论文标题

火车,游戏和复杂性:通过输入/输出小工具进行0/1/2-player运动计划

Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets

论文作者

Ani, Hayashi, Demaine, Erik D., Hendrickson, Dylan H., Lynch, Jayson

论文摘要

我们通过局部“输入/输出”小工具分析了具有单独入口和出口的局部“输入/输出”小工具的计算复杂性,以及从入口到退出的允许遍历的子集,每种遍历都会改变小工具的状态,从而改变允许的遍历。我们在零,一单和两人游戏设置中研究了此类小工具,特别是将过去的运动规划式直通式工作[DGLR18,DHL20]首次延伸到零游戏游戏,通过考虑将每个Gadget的小配件之间的“分支”连接到每个Gadget的Entrance to a Entort of Undrol gadget to a Enture Gadget的Entrance。我们的复杂性结果包括在L,NL,P,NP和PSPACE中的遏制;以及NL,P,NP和Pspace的硬度。我们将这些结果应用于视频游戏因子(序列]和Trainyard的受限版本中的某些机制的PSPACE完整性,从而改善了[ALP18A]的结果。这项工作增强了切换图,到达[DGK+17]和可及性切换游戏[FGMS21]的先前结果。

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 zero-, one-, and two-player settings, in particular extending past motion-planning-through-gadgets work [DGLR18, DHL20] to zero-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 the video games Factorio, [the Sequence], and a restricted version of Trainyard, improving the result of [ALP18a]. This work strengthens prior results on switching graphs, ARRIVAL [DGK+17], and reachability switching games [FGMS21].

扫码加入交流群

加入微信交流群

微信交流群二维码

扫码加入学术交流群,获取更多资源