蛇的复杂性

M. D. Biasi, Tim Ophelders
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引用次数: 2

摘要

《Snake》和《Nibbler》是两款著名的电子游戏,在这两款游戏中,蛇在迷宫中爬行,并在收集食物的过程中成长。在这个过程中,蛇必须避免与尾巴碰撞。这些电子游戏可以与各种目标相关联,例如尽可能长时间地避开尾巴,或收集一定数量的食物,或到达某个目标位置。不幸的是,像许多其他运动规划问题一样,即使是非常有限的变体在计算上也是难以处理的。特别地,我们证明了在实体网格图上收集所有食物的NP—硬度;以及它在一般网格图上的pspace完备性。此外,给定蛇的初始配置和目标配置,即使在没有食物或初始较短的蛇的网格图上,从一种配置移动到另一种配置也是pspace完全的。我们的结果利用了由Hearn和Demaine提出的非确定性约束逻辑框架,该框架已被用于分析许多游戏和谜题的计算复杂性。我们将这一框架扩展到由玩家选择初始状态的谜题分析中。
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The Complexity of Snake
Snake and Nibbler are two well-known video games in which a snake slithers through a maze and grows as it collects food. During this process, the snake must avoid any collision with its tail. Various goals can be associated with these video games, such as avoiding the tail as long as possible, or collecting a certain amount of food, or reaching some target location. Unfortunately, like many other motion-planning problems, even very restricted variants are computationally intractable. In particular, we prove the NP--hardness of collecting all food on solid grid graphs; as well as its PSPACE-completeness on general grid graphs. Moreover, given an initial and a target configuration of the snake, moving from one configuration to the other is PSPACE-complete, even on grid graphs without food, or with an initially short snake. Our results make use of the nondeterministic constraint logic framework by Hearn and Demaine, which has been used to analyze the computational complexity of many games and puzzles. We extend this framework for the analysis of puzzles whose initial state is chosen by the player.
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