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arXiv 1408.6315cs.CC
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2048年是(PSPACE)硬,但有时容易

2048 is (PSPACE) Hard, but Sometimes Easy

Rahul Mehta

摘要:

我们证明了一个变种的2048,一个流行的在线益智游戏,是PSPACE完全的。我们的硬度结果保持一个版本的问题,玩家有甲骨文访问计算机玩家的举动。具体而言,我们表明,对于$n \times n$游戏板$\mathcal{G}$,计算一系列的移动,以达到特定的配置$\mathbb{C}$从初始配置$\mathbb{C}_0$是PSPACE完成。我们的约简来自非确定性约束逻辑(NCL)。我们还表明,确定是否存在一个固定的序列的移动$\mathcal{S} \in \{\Uparrow, \Downarrow, \Leftarrow, \Rightarrow\}^k$的长度$k$,结果在一个获胜的配置为$n \times n$游戏板是固定参数易处理(FPT)。我们描述了一个算法来解决这个问题的$O(4^k n^2)$时间。

英文摘要:

We prove that a variant of 2048, a popular online puzzle game, is PSPACE-Complete. Our hardness result holds for a version of the problem where the player has oracle access to the computer player's moves. Specifically, we show that for an $n \times n$ game board $\mathcal{G}$, computing a sequence of moves to reach a particular configuration $\mathbb{C}$ from an initial configuration $\mathbb{C}_0$ is PSPACE-Complete. Our reduction is from Nondeterministic Constraint Logic (NCL). We also show that determining whether or not there exists a fixed sequence of moves $\mathcal{S} \in \{\Uparrow, \Downarrow, \Leftarrow, \Rightarrow\}^k$ of length $k$ that results in a winning configuration for an $n \times n$ game board is fixed-parameter tractable (FPT). We describe an algorithm to solve this problem in $O(4^k n^2)$ time.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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