Speedrunning in general means to play a video game fast, i.e. using all means at one's disposal to achieve a given goal in the least amount of time possible. To do so, a speedrun must be planned in advance, or routed, as it is referred to by the community. This paper focuses on discovering challenges and defining models needed when trying to approach the problem of routing algorithmically. It provides an overview of relevant speedrunning literature, extracting vital information and formulating criticism. Important categorizations are pointed out and a nomenclature is build to support professional discussion. Different concepts of graph representations are presented and their potential is discussed with regard to solving the speedrun routing optimization problem. Visions both for problem modeling as well as solving are presented and assessed regarding suitability and expected challenges. This results in a vision of potential solutions and what will be addressed in the future.
翻译:快速运行一般意味着快速玩电子游戏,即利用自己掌握的一切手段,在尽可能短的时间内实现某一目标;为此,必须提前计划或按社区所述路线进行超速运行;本文件侧重于发现挑战,确定在试图从算法角度处理路由问题时所需的模式;概述相关快速运行文献,提取重要信息,提出批评意见;指出重要的分类,建立术语,支持专业讨论;提出不同的图表表述概念,讨论其潜力,解决快速运行路由优化问题;介绍和评估问题建模和解决问题的愿景,并评估适当性和预期挑战;提出并评估可能的解决办法和今后将处理的问题。