Computers are known to solve a wide spectrum of problems, however not all problems are computationally solvable. Further, the solvable problems themselves vary on the amount of computational resources they require for being solved. The rigorous analysis of problems and assigning them to complexity classes what makes up the immense field of complexity theory. 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. This article attempts to review the analysis of classical platformer games. Here, we explore the field of complexity theory through a broad survey of literature and then use it to prove that that solving a generalized level in the game "Celeste" is NP-complete. Later, we also show how a small change in it makes the game presumably harder to compute. Various abstractions and formalisms related to modelling of games in general (namely game theory and constraint logic) and 2D platformer video games, including the generalized meta-theorems originally formulated by Giovanni Viglietta are also presented.
翻译:计算机已知可以解决一系列广泛的问题, 但并非所有问题都是可以计算解解的。 此外, 在它们需要的计算资源数量上, 这些问题本身也各不相同。 严格分析问题, 并将其分配到复杂类中, 从而构成复杂理论的巨大领域 。 蛋白质折叠和苏杜库有共同之处吗? 它看起来并不那么简单, 但复杂的理论告诉我们, 如果我们有一个算法可以有效地解决 Sutuku, 那么我们就可以对它进行调整, 以预测蛋白折叠。 类似的东西由经典的平台游戏( 比如超级Mario Bross) 持有, 由 Erik Demaine 等证明是 NP 完成的。 文章试图审查古典平台游戏的分析 。 在这里, 我们通过广泛的文献调查来探索复杂理论的领域 。 然后用它来证明, 解决游戏“ Celesstete” 的普遍水平是不完整的。 之后, 我们还要展示它中的小变化如何让游戏更难于解算。 与Giver Mario Brobrodes 相关的各种抽象和形式, 包括原Gli- glaslial logyal- coltial- col- col- doltidustrational- pol- bys