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On the computational complexity of portal and push-pull block puzzles
[摘要] We classify the computational complexity of two types of motion planning problems represented in games. Portal, a popular video game, is shown to be NP-hard or PSPACE-complete depending on the game mechanics allowed. Push-pull block puzzles are games, similar to Sokoban, which involve moving a ;;robot;; on a square grid with obstacles and blocks that can be pushed or pulled by the robot into adjacent squares. We prove that push-pull block puzzles in 3D and push-pull block puzzles in 2D with thin walls are NP-hard to solve. We also show certain 3D push-pull block puzzles are PSPACE-complete. This work follows in a long line of algorithms and complexity work on similar problems Wil91, DDO00, Hof00, DHH04, DH01, DO92, DHH02, Cul98, DZ96, Rit10]. The 2D push-pull block puzzle also shows up in a number of video games, thus implying other results, further continuing the work on understanding video games as in Vig12, ADGV14, For10, Cor04.
[发布日期]  [发布机构] Massachusetts Institute of Technology
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