列车、游戏与复杂性:通过输入/输出小工具的0/1/2玩家运动规划
Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
AI总结:
本文分析通过输入/输出小工具的运动规划在零、一、二玩家设置下的计算复杂性,首次扩展至零玩家游戏,证明相关机制在Factorio等游戏中的PSPACE完备性,并加强了先前结果。
摘要:
我们分析了通过具有独立入口和出口的局部“输入/输出”小工具进行运动规划的计算复杂性,这些小工具允许从入口到出口的遍历子集,每次遍历都会改变小工具的状态,从而改变允许的遍历方式。我们在零玩家、单玩家和双玩家设置下研究此类小工具,特别是首次将先前通过小工具进行运动规划的工作[DGLR18, DHL20]扩展到零玩家游戏,通过考虑小工具之间的“无分支”连接,将每个小工具的出口路由到唯一小工具的入口。我们的复杂性结果包括属于L、NL、P、NP和PSPACE,以及NL、P、NP和PSPACE的困难性。我们应用这些结果来证明电子游戏Factorio、[the Sequence]以及Trainyard的受限版本中某些机制的PSPACE完备性,改进了[ALP18a]的结果。这项工作加强了先前关于切换图、ARRIVAL [DGK+17]和可达性切换游戏[FGMS21]的结果。
英文摘要:
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].
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。