Computers can solve a wide spectrum of problems, but they can't solve all the problems, some problems can never have a solution, some problems can be, but they require more space the size of the universe, or more time than the age of the universe on our computational models. So how do we measure such aspects of a problem? We do that using Complexity Theory, which deals with how and why a problem is harder than a different problem, and how to classify problems based on the resources they require. Do Protein folding and Sudoku have something in common? It might not seem so but Complexity Theory tells us that if we had an algorithm that could solve Sudoku efficiently then we could adapt it to predict for protein folding. This same property is held by classic platformer games such as Super Mario Bros, which was proven to be NP-complete by Erik Demaine et. al. Here, we shall prove how the game "Celeste" also shares such property by proving it to be NP-complete and then later show how a small change in it makes the game presumably harder to compute - to be precise, PSPACE-complete. We also present several formalisms related to modelling of games in general and 2D platformer video games in general. In the end we also present a compilation of generalized meta-theorems originally formulated by Giovanni Viglietta.
翻译:计算机可以解决一系列广泛的问题, 但是它们不能解决所有的问题, 有些问题永远无法解决所有的问题, 有些问题可能永远无法解决, 有些问题可能是, 但是它们需要比我们计算模型中的宇宙大小更大的空间, 或者比宇宙时代的时代要多一些时间。 因此我们如何测量问题的这些方面? 我们使用复杂的理论, 它涉及一个问题是如何和为什么比不同的问题更复杂, 以及如何根据它们需要的资源来分类问题。 做蛋白折叠和数独体有共同的东西? 它可能看起来不是那么复杂, 但它告诉我们, 如果我们有一个算法可以有效地解决数库, 然后我们可以调整它来预测蛋白折叠。 同样的属性是由超级马里奥兄弟等经典平台游戏持有的, 这被埃里克·德曼等证明是一个复杂的问题, 以及如何根据它们所需要的资源来分类问题。 我们在这里要证明游戏“ 电子” 是如何分享这些属性的, 通过证明它是NP- 完成的, 然后告诉我们它中的一些小的变化如何使得游戏可能更难于 精确地对蛋白进行拼。