Yevhenii Diomidov
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Yevhenii Diomidov has a total of 9 co-authors. Here are the top co-authors by number of shared publications:
- Erik D. Demaine
Computer Science and Artificial Intelligence Laboratory, MIT, Cambridge, MA, USA
4 shared publications - Dylan Hendrickson
MIT Computer Science and Artificial Intelligence Laboratory 32 Vassar St. 02139 Cambridge MA USA
3 shared publications - Jayson Lynch
Massachusetts Institute of Technology
3 shared publications - Joshua Ani
MIT Computer Science and Artificial Intelligence Laboratory
3 shared publications Hanyu Alice Zhang
1 shared publication- Jeffrey Bosboom
MIT Computer Science and Artificial Intelligence Laboratory 32 Vassar St. 02139 Cambridge MA USA
1 shared publication
Latest Publications
- Open Access
- 5 July 2023
- Published by Springer Nature in Algorithmica
- Vol. 85 (11) , 3453-3486
Traversability, Reconfiguration, and Reachability in the Gadget Framework
Consider an agent traversing a graph of “gadgets”, where each gadget has local state that changes with each traversal by the agent according to specified rules. Prior work has studied the computational complexity of deciding whether the agent can reach a specified location, a problem we call reachability. This paper introduces new goals for the agent, aiming to characterize when the computational complexity of these problems is the same or differs from that of reachability. First we characterize the complexity of universal traversal—where the goal is to traverse every gadget at least once—for DAG gadgets (partially), one-state gadgets, and reversible deterministic gadgets. Then we study the complexity of reconfiguration—where the goal is to bring the system of gadgets to a specified state. We prove many cases PSPACE-complete, and show in some cases that reconfiguration is strictly harder than reachability, while in other cases, reachability is strictly harder than reconfiguration.
- 5 July 2023
- Published by Springer Nature in Algorithmica
- Vol. 85 (11) , 3453-3486
Open AccessTraversability, Reconfiguration, and Reachability in the Gadget Framework
Consider an agent traversing a graph of “gadgets”, where each gadget has local state that changes with each traversal by the agent according to specified rules. Prior work has studied the computational complexity of deciding whether the agent can reach a specified location, a problem we call reachability. This paper introduces new goals for the agent, aiming to characterize when the computational complexity of these problems is the same or differs from that of reachability. First we characterize the complexity of universal traversal—where the goal is to traverse every gadget at least once—for DAG gadgets (partially), one-state gadgets, and reversible deterministic gadgets. Then we study the complexity of reconfiguration—where the goal is to bring the system of gadgets to a specified state. We prove many cases PSPACE-complete, and show in some cases that reconfiguration is strictly harder than reachability, while in other cases, reachability is strictly harder than reconfiguration.
- 1 March 2023
- Published by Elsevier in Computational Geometry
- Vol. 113
Any platonic solid can transform to another by O(1) refoldings
- 1 March 2023
- Published by Elsevier in Computational Geometry
- Vol. 113
Any platonic solid can transform to another by O(1) refoldings
- 16 March 2022
- Published by Springer Nature
- p. 47-58
Traversability, Reconfiguration, and Reachability in the Gadget Framework
- 16 March 2022
- Published by Springer Nature
- p. 47-58
Traversability, Reconfiguration, and Reachability in the Gadget Framework
- Open Access
Walking through Doors is Hard, even without Staircases: Proving PSPACE-hardness via Planar Assemblies of Door Gadgets
A door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the "open" and "close" tunnel sets the gadget's state to open and closed, respectively, while the "traverse" tunnel can be traversed if and only if the door is in the open state. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of such door gadgets, removing the traditional need for crossover gadgets and thereby simplifying past PSPACE-hardness proofs of Lemmings and Nintendo games Super Mario Bros., Legend of Zelda, and Donkey Kong Country. Our result holds in all but one of the possible local planar embedding of the open, close, and traverse tunnels within a door gadget; in the one remaining case, we prove NP-hardness. We also introduce and analyze a simpler type of door gadget, called the self-closing door. This gadget has two states and only two tunnels, similar to the "open" and "traverse" tunnels of doors, except that traversing the traverse tunnel also closes the door. In a variant called the symmetric self-closing door, the "open" tunnel can be traversed if and only if the door is closed. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of either type of self-closing door. Then we apply this framework to prove new PSPACE-hardness results for eight different 3D Mario games and Sokobond.
Open AccessWalking through Doors is Hard, even without Staircases: Proving PSPACE-hardness via Planar Assemblies of Door Gadgets
A door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the "open" and "close" tunnel sets the gadget's state to open and closed, respectively, while the "traverse" tunnel can be traversed if and only if the door is in the open state. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of such door gadgets, removing the traditional need for crossover gadgets and thereby simplifying past PSPACE-hardness proofs of Lemmings and Nintendo games Super Mario Bros., Legend of Zelda, and Donkey Kong Country. Our result holds in all but one of the possible local planar embedding of the open, close, and traverse tunnels within a door gadget; in the one remaining case, we prove NP-hardness. We also introduce and analyze a simpler type of door gadget, called the self-closing door. This gadget has two states and only two tunnels, similar to the "open" and "traverse" tunnels of doors, except that traversing the traverse tunnel also closes the door. In a variant called the symmetric self-closing door, the "open" tunnel can be traversed if and only if the door is closed. We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of either type of self-closing door. Then we apply this framework to prove new PSPACE-hardness results for eight different 3D Mario games and Sokobond.