We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokémon. Our results apply to generalized versions of Super Mario Bros. 1-3, The Lost Levels, and Super Mario World; Donkey Kong Country 1-3; all Legend of Zelda games; all Metroid games; and all Pokémon role-playing games. In addition, we prove PSPACE-completeness of the Donkey Kong Country games and several Legend of Zelda games.
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.
Shape formation (or pattern formation) is a basic distributed problem for systems of computational mobile entities. Intensively studied for systems of autonomous mobile robots, it has recently been investigated in the realm of programmable matter, where entities are assumed to be small and with severely limited capabilities. Namely, it has been studied in the geometric Amoebot model, where the anonymous entities, called particles, operate on a hexagonal tessellation of the plane and have limited computational power (they have constant memory), strictly local interaction and communication capabilities (only with particles in neighboring nodes of the grid), and limited motorial capabilities (from a grid node to an empty neighboring node); their activation is controlled by an adversarial scheduler. Recent investigations have shown how, starting from a well-structured configuration in which the particles form a (not necessarily complete) triangle, the particles can form a large class of shapes. This result has been established under several assumptions: agreement on the clockwise direction (i.e., chirality), a sequential activation schedule, and randomization (i.e., particles can flip coins to elect a leader).In this paper we obtain several results that, among other things, provide a characterization of which shapes can be formed deterministically starting from any simply connected initial configuration of n particles. The characterization is constructive: we provide a universal shape formation algorithm that, for each feasible pair of shapes (S 0 , S F ), allows the particles to form the final shape S F (given in input) starting from the initial shape S 0 , unknown to the particles. The final configuration will be an appropriate scaled-up copy of S F depending on n.If randomization is allowed, then any input shape can be formed from any initial (simply connected) shape by our algorithm, provided that there are enough particles.Our algorithm works without chirality, proving that chirality is computationally irrelevant for shape formation. Furthermore, it works under a strong adversarial scheduler, not necessarily sequential.We also consider the complexity of shape formation both in terms of the number of rounds and the total number of moves performed by the particles executing a universal shape formation algorithm. We prove that our solution has a complexity of O(n 2 ) rounds and moves: this number of moves is also asymptotically optimal.
We study the rendezvous problem for two robots moving in the plane (or on a line). Robots are autonomous, anonymous, oblivious, and carry colored lights that are visible to both. We consider deterministic distributed algorithms in which robots do not use distance information, but try to reduce (or increase) their distance by a constant factor, depending on their lights' colors.We give a complete characterization of the number of colors that are necessary to solve the rendezvous problem in every possible model, ranging from fully synchronous to semi-synchronous to asynchronous, rigid and non-rigid, with preset or arbitrary initial configuration.In particular, we show that three colors are sufficient in the nonrigid asynchronous model with arbitrary initial configuration. In contrast, two colors are insufficient in the rigid asynchronous model with arbitrary initial configuration and in the non-rigid asynchronous model with preset initial configuration.Additionally, if the robots are able to distinguish between zero and non-zero distances, we show how they can solve rendezvous and detect termination using only three colors, even in the non-rigid asynchronous model with arbitrary initial configuration.
Consider a set of n finite set of simple autonomous mobile robots (asynchronous, no common coordinate system, no identities, no central coordination, no direct communication, no memory of the past, non-rigid, deterministic) initially in distinct locations, moving freely in the plane and able to sense the positions of the other robots. We study the primitive task of the robots arranging themselves on the vertices of a regular n-gon not fixed in advance (Uniform Circle Formation). In the literature, the existing algorithmic contributions are limited to conveniently restricted sets of initial configurations of the robots and to more powerful robots. The question of whether such simple robots could deterministically form a uniform circle has remained open. In this paper, we constructively prove that indeed the Uniform Circle Formation problem is solvable for any initial configuration in which the robots are in distinct locations, without any additional assumption (if two robots are in the same location, the problem is easily seen to be unsolvable). In addition to closing a long-standing problem, the result of this paper also implies that, for pattern formation, asynchrony is not a computational handicap, and that additional powers such as chirality and rigidity are computationally irrelevant
We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokémon. Our results apply to generalized versions of Super Mario Bros. 1-3, The Lost Levels, and Super Mario World; Donkey Kong Country 1-3; all Legend of Zelda games; all Metroid games; and all Pokémon role-playing games. In addition, we prove PSPACE-completeness of the Donkey Kong Country games and several Legend of Zelda games.
Consider a finite set of identical computational entities that can move freely in the Euclidean plane operating in Look-Compute-Move cycles. Let p(t) denote the location of entity p at time t; entity p can see entity q at time t if at that time no other entity lies on the line segment p(t)q(t). We consider the basic problem called Mutual Visibility: starting from arbitrary distinct locations, within finite time the entities must reach, without collisions, a configuration where they all see each other. This problem must be solved by each entity autonomously executing the same algorithm. We study this problem in the luminous robots model; in this generalization of the standard model of oblivious robots, each entity, called robot, has an externally visible persistent light that can assume colors from a fixed set of size c. The case where the number of colors is less than 2 (i.e., c 1) corresponds to the classical model without lights: indeed, having lights of one possible color is equivalent to having no lights at all.The extensive literature on computability in such a model, mostly for c 1 and recently for c > 1, has never considered the problem of Mutual Visibility because it has always assumed that three collinear robots are mutually visible.In this paper we remove this assumption, and investigate under what conditions luminous robots can solve Mutual Visibility without collisions, and at what cost, in terms of the number of colors used by the robots. We establish a spectrum of results, depending on the power of the adversary (i.e., the scheduler controlling the robots' actions), on the number c of colors, and on the a-priori knowledge the robots have about the system. Among such results, we prove that Mutual Visibility can always be solved without collisions in SSynch with c = 2 colors and in ASynch with c = 3 colors. If an adversary can interrupt and stop a robot before it reaches its computed destination, Mutual Visibility is still solvable without collisions in SSynch with c = 3 colors, and, if the robots agree on the direction of one axis, also in ASynch. All the results are obtained constructively by means of novel protocols.As a byproduct of our solutions, we provide the first obstructed-visibility solutions to two classical problems for oblivious robots: collision-less convergence to a point (also called near-gathering) and circle formation.
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