Tracks from hell - when finding a proof may be easier than checking it

Matteo Almanza, S. Leucci, A. Panconesi
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引用次数: 2

Abstract

Abstract We consider the popular smartphone game Trainyard: a puzzle game that requires the player to lay down tracks in order to route colored trains from departure stations to suitable arrival stations. While it is already known [Almanza et al., FUN 2016] that the problem of finding a solution to a given Trainyard instance (i.e., game level) is NP-hard, determining the computational complexity of checking whether a candidate solution (i.e., a track layout) solves the level was left as an open problem. In this paper we prove that this verification problem is PSPACE-complete, thus implying that Trainyard players might not only have a hard time finding solutions to a given level, but they might even be unable to efficiently recognize them.
来自地狱的踪迹——当找到一个证明可能比检查它更容易
我们以流行的智能手机游戏《Trainyard》为例,这是一款益智游戏,要求玩家铺设轨道,让彩色列车从发站到达合适的到站。虽然我们已经知道[Almanza等人,FUN 2016]为给定Trainyard实例(即游戏关卡)寻找解决方案的问题是np困难的,但确定检查候选解决方案(即轨道布局)是否解决关卡的计算复杂性仍然是一个开放问题。在本文中,我们证明了这个验证问题是pspace完备的,这意味着Trainyard玩家可能不仅很难找到给定关卡的解决方案,而且他们甚至可能无法有效地识别它们。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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