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dc.contributor.authorDemaine, Erik D.
dc.contributor.authorViglietta, Giovanni
dc.contributor.authorWilliams, Aaron
dc.date.accessioned2016-06-09T14:59:32Z
dc.date.available2016-06-09T14:59:32Z
dc.date.issued2016-06
dc.identifier.urihttp://hdl.handle.net/1721.1/103079
dc.description.abstractMario is back! In this sequel, we prove that solving a generalized level of Super Mario Bros. is PSPACE-complete, strengthening the previous NP-hardness result (FUN 2014). Both our PSPACE-hardness and the previous NP-hardness use levels of arbitrary dimensions and require either arbitrarily large screens or a game engine that remembers the state of off-screen sprites. We also analyze the complexity of the less general case where the screen size is constant, the number of on-screen sprites is constant, and the game engine forgets the state of everything substantially off-screen, as in most, if not all, Super Mario Bros. video games. In this case we prove that the game is solvable in polynomial time, assuming levels are explicitly encoded; on the other hand, if levels can be represented using run-length encoding, then the problem is weakly NP-hard (even if levels have only constant height, as in the video games). All of our hardness proofs are also resilient to known glitches in Super Mario Bros., unlike the previous NP-hardness proof.en_US
dc.language.isoen_US
dc.relation.isversionofhttp://www2.idsia.ch/cms/fun16/accepted-papers/en_US
dc.rightsCreative Commons Attributionen_US
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en_US
dc.sourceMIT web domainen_US
dc.titleSuper Mario Bros. Is Harder/Easier than We Thoughten_US
dc.typeArticleen_US
dc.identifier.citationDemaine, Erik D., Giovanni Viglietta, and Aaron Williams. "Super Mario Bros. Is Harder/Easier than We Thought." 8th International Conference of Fun with Algorithms (June 2016).en_US
dc.contributor.departmentMassachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratoryen_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Scienceen_US
dc.contributor.mitauthorDemaine, Erik D.en_US
dc.relation.journalProceedings of the 8th International Conference of Fun with Algorithmsen_US
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dspace.orderedauthorsDemaine, Erik D.; Viglietta, Giovanni; Williams, Aaronen_US
dspace.embargo.termsNen_US
dc.identifier.orcidhttps://orcid.org/0000-0003-3803-5703
mit.licensePUBLISHER_CCen_US


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