PSPACE-高难度 2D 超级马里奥游戏:十三道门

MIT Hardness Group, Hayashi Ani, Erik D. Demaine, Holden Hall, Matias Korman
{"title":"PSPACE-高难度 2D 超级马里奥游戏:十三道门","authors":"MIT Hardness Group, Hayashi Ani, Erik D. Demaine, Holden Hall, Matias Korman","doi":"arxiv-2404.10380","DOIUrl":null,"url":null,"abstract":"We prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2D\nplatforming video game series. Previously, only the original Super Mario Bros.\nwas known to be PSPACE-hard (FUN 2016), though several of the games we study\nwere known to be NP-hard (FUN 2014). Our reductions build door gadgets with\nopen, close, and traverse traversals, in each case using mechanics unique to\nthe game. While some of our door constructions are similar to those from FUN\n2016, those for Super Mario Bros. 2, Super Mario Land 2, Super Mario World 2,\nand the New Super Mario Bros. series are quite different; notably, the Super\nMario Bros. 2 door is extremely difficult. Doors remain elusive for just two 2D\nMario games (Super Mario Land and Super Mario Run); we prove that these games\nare at least NP-hard.","PeriodicalId":501024,"journal":{"name":"arXiv - CS - Computational Complexity","volume":"196 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"PSPACE-Hard 2D Super Mario Games: Thirteen Doors\",\"authors\":\"MIT Hardness Group, Hayashi Ani, Erik D. Demaine, Holden Hall, Matias Korman\",\"doi\":\"arxiv-2404.10380\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2D\\nplatforming video game series. Previously, only the original Super Mario Bros.\\nwas known to be PSPACE-hard (FUN 2016), though several of the games we study\\nwere known to be NP-hard (FUN 2014). Our reductions build door gadgets with\\nopen, close, and traverse traversals, in each case using mechanics unique to\\nthe game. While some of our door constructions are similar to those from FUN\\n2016, those for Super Mario Bros. 2, Super Mario Land 2, Super Mario World 2,\\nand the New Super Mario Bros. series are quite different; notably, the Super\\nMario Bros. 2 door is extremely difficult. Doors remain elusive for just two 2D\\nMario games (Super Mario Land and Super Mario Run); we prove that these games\\nare at least NP-hard.\",\"PeriodicalId\":501024,\"journal\":{\"name\":\"arXiv - CS - Computational Complexity\",\"volume\":\"196 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-04-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"arXiv - CS - Computational Complexity\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/arxiv-2404.10380\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Computational Complexity","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2404.10380","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

我们证明了《超级马里奥兄弟》2D 平台视频游戏系列中 15 款游戏的 PSPACE-hardness。在此之前,只有最初的《超级马里奥兄弟》被认为是 PSPACE-困难的(FUN 2016),尽管我们研究的几款游戏被认为是 NP-困难的(FUN 2014)。我们的还原用打开、关闭和横向穿越来构建门小工具,在每种情况下都使用了游戏特有的机制。虽然我们的一些门构造与 FUN2016 中的相似,但《超级马里奥兄弟 2》、《超级马里奥乐园 2》、《超级马里奥世界 2》和《新超级马里奥兄弟》系列的门构造却截然不同;值得注意的是,《超级马里奥兄弟 2》的门极其困难。只有两款 2DMario 游戏(《超级马里奥乐园》和《超级马里奥跑酷》)的门仍然难以捉摸;我们证明了这些游戏至少是 NP 难的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PSPACE-Hard 2D Super Mario Games: Thirteen Doors
We prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2D platforming video game series. Previously, only the original Super Mario Bros. was known to be PSPACE-hard (FUN 2016), though several of the games we study were known to be NP-hard (FUN 2014). Our reductions build door gadgets with open, close, and traverse traversals, in each case using mechanics unique to the game. While some of our door constructions are similar to those from FUN 2016, those for Super Mario Bros. 2, Super Mario Land 2, Super Mario World 2, and the New Super Mario Bros. series are quite different; notably, the Super Mario Bros. 2 door is extremely difficult. Doors remain elusive for just two 2D Mario games (Super Mario Land and Super Mario Run); we prove that these games are at least NP-hard.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信