Gaming is a hard job, but someone has to do it!
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Publication:489749
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.
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Cites work
- scientific article; zbMATH DE number 610968 (Why is no real title available?)
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Cited in
(25)- Restricted Power - Computational Complexity Results for Strategic Defense Games
- LaserTank is NP-Complete
- The computational complexity of Portal and other 3D video games
- The complexity of speedrunning video games
- The computational complexity of Evil Hangman
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- Characterizing the decidability of finite state automata team games with communication
- Games, Puzzles and Treewidth
- PSPACE-completeness of Bloxorz and of games with 2-buttons
- The computational complexity of Angry Birds
- Cooperating in video games? Impossible! Undecidability of team multiplayer games
- Breakout
- Lemmings is PSPACE-complete
- The complexity of Snake and undirected NCL variants
- Trainyard is NP-hard
- Super Mario Bros. is harder/easier than we thought
- HOW DIFFICULT IS IT TO INVENT A NONTRIVIAL GAME?
- Classic Nintendo games are (computationally) hard
- Celeste is PSPACE-hard
- The Legend of Zelda: the complexity of mechanics
- Computational complexity of puzzles and related topics
- The parameterized complexity of motion planning for snake-like robots
- Cooperating in video games? Impossible! Undecidability of team multiplayer games
- Computational complexity of two-dimensional platform games
- Mario Kart is hard
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