约束逻辑:将计算建模为游戏的统一框架

E. Demaine, R. Hearn
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引用次数: 34

摘要

我们引入了一个简单的游戏族,称为约束逻辑,其中玩家在满足顶点流约束的情况下反转有向图中的边。这个游戏家族可以在许多不同的博弈论背景下解释,从零玩家自动机到更经济的团队多人游戏隐藏信息。每一种设置都会产生一种计算模型,我们将其与一个经典的复杂性类相对应。通过这种方式,我们获得了一个统一的框架,将各种复杂的计算建模为博弈。我们的结果中最令人惊讶的是,一个有三个玩家和有限数量状态的游戏可以模拟任何(无限)图灵计算,使游戏不可判定。我们的框架还提供了一种更图形化、更少公式化的计算观点。这个图形模型被证明特别适合于简化许多现有的组合游戏和谜题——比如推箱子、高峰时间、渡河、倒车、仓库管理员问题、推积木、铰链解剖重构、亚马逊和Konane(夏威夷跳棋)——它们本质上具有平面结构。我们的框架使得在适当的复杂度类中证明这类游戏的完整性变得更加容易。
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Constraint Logic: A Uniform Framework for Modeling Computation as Games
We introduce a simple game family, called constraint logic, where players reverse edges in a directed graph while satisfying vertex in-flow constraints. This game family can be interpreted in many different game-theoretic settings, ranging from zero-player automata to a more economic setting of team multiplayer games with hidden information. Each setting gives rise to a model of computation that we show corresponds to a classic complexity class. In this way we obtain a uniform framework for modeling various complexities of computation as games. Most surprising among our results is that a game with three players and a bounded amount of state can simulate any (infinite) Turing computation, making the game undecidable. Our framework also provides a more graphical, less formulaic viewpoint of computation. This graph model has been shown to be particularly appropriate for reducing to many existing combinatorial games and puzzles - such as Sokoban, rush hour, river crossing, tipover, the warehouseman's problem, pushing blocks, hinged-dissection reconfiguration, Amazons, and Konane (hawaiian checkers) - which have an intrinsically planar structure. Our framework makes it substantially easier to prove completeness of such games in their appropriate complexity classes.
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