UNO is hard, even for a single player
FUN'10 Proceedings of the 5th international conference on Fun with algorithms
Upper confidence trees with short term partial information
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Reconfiguration of list edge-colorings in a graph
Discrete Applied Mathematics
The kissing problem: how to end a gathering when everyone kisses everyone else goodbye
FUN'12 Proceedings of the 6th international conference on Fun with Algorithms
On the complexity of rolling block and alice mazes
FUN'12 Proceedings of the 6th international conference on Fun with Algorithms
Solving tantrix via integer programming
FUN'12 Proceedings of the 6th international conference on Fun with Algorithms
FUN'12 Proceedings of the 6th international conference on Fun with Algorithms
Computational complexity of string puzzles
CATS '12 Proceedings of the Eighteenth Computing: The Australasian Theory Symposium - Volume 128
Deciding the winner in k rounds for DISJOINT ARROWS, a new combinatorial partizan game
Theoretical Computer Science
UNO is hard, even for a single player
Theoretical Computer Science
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The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation quite different from the usual models of automata and circuits offering a new way of thinking about computation. The appendices provide a substantial survey of all known results in the field of game complexity, serving as a reference guide for readers interested in the computational complexity of particular games, or interested in open problems about such complexities.