You Can't Solve These Super Mario Bros. Levels: Undecidable Mario Games

MIT Hardness Group, Hayashi Ani, Erik D. Demaine, Holden Hall, Ricardo Ruiz, Naveen Venkat
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Abstract

We prove RE-completeness (and thus undecidability) of several 2D games in the Super Mario Bros. platform video game series: the New Super Mario Bros. series (original, Wii, U, and 2), and both Super Mario Maker games in all five game styles (Super Mario Bros. 1 and 3, Super Mario World, New Super Mario Bros. U, and Super Mario 3D World). These results hold even when we restrict to constant-size levels and screens, but they do require generalizing to allow arbitrarily many enemies at each location and onscreen, as well as allowing for exponentially large (or no) timer. Our New Super Mario Bros. constructions fit within one standard screen size. In our Super Mario Maker reductions, we work within the standard screen size and use the property that the game engine remembers offscreen objects that are global because they are supported by "global ground". To prove these Mario results, we build a new theory of counter gadgets in the motion-planning-through-gadgets framework, and provide a suite of simple gadgets for which reachability is RE-complete.
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你解不开的超级马里奥兄弟关卡不可解的马里奥游戏
我们证明了《超级马里奥兄弟》(Super Mario Bros.)平台视频游戏系列中几款二维游戏的RE完备性(从而证明了其不可判定性):《新超级马里奥兄弟》(New Super Mario Bros.)系列(原始版、Wii版、U版和2版),以及所有五种游戏风格(《超级马里奥兄弟1》和《超级马里奥兄弟3》、《超级马里奥世界》、《新超级马里奥兄弟U》和《超级马里奥3D世界》)中的两款《超级马里奥制造者》游戏。即使我们限制关卡和屏幕的大小,这些结果也是成立的,但它们确实需要进行归纳,以便在每个位置和屏幕上允许任意多的敌人,以及允许前指数大(或无)的计时器。我们的《新超级马里奥兄弟》构建符合一个标准屏幕尺寸。在我们的《超级马里奥制造》重制版中,我们在标准屏幕尺寸内工作,并使用了游戏引擎会记住屏幕外物体的属性,这些物体是全局的,因为它们得到了 "全局地面 "的支持。为了证明这些马里奥结果,我们在 "通过小工具进行运动规划 "的框架中建立了一个新的反小工具理论,并提供了一套简单的小工具,这些小工具的可达性是 RE-完备的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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