Coordinating "7 Billion Humans" is hard
Alessandro Panconesi, Pietro Maria Posta, Mirko Giacchini
TL;DR
This work analyzes the computational complexity of the video game 7 Billion Humans (7BH), focusing on the core puzzle where a single program is executed simultaneously by all workers to move them to accepting cells. It proves two main results: the essential variant without holes, 7BH-Essential, is $NP$-Hard via a polynomial-time reduction from Positive $1$-in-$3$-SAT using diagonal, assignment, and clause gadgets; and the variant with holes, 7BH-Holes, is $PSPACE$-Complete by reducing from Intersection Non-Emptiness and constructing a layered game level that encodes accepting computations of multiple DFAs. The reductions connect to broader problems in robot swarms, simultaneous maze solving, and automata theory, showing that even simplified, grid-based player models inherit strong complexity. The findings imply that coordinating large populations under simple movement rules is computationally intractable in the worst case, highlighting the theoretical limits of automated level design and puzzle creation in such games.
Abstract
In the video game "7 Billion Humans", the player is requested to direct a group of workers to various destinations by writing a program that is executed simultaneously on each worker. While the game is quite rich and, indeed, it is considered one of the best games for beginners to learn the basics of programming, we show that even extremely simple versions are already NP-Hard or PSPACE-Hard.
