88 research outputs found
Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
We analyze the computational complexity of motion planning through local
"input/output" gadgets with separate entrances and exits, and a subset of
allowed traversals from entrances to exits, each of which changes the state of
the gadget and thereby the allowed traversals. We study such gadgets in the 0-,
1-, and 2-player settings, in particular extending past
motion-planning-through-gadgets work to 0-player games for the first time, by
considering "branchless" connections between gadgets that route every gadget's
exit to a unique gadget's entrance. Our complexity results include containment
in L, NL, P, NP, and PSPACE; as well as hardness for NL, P, NP, and PSPACE. We
apply these results to show PSPACE-completeness for certain mechanics in
Factorio, [the Sequence], and a restricted version of Trainyard, improving
prior results. This work strengthens prior results on switching graphs and
reachability switching games.Comment: 37 pages, 36 figure
Cooperating in Video Games? Impossible! Undecidability of Team Multiplayer Games
We show the undecidability of whether a team has a forced win in a number of well known video games including: Team Fortress 2, Super Smash Brothers: Brawl, and Mario Kart.To do so, we give a simplification of the Team Computation Game [Hearn and Demaine, 2009] and use that to give an undecidable abstract game on graphs. This graph game framework better captures the geometry and common constraints in many games and is thus a powerful tool for showing their computational complexity
Cookie Clicker
Cookie Clicker is a popular online incremental game where the goal of the
game is to generate as many cookies as possible. In the game you start with an
initial cookie generation rate, and you can use cookies as currency to purchase
various items that increase your cookie generation rate. In this paper, we
analyze strategies for playing Cookie Clicker optimally. While simple to state,
the game gives rise to interesting analysis involving ideas from NP-hardness,
approximation algorithms, and dynamic programming
Recursed Is Not Recursive: A Jarring Result
Recursed is a 2D puzzle platform video game featuring treasure chests that,
when jumped into, instantiate a room that can later be exited (similar to
function calls), optionally generating a jar that returns back to that room
(similar to continuations). We prove that Recursed is RE-complete and thus
undecidable (not recursive) by a reduction from the Post Correspondence
Problem. Our reduction is "practical": the reduction from PCP results in fully
playable levels that abide by all constraints governing levels (including the
15x20 room size) designed for the main game. Our reduction is also "efficient":
a Turing machine can be simulated by a Recursed level whose size is linear in
the encoding size of the Turing machine and whose solution length is polynomial
in the running time of the Turing machine.Comment: Submitted to MFCS2020, 21 page
The Computational Complexity of Portal and Other 3D Video Games
We classify the computational complexity of the popular video games Portal and Portal 2. We isolate individual mechanics of the game and prove NP-hardness, PSPACE-completeness, or pseudo-polynomiality depending on the specific game mechanics allowed. One of our proofs generalizes to prove NP-hardness of many other video games such as Half-Life 2, Halo, Doom, Elder Scrolls, Fallout, Grand Theft Auto, Left 4 Dead, Mass Effect, Deus Ex, Metal Gear Solid, and Resident Evil. These results build on the established literature on the complexity of video games [Aloupis et al., 2014][Cormode, 2004][Forisek, 2010][Viglietta, 2014]
Computational Complexity of Motion Planning of a Robot through Simple Gadgets
We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state. This type of setup is common to many robot motion planning hardness proofs. We characterize the complexity for a natural simple case: each gadget connects up to four locations in a perfect matching (but each direction can be traversable or not in the current state), has one or two states, every gadget traversal is immediately undoable, and that gadget locations are connected by an always-traversable forest, possibly restricted to avoid crossings in the plane. Specifically, we show that any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm. As a sample application, our results show that motion planning games with "spinners" are PSPACE-complete, establishing a new hard aspect of Zelda: Oracle of Seasons
Dynamic Boolean Formula Evaluation
We present a linear space data structure for Dynamic Evaluation of k-CNF Boolean Formulas which achieves O(m^{1-1/k}) query and variable update time where m is the number of clauses in the formula and clauses are of size at most a constant k. Our algorithm is additionally able to count the total number of satisfied clauses. We then show how this data structure can be parallelized in the PRAM model to achieve O(log m) span (i.e. parallel time) and still O(m^{1-1/k}) work. This parallel algorithm works in the stronger Binary Fork model.
We then give a series of lower bounds on the problem including an average-case result showing the lower bounds hold even when the updates to the variables are chosen at random. Specifically, a reduction from k-Clique shows that dynamically counting the number of satisfied clauses takes time at least n^{(2?-3)/6 ?{2k} -1 -o(?k)}, where 2 ? ? < 2.38 is the matrix multiplication constant. We show the Combinatorial k-Clique Hypothesis implies a lower bound of m^{(1-k^{-1/2})(1-o(1))} which suggests our algorithm is close to optimal without involving Matrix Multiplication or new techniques. We next give an average-case reduction to k-clique showing the prior lower bounds hold even when the updates are chosen at random. We use our conditional lower bound to show any Binary Fork algorithm solving these problems requires at least ?(log m) span, which is tight against our algorithm in this model. Finally, we give an unconditional linear space lower bound for Dynamic k-CNF Boolean Formula Evaluation
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