Simplified Game of Life: Algorithms and Complexity

K. Chatterjee, Rasmus Ibsen-Jensen, Ismaël Jecker, J. Svoboda
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引用次数: 2

Abstract

Game of Life is a simple and elegant model to study dynamical system over networks. The model consists of a graph where every vertex has one of two types, namely, dead or alive. A configuration is a mapping of the vertices to the types. An update rule describes how the type of a vertex is updated given the types of its neighbors. In every round, all vertices are updated synchronously, which leads to a configuration update. While in general, Game of Life allows a broad range of update rules, we focus on two simple families of update rules, namely, underpopulation and overpopulation, that model several interesting dynamics studied in the literature. In both settings, a dead vertex requires at least a desired number of live neighbors to become alive. For underpopulation (resp., overpopulation), a live vertex requires at least (resp. at most) a desired number of live neighbors to remain alive. We study the basic computation problems, e.g., configuration reachability, for these two families of rules. For underpopulation rules, we show that these problems can be solved in polynomial time, whereas for overpopulation rules they are PSPACE-complete.
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简化的生命游戏:算法和复杂性
Game of Life是研究网络上动态系统的一个简单而优雅的模型。该模型由一个图组成,其中每个顶点具有两种类型中的一种,即死或活。配置是顶点到类型的映射。更新规则描述了如何根据相邻顶点的类型更新顶点的类型。在每一轮中,所有顶点都同步更新,从而导致配置更新。总的来说,Game of Life允许广泛的更新规则,我们关注两个简单的更新规则家族,即人口不足和人口过剩,它们模拟了文献中研究的几个有趣的动态。在这两种情况下,死顶点至少需要一定数量的活邻居才能变为活顶点。对于人口不足(如:(人口过剩),一个活的顶点至少需要(p。(最多)存活的邻居的期望数量。我们研究了这两类规则的基本计算问题,如组态可达性。对于人口不足规则,我们证明了这些问题可以在多项式时间内解决,而对于人口过剩规则,它们是pspace完全的。
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