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Dive into the research topics where Giovanni Viglietta is active.

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Featured researches published by Giovanni Viglietta.


Theory of Computing Systems \/ Mathematical Systems Theory | 2014

Gaming Is a Hard Job, but Someone Has to Do It!

Giovanni Viglietta

We establish some general schemes relating the computational complexity of a video game to the presence of certain common elements or mechanics, such as destroyable paths, collectible items, doors opened by keys or activated by buttons or pressure plates, etc. Then we apply such “metatheorems” to several video games published between 1980 and 1998, including Pac-Man, Tron, Lode Runner, Boulder Dash, Pipe Mania, Skweek, Prince of Persia, Lemmings, and Starcraft. We obtain both new results, and improvements or alternative proofs of previously known results.


algorithmic aspects of wireless sensor networks | 2013

Rendezvous of two robots with visible bits

Giovanni Viglietta

We study the rendezvous problem for two robots moving in the plane (or on a line). Robots are autonomous, anonymous, oblivious, and carry colored lights that are visible to both. We consider deterministic distributed algorithms in which robots do not use distance information, but try to reduce (or increase) their distance by a constant factor, depending on their lights’ colors.


arXiv: Multiagent Systems | 2013

Rendezvous of Two Robots with Constant Memory

Paola Flocchini; Nicola Santoro; Giovanni Viglietta; Masafumi Yamashita

We study the impact that persistent memory has on the classical rendezvous problem of two mobile computational entities, called robots, in the plane. It is well known that, without additional assumptions, rendezvous is impossible if the entities have no persistent memory, even if the system is semi-synchronous and movements are rigid. It has been recently shown that if each entity is endowed with O(1) bits of persistent visible memory (called lights), they can rendezvous even if the system is asynchronous. In this paper we investigate the rendezvous problem in two weaker settings in systems of robots endowed with visible lights: in FState, a robot can only see its own light, while in FComm a robot can only see the other robots light. Among other things, we prove that, with rigid movements, finite-state robots can rendezvous in semi-synchronous settings, and finite-communication robots are able to rendezvous even in asynchronous ones. All proofs are constructive: in each setting, we present a protocol that allows the two robots to rendezvous in finite time.


fun with algorithms | 2014

Classic Nintendo Games Are (Computationally) Hard

Greg Aloupis; Erik D. Demaine; Alan Guo; Giovanni Viglietta

We prove NP-hardness results for five of Nintendo’s largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokemon. Our results apply to generalized versions of Super Mario Bros. 1, 3, Lost Levels, and Super Mario World; Donkey Kong Country 1–3; all Legend of Zelda games; all Metroid games; and all Pokemon role-playing games. In addition, we prove PSPACE-completeness of the Donkey Kong Country games and several Legend of Zelda games.


arXiv: Distributed, Parallel, and Cluster Computing | 2014

Robots with Lights: Overcoming Obstructed Visibility Without Colliding

Giuseppe Antonio Di Luna; Paola Flocchini; Sruti Gan Chaudhuri; Nicola Santoro; Giovanni Viglietta

Robots with lights is a model of autonomous mobile computational entties operating in the plane in Look-Compute-Move cycles: each agent has an externally visible light which can assume colors from a fixed set; the lights are persistent (i.e., the color is not erased at the end of a cycle), but otherwise the agents are oblivious. The investigation of computability in this model is under way, and several results have been recently established. In these investigations, however, an agent is assumed to be capable to see through another agent.


international conference on structural information and communication complexity | 2012

Getting close without touching

Linda Pagli; Giuseppe Prencipe; Giovanni Viglietta

In this paper we study the Near-Gathering problem for a set of asynchronous, anonymous, oblivious and autonomous mobile robots with limited visibility moving in Look-Compute-Move (LCM) cycles: In this problem, the robots have to get close enough to each other, so that every robot can see all the others, without touching (i.e., colliding) with any other robot. The importance of this problem might not be clear at a first sight: Solving the Near-Gathering problem, it is possible to overcome the limitations of having robots with limited visibility, and it is therefore possible to exploit all the studies (the majority, actually) done on this topic, in the unlimited visibility setting. In fact, after the robots get close enough, they are able to see all the robots in the system, a scenario similar to the one where the robots have unlimited visibility. Here, we present a collision-free algorithm for the Near-Gathering problem, the first to our knowledge, that allows a set of autonomous mobile robots to nearly gather within finite time. The collision-free feature of our solution is crucial in order to combine it with an unlimited visibility protocol. In fact, the majority of the algorithms that can be found on the topic assume that all robots occupy distinct positions at the beginning. Hence, only providing a collision-free Near-Gathering algorithm, as the one presented here, is it possible to successfully combine it with an unlimited visibility protocol, hence overcoming the natural limitations of the limited visibility scenario. In our model, distances are induced by the infinity norm. A discussion on how to extend our algorithm to models with different distance functions, including the usual Euclidean distance, is also presented.


