p>study generalizations of this puzzle, showing a close connection with the Vertex </p> <p>Cover problem that implies NP-hardness as well as inapproximability results. </p> <p>Second, we study the SET game, a card game where the objective is to form </p> <p>sets of cards that match in a certain sense using cards from a special deck. We </p> <p>study single- and multi-round variations of this game and establish interesting con- </p> <p>nections with other classical computational problems, such as Perfect Multi- </p> <p>Dimensional Matching, Set Packing, Independent Edge Dominating Set, </p> <p>and Arc Kayles. We prove algorithmic and hardness results in the classical and </p> <p>the parameterized sense. </p> <p>Third, we study the UNO game, a game of colored numbered cards where players </p> <p>take turns discarding cards that match either in color or in number. We extend results </p> <p>by Demaine et. al. (2010 and 2014) that connected one- and two-player generaliza- </p> <p>tions of the game to Edge Hamiltonian Path and Generalized Geography, </p> <p>proving that a solitaire version parameterized by the number of colors is fixed param- </p> <p>eter tractable and that a k-player generalization for k greater or equal to 3 is PSPACE-hard. </p> <p>Finally, we study the Scrabble game, a word game where players are trying to </p> <p>form words in a crossword fashion by placing letter tiles on a grid board. We prove </p> <p>that a generalized version of Scrabble is PSPACE-hard, answering a question posed </p> <p>by Demaine and Hearn in 2008. </p>"],"dc:identifier":["https://academicworks.cuny.edu/gc_etds/326"],"dc:subject":["Computer Sciences","Algorithms","Combinatorial Game Theory","Computational Complexity","Graph Theory"],"dc:title":["The Computational Complexity of Some Games and Puzzles With Theoretical Applications"],"thesis:degree_discipline":["Computer Science"],"thesis:degree_level":["Doctoral"],"thesis:degree_name":["Doctor of Philosophy"],"thesis:institution_name":["The Graduate School and University Center of The City University of New York"]},"updated_at":"2026-07-24T01:58:49Z"}