papers

Publications (75)

cs.CC2023

Complexity of Solo Chess with Unlimited Moves

Josh Brunner, Lily Chung, Michael Coulombe +3

We analyze Solo Chess puzzles, where the input is an board containing some standard Chess pieces of the same color, and the goal is to make a sequence of capture moves…

cs.LG2022

A Neural Network Solves, Explains, and Generates University Math Problems by Program Synthesis and Few-Shot Learning at Human Level

Iddo Drori, Sarah Zhang, Reece Shuttleworth +15

We demonstrate that a neural network pre-trained on text and fine-tuned on code solves mathematics course problems, explains solutions, and generates new questions at a human level…

math.MG2025

Deltahedral Domes over Equiangular Polygons

MIT CompGeom Group, Hugo A. Akitaya, Erik D. Demaine +6

A polyiamond is a polygon composed of unit equilateral triangles, and a generalized deltahedron is a convex polyhedron whose every face is a convex polyiamond. We study a variant w…

cs.AI2026

Two AI Metrics Diverged: Will it Make All the Difference?

Alex Fogelson, Zachary A. Brown, Hans Gundlach +2

As exponential compute scaling continues, will the capabilities of frontier AI models outstrip what is accessible to developers on a small fixed budget? Or will capabilities conver…

cs.CG2020

Negative Instance for the Edge Patrolling Beacon Problem

Zachary Abel, Hugo A. Akitaya, Erik D. Demaine +5

Can an infinite-strength magnetic beacon always ``catch'' an iron ball, when the beacon is a point required to be remain nonstrictly outside a polygon, and the ball is a point alwa…

cs.DS2026

The Impact of Approximation on Algorithmic Progress

Jeffery Li, Jayson Lynch, Liva Olina +3

In nearly every discipline, scientific computations are limited by the cost and speed of computation. For example, the best-known exact algorithms for the canonical Traveling Sales…

cs.LO2023

Complexity of Motion Planning of Arbitrarily Many Robots: Gadgets, Petri Nets, and Counter Machines

Hayashi Ani, Michael Coulombe, Erik D. Demaine +4

We extend the motion-planning-through-gadgets framework to several new scenarios involving various numbers of robots/agents, and analyze the complexity of the resulting motion-plan…

cs.CC2020

Arithmetic Expression Construction

Leo Alcock, Sualeh Asif, Jeffrey Bosboom +10

When can given numbers be combined using arithmetic operators from a given subset of to obtain a given target number? We study three variations of this p…

cs.CG2021

Generalized LR-drawings of trees

Therese Biedl, Giuseppe Liotta, Jayson Lynch +1

The LR-drawing-method is a method of drawing an ordered rooted binary tree based on drawing one root-to-leaf path on a vertical line and attaching recursively obtained drawings of…

cs.DS2022

Hardness of Token Swapping on Trees

Oswin Aichholzer, Erik D. Demaine, Matias Korman +6

Given a graph where every vertex has exactly one labeled token, how can we most quickly execute a given permutation on the tokens? In (sequential) token swapping, the goal is to us…

cs.DM2025

Slant/Gokigen Naname is NP-complete, and Some Variations are in P

Jayson Lynch, Jack Spalding-Jamieson

In this paper we show that a generalized version of the Nikoli puzzle Slant is NP-complete. We also give polynomial time algorithms for versions of the puzzle where some constraint…

cs.LG2026

Humanity's Last Exam

Long Phan, Alice Gatti, Ziwen Han +1144

Benchmarks are important tools for tracking the rapid advancements in large language model (LLM) capabilities. However, benchmarks are not keeping pace in difficulty: LLMs now achi…

cs.CC2023

This Game Is Not Going To Analyze Itself

Aviv Adler, Hayashi Ani, Lily Chung +5

We analyze the puzzle video game This Game Is Not Going To Load Itself, where the player routes data packets of three different colors from given sources to given sinks of the corr…

math.MG2025

Quasigeodesics on the Cube

MIT CompGeom Group, Hugo A. Akitaya, Erik D. Demaine +10

A quasigeodesic is a curve on the surface of a convex polyhedron that has surface to each side at every point. In contrast, a geodesic has exactly to each side and so…

cs.CC2022

Characterizing the Decidability of Finite State Automata Team Games with Communication

