谁见证了见证者?在《见证者》中寻找证人很难,有时甚至是不可能的

Zachary Abel, Jeffrey Bosboom, E. Demaine, Linus Hamilton, Adam Hesterberg, Justin Kopinsky, J. Lynch, Mikhail Rudoy
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引用次数: 6

摘要

我们分析了2016年电子益智游戏《the Witness》中多种类型的纸笔拼图的计算复杂度。在所有谜题中,目标都是在矩形网格图中绘制一条从起始顶点到目标顶点的路径。不同的谜题类型在路径上设置了不同的约束:阻止某些边缘被访问(破碎的边缘);强制访问某些边或顶点(六边形);强制一些单元具有一定数量的入射路径边(三角形);或者迫使路径形成的区域部分单色(正方形),恰好有两个特殊的单元(星形),或者被给定形状(多形)和/或负计数形状(反多形)单独覆盖。我们表明,这些线索类型中的任何一种(除了第一种)都足以使寻路np完全(“证人存在但很难找到”),即使是矩形板。此外,我们证明了最后的线索类型(抗体),它必然会“抵消”同一区域中另一个线索的影响,使得寻路sigma_2完全(“证人不存在”),即使只有一个抗体(与许多抗/多聚抗体结合),而且有许多抗体的问题也不会变得更难。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible
We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a path in a rectangular grid graph from a start vertex to a destination vertex. The different puzzle types place different constraints on the path: preventing some edges from being visited (broken edges); forcing some edges or vertices to be visited (hexagons); forcing some cells to have certain numbers of incident path edges (triangles); or forcing the regions formed by the path to be partially monochromatic (squares), have exactly two special cells (stars), or be singly covered by given shapes (polyominoes) and/or negatively counting shapes (antipolyominoes). We show that any one of these clue types (except the first) is enough to make path finding NP-complete ("witnesses exist but are hard to find"), even for rectangular boards. Furthermore, we show that a final clue type (antibody), which necessarily "cancels" the effect of another clue in the same region, makes path finding Sigma_2-complete ("witnesses do not exist"), even with a single antibody (combined with many anti/polyominoes), and the problem gets no harder with many antibodies.
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