Euclidea is APX-hard: Complexity of Optimizing Euclidean Constructions

We prove that it is APX-hard to find the shortest straightedge-and-compass construction of a given geometric object, under either measure of “moves” in the puzzle video game Euclidea. In particular, the problem is NP-hard, even to approximate within a factor of √2 (or a factor of 2 under the Unique Games Conjecture).

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Publication Details

Journal
Journal of Information Processing
Published
2025-01-01
DOI
https://doi.org/10.2197/ipsjjip.33.1110
Primary Topic
Computational Geometry and Mesh Generation
Type
article
Field-Weighted Citation Impact
0.00
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article

Euclidea is APX-hard: Complexity of Optimizing Euclidean Constructions

Victor Luo, Erik D. Demaine
Journal of Information Processing
Computational Geometry and Mesh Generation
article

Euclidea is APX-hard: Complexity of Optimizing Euclidean Constructions

Victor Luo, Erik D. Demaine
article en

Abstract

We prove that it is APX-hard to find the shortest straightedge-and-compass construction of a given geometric object, under either measure of “moves” in the puzzle video game Euclidea. In particular, the problem is NP-hard, even to approximate within a factor of √2 (or a factor of 2 under the Unique Games Conjecture).

Journal of Information ProcessingVol. 33(0)
Openalex Percentile: Top 40%
Computational Geometry and Mesh Generation
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Euclidea is APX-hard: Complexity of Optimizing Euclidean Constructions — Victor Luo, Erik D. Demaine · Journal of Information Processing (2025) | TGRS Research Map | TGRS