Gaming is a hard job, but someone has to do it!
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Publication:489749
DOI10.1007/S00224-013-9497-5zbMATH Open1303.68075arXiv1201.4995OpenAlexW2152152733MaRDI QIDQ489749FDOQ489749
Authors: G. Viglietta
Publication date: 21 January 2015
Published in: Theory of Computing Systems (Search for Journal in Brave)
Abstract: We establish some general schemes relating the computational complexity of a video game to the presence of certain common elements or mechanics, such as destroyable paths, collectible items, doors opened by keys or activated by buttons or pressure plates, etc. Then we apply such "metatheorems" to several video games published between 1980 and 1998, including Pac-Man, Tron, Lode Runner, Boulder Dash, Deflektor, Mindbender, Pipe Mania, Skweek, Prince of Persia, Lemmings, Doom, Puzzle Bobble~3, and Starcraft. We obtain both new results, and improvements or alternative proofs of previously known results.
Full work available at URL: https://arxiv.org/abs/1201.4995
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Cites Work
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- Restricted Power - Computational Complexity Results for Strategic Defense Games
- HOW DIFFICULT IS IT TO INVENT A NONTRIVIAL GAME?
- LaserTank is NP-Complete
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- Lemmings is PSPACE-complete
- Cooperating in video games? Impossible! Undecidability of team multiplayer games
- The computational complexity of Angry Birds
- Classic Nintendo games are (computationally) hard
- PSPACE-Completeness of Bloxorz and of Games with 2-Buttons
- Computational complexity of two-dimensional platform games
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