Abstract
In this paper, we start a case study on the use and usefulness of graph transformation in modeling and analyzing games and puzzles beginning with logic puzzles. More explicitly, we consider Sudoku, Hashiwokakero, Arukone, and Maze aka Labyrinth. In these cases, the underlying data structures can be represented by graphs and the puzzles have start configurations and goals besides the solving rules. Sometimes it is meaningful to regulate the rule application by some control conditions. These are the ingredients of graph transformation units which are therefore applied as modeling framework. Based on the graph-transformational models, one can show that Labyrinth can be solved in polynomial time and solvability of the other three is NP-complete.
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We are very grateful to the anonymous reviewers for their helpful comments that led to various improvements.
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Kreowski, HJ., Lye, A. (2021). A Case Study on the Graph-Transformational Modeling and Analysis of Puzzles. In: Gadducci, F., Kehrer, T. (eds) Graph Transformation. ICGT 2021. Lecture Notes in Computer Science(), vol 12741. Springer, Cham. https://doi.org/10.1007/978-3-030-78946-6_11
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