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Toward a General Complexity Theory of Motion Planning: Characterizing Which Gadgets Make Games Hard., , и . ITCS, том 151 из LIPIcs, стр. 62:1-62:42. Schloss Dagstuhl - Leibniz-Zentrum für Informatik, (2020)Escaping a Polygon., , , , , , и . CoRR, (2020)Cookie Clicker., , , , , и . Graphs Comb., 36 (2): 269-302 (2020)A General Theory of Motion Planning Complexity: Characterizing Which Gadgets Make Games Hard., , и . CoRR, (2018)Cache-Adaptive Analysis., , , , , , , и . SPAA, стр. 135-144. ACM, (2016)Mad Science is Provably Hard: Puzzles in Hearthstone's Boomsday Lab are NP-hard., , и . J. Inf. Process., (2020)When Can You Tile an Integer Rectangle with Integer Squares?, , , , , и . CoRR, (2023)Trains, games, and complexity: 0/1/2-player motion planning through input/output gadgets., , , и . Theor. Comput. Sci., (августа 2023)Continuous Flattening of All Polyhedral Manifolds using Countably Infinite Creases., , , , , , и . CoRR, (2021)A Neural Network Solves and Generates Mathematics Problems by Program Synthesis: Calculus, Differential Equations, Linear Algebra, and More., , , , , , , , , и 4 other автор(ы). CoRR, (2021)