Pushing Blocks via Checkable Gadgets: PSPACE-completeness of Push-1F and Block/Box Dude
Hayashi Ani, Lily Chung, Erik D. Demaine, Jenny Diomidova, Della Hendrickson, Jayson Lynch
TL;DR
The paper resolves longstanding questions about the complexity of pushing-block puzzles by proving PSPACE-completeness for Push-1F and all Push-k variants with $k \ge 2$, and for BlockDude, BloxDude, and BoxDude under gravity or lifting rules. It introduces a versatile checkable gadget framework that uses postselection to force end-stage checks, enabling robust nonlocal simulations that preserve planarity. The methodology builds on and extends the motion-planning-through-gadgets paradigm, employing gadgets such as diodes, self-closing doors, and locking 2-toggles to transfer PSPACE-hardness from known planar reachability problems. These results unify several puzzle families under a common gadget-based hardness approach and settle multiple open problems in the literature. The techniques open avenues for analyzing storage-variant puzzle versions and suggest further exploration of postselection-based gadget constructions.
Abstract
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-$k$ for any $k \ge 2$. We also prove PSPACE-completeness of two versions of the recently studied block-moving puzzle game with gravity, Block Dude - a video game dating back to 1994 - featuring either liftable blocks or pushable blocks. Two of our reductions are built on a new framework for "checkable" gadgets, extending the motion-planning-through-gadgets framework to support gadgets that can be misused, provided those misuses can be detected later.