Michael Coulombe, Jayson Lynch

In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have…

cs.CC2019

Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible

Zachary Abel, Jeffrey Bosboom, Michael Coulombe +7

We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw…

quant-ph2025

Introducing the Quantum Economic Advantage Online Calculator

Frederick Mejia, Hans Gundlach, Jayson Lynch +5

Developing a systematic view of where quantum computers will outperform classical ones is important for researchers, policy makers and business leaders. But developing such a view…

cs.CG2021

Optimal-area visibility representations of outer-1-plane graphs

Therese Biedl, Giuseppe Liotta, Jayson Lynch +1

This paper studies optimal-area visibility representations of -vertex outer-1-plane graphs, i.e. graphs with a given embedding where all vertices are on the boundary of the oute…

cs.CG2025

Who Needs Crossings?: Noncrossing Linkages are Universal, and Deciding (Global) Rigidity is Hard

Zachary Abel, Erik D. Demaine, Martin L. Demaine +3

We exactly settle the complexity of graph realization, graph rigidity, and graph global rigidity as applied to three types of graphs: "globally noncrossing" graphs, which avoid cro…

cs.CC2023

Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets

Hayashi Ani, Erik D. Demaine, Dylan H. Hendrickson +1

We analyze the computational complexity of motion planning through local "input/output" gadgets with separate entrances and exits, and a subset of allowed traversals from entrances…

cs.CG2026

Subquadratic Approximation Algorithms for Separating Two Points with Objects in the Plane

Jayson Lynch, Jack Spalding-Jamieson

The (unweighted) point-separation problem asks, given a pair of points and in the plane, and a set of candidate geometric objects, for the minimum-size subset of objects wh…

cs.LG2021

Solving Machine Learning Problems

Sunny Tran, Pranav Krishna, Ishan Pakuwal +4

Can a machine learn Machine Learning? This work trains a machine learning model to solve machine learning problems from a University undergraduate level course. We generate a new t…

cs.DC2019

Data Races and the Discrete Resource-time Tradeoff Problem with Resource Reuse over Paths

Rathish Das, Shih-Yu Tsai, Sharmila Duppala +5

A determinacy race occurs if two or more logically parallel instructions access the same memory location and at least one of them tries to modify its content. Races often lead to n…

cs.AI2020

Recursed is not Recursive: A Jarring Result

Erik Demaine, Justin Kopinsky, Jayson Lynch

Recursed is a 2D puzzle platform video game featuring treasure chests that, when jumped into, instantiate a room that can later be exited (similar to function calls), optionally ge…

cs.CC2021

Yin-Yang Puzzles are NP-complete

Erik D. Demaine, Jayson Lynch, Mikhail Rudoy +1

We prove NP-completeness of Yin-Yang / Shiromaru-Kuromaru pencil-and-paper puzzles. Viewed as a graph partitioning problem, we prove NP-completeness of partitioning a rectangular g…

cs.DS2022

Lower Bounds on Retroactive Data Structures

Lily Chung, Erik D. Demaine, Dylan Hendrickson +1

We prove essentially optimal fine-grained lower bounds on the gap between a data structure and a partially retroactive version of the same data structure. Precisely, assuming any o…

cs.CC2022

PSPACE-completeness of Pulling Blocks to Reach a Goal

Hayashi Ani, Sualeh Asif, Erik D. Demaine +5

We prove PSPACE-completeness of all but one problem in a large space of pulling-block problems where the goal is for the agent to reach a target destination. The problems are param…

cs.CC2019

Hamiltonicity in Semi-Regular Tessellation Dual Graphs

Divya Gopinath, Rohan Kodialam, Kevin Lu +2

This paper shows NP-completeness for finding Hamiltonian cycles in induced subgraphs of the dual graphs of semi-regular tessilations. It also shows NP-hardness for a new, wide clas…

cs.CG2024

Folding One Polyhedral Metric Graph into Another

Lily Chung, Erik D. Demaine, Martin L. Demaine +4

We analyze the problem of folding one polyhedron, viewed as a metric graph of its edges, into the shape of another, similar to 1D origami. We find such foldings between all pairs o…

quant-ph2025

Quantum Deep Learning Still Needs a Quantum Leap

Hans Gundlach, Hrvoje Kukina, Jayson Lynch +1

Quantum computing technology is advancing rapidly. Yet, even accounting for these trends, a quantum leap would be needed for quantum computers to meaningfully impact deep learning…

cs.PL2016

Toward an Energy Efficient Language and Compiler for (Partially) Reversible Algorithms