international conference on principles of distributed systems | 2014

Distributed Computing by Mobile Robots: Solving the Uniform Circle Formation Problem

Paola Flocchini; Giuseppe Prencipe; Nicola Santoro; Giovanni Viglietta

Consider a set of n ≠ 4 simple autonomous mobile robots (decentralized, asynchronous, no common coordinate system, no identities, no central coordination, no direct communication, no memory of the past, deterministic) initially in distinct locations, moving freely in the plane and able to sense the positions of the other robots. We study the primitive task of the robots arranging themselves equally spaced along a circle not fixed in advance (Uniform Circle Formation). In the literature, the existing algorithmic contributions are limited to restricted sets of initial configurations of the robots and to more powerful robots. The question of whether such simple robots could deterministically form a uniform circle has remained open. In this paper, we constructively prove that indeed the Uniform Circle Formation problem is solvable for any initial configuration of the robots without any additional assumption. In addition to closing a long-standing problem, the result of this paper also implies that, for pattern formation, asynchrony is not a computational handicap, and that additional powers such as chirality and rigidity are computationally irrelevant.


Theoretical Computer Science | 2015

Classic Nintendo games are (computationally) hard

Greg Aloupis; Erik D. Demaine; Alan Guo; Giovanni Viglietta

We prove NP-hardness results for five of Nintendos largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokemon. Our results apply to generalized versions of Super Mario Bros.?1-3, The Lost Levels, and Super Mario World; Donkey Kong Country 1-3; all Legend of Zelda games; all Metroid games; and all Pokemon role-playing games. In addition, we prove PSPACE-completeness of the Donkey Kong Country games and several Legend of Zelda games.


fun with algorithms | 2012

Hardness of mastermind

Giovanni Viglietta

Mastermind is a popular board game released in 1971, where a codemaker chooses a secret pattern of colored pegs, and a codebreaker has to guess it in several trials. After each attempt, the codebreaker gets a response from the codemaker containing some information on the number of correctly guessed pegs. The search space is thus reduced at each turn, and the game continues until the codebreaker is able to find the correct code, or runs out of trials. In this paper we study several variations of #MSP, the problem of computing the size of the search space resulting from a given (possibly fictitious) sequence of guesses and responses. Our main contribution is a proof of the #P-completeness of #MSP under parsimonious reductions, which settles an open problem posed by Stuckman and Zhang in 2005, concerning the complexity of deciding if the secret code is uniquely determined by the previous guesses and responses. Similarly, #MSP stays #P-complete under Turing reductions even with the promise that the search space has at least k elements, for any constant k. (In a regular game of Mastermind, k=1.) All our hardness results hold even in the most restrictive setting, in which there are only two available peg colors, and also if the codemakers responses contain less information, for instance like in the so-called single-count (black peg) Mastermind variation.


Distributed Computing | 2017

Distributed computing by mobile robots: uniform circle formation

Paola Flocchini; Giuseppe Prencipe; Nicola Santoro; Giovanni Viglietta

Consider a set of n finite set of simple autonomous mobile robots (asynchronous, no common coordinate system, no identities, no central coordination, no direct communication, no memory of the past, non-rigid, deterministic) initially in distinct locations, moving freely in the plane and able to sense the positions of the other robots. We study the primitive task of the robots arranging themselves on the vertices of a regular n-gon not fixed in advance (Uniform Circle Formation). In the literature, the existing algorithmic contributions are limited to conveniently restricted sets of initial configurations of the robots and to more powerful robots. The question of whether such simple robots could deterministically form a uniform circle has remained open. In this paper, we constructively prove that indeed the Uniform Circle Formation problem is solvable for any initial configuration in which the robots are in distinct locations, without any additional assumption (if two robots are in the same location, the problem is easily seen to be unsolvable). In addition to closing a long-standing problem, the result of this paper also implies that, for pattern formation, asynchrony is not a computational handicap, and that additional powers such as chirality and rigidity are computationally irrelevant.

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Taisuke Izumi

Nagoya Institute of Technology

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