License: Creative Commons Attribution 3.0 Unported license (CC BY 3.0)
When quoting this document, please refer to the following
DOI: 10.4230/LIPIcs.FUN.2016.22
URN: urn:nbn:de:0030-drops-58661
URL: http://dagstuhl.sunsite.rwth-aachen.de/volltexte/2016/5866/
Langerman, Stefan ;
Uno, Yushi
Threes!, Fives, 1024!, and 2048 are Hard
Abstract
We analyze the computational complexity of the popular computer games Threes!, 1024!, 2048 and many of their variants. For most known versions expanded to an m*n board, we show that it is NP-hard to decide whether a given starting position can be played to reach a specific (constant) tile value.
BibTeX - Entry
@InProceedings{langerman_et_al:LIPIcs:2016:5866,
author = {Stefan Langerman and Yushi Uno},
title = {{Threes!, Fives, 1024!, and 2048 are Hard}},
booktitle = {8th International Conference on Fun with Algorithms (FUN 2016)},
pages = {22:1--22:14},
series = {Leibniz International Proceedings in Informatics (LIPIcs)},
ISBN = {978-3-95977-005-7},
ISSN = {1868-8969},
year = {2016},
volume = {49},
editor = {Erik D. Demaine and Fabrizio Grandoni},
publisher = {Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik},
address = {Dagstuhl, Germany},
URL = {http://drops.dagstuhl.de/opus/volltexte/2016/5866},
URN = {urn:nbn:de:0030-drops-58661},
doi = {10.4230/LIPIcs.FUN.2016.22},
annote = {Keywords: algorithmic combinatorial game theory}
}
Keywords: |
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algorithmic combinatorial game theory |
Collection: |
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8th International Conference on Fun with Algorithms (FUN 2016) |
Issue Date: |
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2016 |
Date of publication: |
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02.06.2016 |