Nirvan Tyagi, Jayson Lynch, Erik D. Demaine

We introduce a new programming language for expressing reversibility, Energy-Efficient Language (Eel), geared toward algorithm design and implementation. Eel is the first language…

cs.DM2017

Minimal forcing sets for 1D origami

Mirela Damian, Erik Demaine, Muriel Dulieu +5

This paper addresses the problem of finding minimum forcing sets in origami. The origami material folds flat along straight lines called creases that can be labeled as mountains or…

cs.CG2025

All Polyhedral Manifolds are Connected by a 2-Step Refolding

Lily Chung, Erik D. Demaine, Jenny Diomidova +4

We prove that, for any two polyhedral manifolds , there is a polyhedral manifold such that share a common unfolding and…

cs.CC2026

Pushing Blocks without Fixed Walls via Checkable Gizmos: Push-1 is PSPACE-Complete

MIT Hardness Group, Josh Brunner, Lily Chung +4

We prove PSPACE-completeness of Push-1: given a rectangular grid of 1 x 1 cells, each possibly occupied by a movable block, can a robot move from one specified location to another,…

cs.CG2025

Escaping a Polygon

Zachary Abel, Hugo Akitaya, Erik D. Demaine +4

Suppose an escaping player ("human") moves continuously at maximum speed in the interior of a region, while a pursuing player ("zombie") moves continuously at maximum speed

cs.CG2015

Dissection with the Fewest Pieces is Hard, Even to Approximate

Jeffrey Bosboom, Erik D. Demaine, Martin L. Demaine +4

We prove that it is NP-hard to dissect one simple orthogonal polygon into another using a given number of pieces, as is approximating the fewest pieces to within a factor of $1+1/1…

cs.LG2021

Multidimensional Scaling: Approximation and Complexity

Erik Demaine, Adam Hesterberg, Frederic Koehler +2

Metric Multidimensional scaling (MDS) is a classical method for generating meaningful (non-linear) low-dimensional embeddings of high-dimensional data. MDS has a long history in th…

cs.CC2020

Toward a General Theory of Motion Planning Complexity: Characterizing Which Gadgets Make Games Hard

Erik D. Demaine, Dylan H. Hendrickson, Jayson Lynch

We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining…

cs.CC2020

Tetris is NP-hard even with rows or columns

Sualeh Asif, Michael Coulombe, Erik D. Demaine +4

We prove that the classic falling-block video game Tetris (both survival and board clearing) remains NP-complete even when restricted to 8 columns, or to 4 rows, settling open prob…

cs.CC2023

Complexity of Reconfiguration in Surface Chemical Reaction Networks

Robert M. Alaniz, Josh Brunner, Michael Coulombe +9

We analyze the computational complexity of basic reconfiguration problems for the recently introduced surface Chemical Reaction Networks (sCRNs), where ordered pairs of adjacent sp…

cs.CC2022

The Legend of Zelda: The Complexity of Mechanics

Jeffrey Bosboom, Josh Brunner, Michael Coulombe +4

We analyze some of the many game mechanics available to Link in the classic Legend of Zelda series of video games. In each case, we prove that the generalized game with that mechan…

cs.CC2020

Tatamibari is NP-complete

Aviv Adler, Jeffrey Bosboom, Erik D. Demaine +3

In the Nikoli pencil-and-paper game Tatamibari, a puzzle consists of an grid of cells, where each cell possibly contains a clue among +, -, |. The goal is to partition…

cs.DS2016

Energy-Efficient Algorithms

Erik D. Demaine, Jayson Lynch, Geronimo J. Mirano +1

We initiate the systematic study of the energy complexity of algorithms (in addition to time and space complexity) based on Landauer's Principle in physics, which gives a lower bou…

cs.CG2016

Pachinko

Hugo A. Akitaya, Erik D. Demaine, Martin L. Demaine +4

Inspired by the Japanese game Pachinko, we study simple (perfectly "inelastic" collisions) dynamics of a unit ball falling amidst point obstacles (pins) in the plane. A classic exa…

cs.CG2022

Reconfiguration of Non-crossing Spanning Trees

Oswin Aichholzer, Brad Ballinger, Therese Biedl +7

For a set of points in the plane in general position, a non-crossing spanning tree is a spanning tree of the points where every edge is a straight-line segment between a pa…

cs.AI2025

EnigmaEval: A Benchmark of Long Multimodal Reasoning Challenges

Clinton J. Wang, Dean Lee, Cristina Menghini +7

As language models master existing reasoning benchmarks, we need new challenges to evaluate their cognitive frontiers. Puzzle-solving events are rich repositories of challenging mu…

cs.CG2021

Continuous Flattening of All Polyhedral Manifolds using Countably Infinite Creases

