EXPTIME Hardness of an n by n Custodian Capture Game
Abstract
:1. Introduction
- R.1
- Each player moves one of his pieces in his turn.
- R.2
- Each piece may move any orthogonal direction and distance with no obstacle (like the rook in Chess).
- R.3
- When a player succeeds in custodial capturing enemy’s men in his turn by moving his piece adjacently next to them, the game removes the men.
- R.4
- Repeating sequences of moves are prohibited: if the same position of his men occurs three times, by the same player to move, he must vary his choice to avoid the repetition.
- R.5
- The first player to capture enough total number of an opponent’s men throughout the game wins.
A Proof Outline
2. Gadgets in Dead-Lock
2.1. Corridors
2.2. Obstacles
2.3. One-Sided Parking Squares
2.4. Weak Points
2.5. Timers
2.6. Magnets.
3. Gates
3.1. One-Way Roads
3.2. Bridges
3.3. Branches
3.4. Junctions
3.5. Starts
3.6. Switches
3.7. Winning Lanes and Gates
4. Exptime Hardness
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
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Ito, F.; Naito, M.; Katabami, N.; Tsukiji, T. EXPTIME Hardness of an n by n Custodian Capture Game. Algorithms 2021, 14, 70. https://doi.org/10.3390/a14030070
Ito F, Naito M, Katabami N, Tsukiji T. EXPTIME Hardness of an n by n Custodian Capture Game. Algorithms. 2021; 14(3):70. https://doi.org/10.3390/a14030070
Chicago/Turabian StyleIto, Fumitaka, Masahiko Naito, Naoyuki Katabami, and Tatsuie Tsukiji. 2021. "EXPTIME Hardness of an n by n Custodian Capture Game" Algorithms 14, no. 3: 70. https://doi.org/10.3390/a14030070
APA StyleIto, F., Naito, M., Katabami, N., & Tsukiji, T. (2021). EXPTIME Hardness of an n by n Custodian Capture Game. Algorithms, 14(3), 70. https://doi.org/10.3390/a14030070