《Evil Hangman》的计算复杂度

Jérémy Félix Barbay, Bernardo Subercaseaux
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引用次数: 4

摘要

猜字游戏是一种经典的非对称双人游戏,其中一名玩家(设置者)从一种语言中选择一个秘密单词,另一名玩家(猜测者)试图通过单个字母匹配查询来发现这个单词,并通过该字母的所有出现来回答。在《Evil Hangman》变体中,设定者可以在游戏过程中改变秘密词,只要新的选择与已经提供给猜者的信息一致。我们证明了《Evil Hangman》的贪婪策略可能会偏离最优状态,最重要的是,作为《Evil Hangman》的设置者进行最优体验在计算上是困难的。对于从有限到图灵可计算的几种语言,后一种结果甚至假设对语言有完全的了解。这些证明是基于对3正则图的支配集的约简和对隶属性问题的约简,这是已知的计算困难的组合问题。
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The Computational Complexity of Evil Hangman
The game of Hangman is a classical asymmetric two player game in which one player, the setter, chooses a secret word from a language, that the other player, the guesser, tries to discover through single letter matching queries, answered by all occurrences of this letter if any. In the Evil Hangman variant, the setter can change the secret word during the game, as long as the new choice is consistent with the information already given to the guesser. We show that a greedy strategy for Evil Hangman can perform arbitrarily far from optimal, and most importantly, that playing optimally as an Evil Hangman setter is computationally difficult. The latter result holds even assuming perfect knowledge of the language, for several classes of languages, ranging from Finite to Turing Computable. The proofs are based on reductions to Dominating Set on 3-regular graphs and to the Membership problem, combinatorial problems already known to be computationally hard.
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