Zachary Abel, Erik D. Demaine, Martin L. Demaine +4

We prove that any finite polyhedral manifold in 3D can be continuously flattened into 2D while preserving intrinsic distances and avoiding crossings, answering a 19-year-old open p…

cs.GT2019

Cookie Clicker

Erik D. Demaine, Hiro Ito, Stefan Langerman +3

Cookie Clicker is a popular online incremental game where the goal of the game is to generate as many cookies as possible. In the game you start with an initial cookie generation r…

cs.DC2015

Improved Connectivity Condition for Byzantine Fault Tolerance

Adam Hesterberg, Andrea Lincoln, Jayson Lynch

Given a network in which some pairs of nodes can communicate freely, and some subsets of the nodes could be faulty and colluding to disrupt communication, when can messages reliabl…

cs.LG2026

The Price of Progress: Price Performance and the Future of AI

Hans Gundlach, Jayson Lynch, Matthias Mertens +1

Language models have seen enormous progress on advanced benchmarks in recent years, but much of this progress has only been possible by using more costly models. Benchmarks may the…

cs.CC2017

Push-Pull Block Puzzles are Hard

Erik D. Demaine, Isaac Grosof, Jayson Lynch

This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question…

cs.CG2020

Characterizing Universal Reconfigurability of Modular Pivoting Robots

Hugo A. Akitaya, Erik D. Demaine, Andrei Gonczi +7

We give both efficient algorithms and hardness results for reconfiguring between two connected configurations of modules in the hexagonal grid. The reconfiguration moves that we co…

cs.CG2022

Computational Complexity of Flattening Fixed-Angle Orthogonal Chains

Erik D. Demaine, Hiro Ito, Jayson Lynch +1

Planar/flat configurations of fixed-angle chains and trees are well studied in the context of polymer science, molecular biology, and puzzles. In this paper, we focus on a simple t…

cs.CC2020

Mad Science is Provably Hard: Puzzles in Hearthstone's Boomsday Lab are NP-hard

Michael Hoffmann, Jayson Lynch, Andrew Winslow

We consider the computational complexity of winning this turn (mate-in-1 or "finding lethal") in Hearthstone as well as several other single turn puzzle types introduced in the Boo…

cs.LG2026

EvilGenie: A Reward Hacking Benchmark

Jonathan Gabor, Jayson Lynch, Jonathan Rosenfeld

We introduce EvilGenie, a benchmark for reward hacking in programming settings. We source problems from LiveCodeBench and create an environment in which agents can easily reward ha…

cs.DS2025

How fast are algorithms reducing the demands on memory? A survey of progress in space complexity

Hayden Rome, Jayson Lynch, Jeffery Li +2

Algorithm research focuses primarily on how many operations processors need to do (time complexity). But for many problems, both the runtime and energy used are dominated by memory…

cs.CG2025

Super Guarding and Dark Rays in Art Galleries

MIT CompGeom Group, Hugo A. Akitaya, Erik D. Demaine +5

We explore an Art Gallery variant where each point of a polygon must be seen by k guards, and guards cannot see through other guards. Surprisingly, even covering convex polygons un…

cs.CC2022

Traversability, Reconfiguration, and Reachability in the Gadget Framework

Hayashi Ani, Erik Demaine, Jenny Diomidova +2

Consider an agent traversing a graph of "gadgets", each with local state that changes with each traversal by the agent. We characterize the complexity of universal traversal, where…

cs.CC2022

The Computational Complexity of Finding Arithmetic Expressions With and Without Parentheses

Jayson Lynch, Yan, Weng

We show NP-completeness for various problems about the existence of arithmetic expression trees. When given a set of operations, inputs, and a target value does there exist an expr…

cs.CC2026

Walking through Doors is Hard, even without Staircases: Universality and PSPACE-hardness of Planar Door Gadgets

