Constraint logic: A uniform framework for modeling computation as games

被引:15
作者
Demaine, Erik D. [1 ]
Hearn, Robert A. [2 ]
机构
[1] MIT, Comp Sci & Artificial Intelligence Lab, 32 Vassar St, Cambridge, MA 02139 USA
[2] Dartmouth Coll, Neukom Inst Computat Sci, Hanover, NH 03755 USA
来源
TWENTY-THIRD ANNUAL IEEE CONFERENCE ON COMPUTATIONAL COMPLEXITY, PROCEEDINGS | 2008年
关键词
SLIDING-BLOCK PUZZLES; SPACE; INFORMATION; COMPLEXITY;
D O I
10.1109/CCC.2008.35
中图分类号
TM [电工技术]; TN [电子技术、通信技术];
学科分类号
0808 ; 0809 ;
摘要
We introduce a simple game family, called Constraint Logic, where players reverse edges in a directed graph while satisfying vertex in-flow constraints. This game family can be interpreted in many different game-theoretic settings, ranging from zero-player automata to a more economic setting of team multiplayer games with hidden information. Each setting gives rise to a model of computation that we show corresponds to a classic complexity class. In this way we obtain a uniform frame work for modeling various complexities of computation as games. Most surprising among our results is that a game with three players and a bounded amount of state can simulate any (infinite) Turing computation, making the game undecidable. Our framework also provides a more graphical, less formulaic viewpoint of computation. This graph model has been shown to be particularly appropriate for reducing to many existing combinatorial games and puzzles-such as Sokoban, Rush Hour River Crossing, TipOver the Warehouseman's Problem, pushing blocks, hinged-dissection reconfiguration, Amazons, and Konane (Hawaiian Checkers)-which have an intrinsically planar structure. Our framework makes it substantially easier to prove completeness of such games in their appropriate complexity classes.
引用
收藏
页码:149 / +
页数:3
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