MIT Gadgets Group, Jeffrey Bosboom, Erik D. Demaine +4

An open-close door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the "opening" and "closing" tunnels set the gadget's state to op…

cs.CC2016

The Computational Complexity of Portal and Other 3D Video Games

Erik D. Demaine, Joshua Lockhart, Jayson Lynch

We classify the computational complexity of the popular video games Portal and Portal 2. We isolate individual mechanics of the game and prove NP-hardness, PSPACE-completeness, or…

cs.CC2018

Computational Complexity of Motion Planning of a Robot through Simple Gadgets

Erik D. Demaine, Isaac Grosof, Jayson Lynch +1

We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowe…

cs.DS2017

Fine-Grained I/O Complexity via Reductions: New lower bounds, faster algorithms, and a time hierarchy

Erik D. Demaine, Andrea Lincoln, Quanquan C. Liu +2

This paper initiates the study of I/O algorithms (minimizing cache misses) from the perspective of fine-grained complexity (conditional polynomial lower bounds). Specifically, we a…

cs.CC2018

The Computational Complexity of Finding Hamiltonian Cycles in Grid Graphs of Semiregular Tessellations

Kaiying Hou, Jayson Lynch

Finding Hamitonian Cycles in square grid graphs is a well studied and important questions. More recent work has extended these results to triangular and hexagonal grids, as well as…

cs.DS2021

An Efficient Reversible Algorithm for Linear Regression

Erik D. Demaine, Jayson Lynch, Jiaying Sun

This paper presents an efficient reversible algorithm for linear regression, both with and without ridge regression. Our reversible algorithm matches the asymptotic time and space…

cs.CC2024

Pushing Blocks via Checkable Gadgets: PSPACE-completeness of Push-1F and Block/Box Dude

Hayashi Ani, Lily Chung, Erik D. Demaine +3

We prove PSPACE-completeness of the well-studied pushing-block puzzle Push-1F, a theoretical abstraction of many video games (introduced in 1999). The proof also extends to Push-$k…

cs.AI2025

Meek Models Shall Inherit the Earth

Hans Gundlach, Jayson Lynch, Neil Thompson

The past decade has seen incredible scaling of AI systems by a few companies, leading to inequality in AI model performance. This paper argues that, contrary to prevailing intuitio…

cs.CG2021

Snipperclips: Cutting Tools into Desired Polygons using Themselves

Zachary Abel, Hugo Akitaya, Man-Kwun Chiu +7

We study Snipperclips, a computer puzzle game whose objective is to create a target shape with two tools. The tools start as constant-complexity shapes, and each tool can snip (i.e…

cs.CG2025

Undecidability of Tiling with a Tromino

ULB CompGeom Group, Zachary Abel, Hugo Akitaya +6

Given a periodic placement of copies of a tromino (either L or I), we prove co-RE-completeness (and hence undecidability) of deciding whether it can be completed to a plane tiling.…

cs.CG2025

All Polyhedral Manifolds are Connected by a 2-Step Refolding

Lily Chung, Erik D. Demaine, Jenny Diomidova +4

We prove that, for any two polyhedral manifolds , there is a polyhedral manifold such that share a common unfolding an…

quant-ph2025

Quantum Advantage in Computational Chemistry?

Hans Gundlach, Keeper Sharkey, Jayson Lynch +8

For decades, computational chemistry has been posited as one of the areas in which quantum computing would revolutionize. However, the algorithmic advantages that fault-tolerant qu…

cs.CC2018

Losing at Checkers is Hard

Jeffrey Bosboom, Spencer Congero, Erik D. Demaine +2

We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers whe…

cs.LG2025

On the Origin of Algorithmic Progress in AI

Hans Gundlach, Alex Fogelson, Jayson Lynch +4

Algorithms have been estimated to increase AI training FLOP efficiency by a factor of 22,000 between 2012 and 2023 [Ho et al., 2024]. Running small-scale ablation experiments on ke…

cs.CC2022

PSPACE-Completeness of Reversible Deterministic Systems

Erik D. Demaine, Robert A. Hearn, Dylan Hendrickson +1

We prove PSPACE-completeness of several reversible, fully deterministic systems. At the core, we develop a framework for such proofs (building on a result of Tsukiji and Hagiwara a…

cs.CG2023

When Can You Tile an Integer Rectangle with Integer Squares?

MIT CompGeom Group, Zachary Abel, Hugo A. Akitaya +3

This paper characterizes when an rectangle, where and are integers, can be tiled (exactly packed) by squares where each has an integer side length of at least…