Pac-Man Is NP-Hard
MrSeb writes "An Italian researcher with a penchant for retro games — or perhaps just looking for an excuse to play games in the name of science! — has used computational complexity theory to decide, once and for all, just how hard video games are. In a truly epic undertaking, Giovanni Viglietta of the University of Pisa has worked out the theoretical difficulty of 13 old games, including Pac-Man, Doom, Lemmings, Prince of Persia, and Boulder Dash. Pac-Man, with its traversal of space, is NP-hard. Doom, on the other hand, is PSPACE-hard."
I am reminded of an proof from a few years ago that Tetris is NP-hard. But this proof is for old versions of Tetris that used a pure randomizer, not the new bag style generator in games since 2001. This randomizer incidentally allows playing forever.
I'm pretty sure we knew this from actually playing the games.
Wouldn't that more be NPH-ard?
Yes I RTFA and wiki'd it but that page makes no sense to me either. Can someone give me the NP Hard/PSpace Hard for dummies version? Or maybe give me an analogy using football fields?
Yup, posted on /. a while back
http://games.slashdot.org/story/10/12/03/2237200/pac-mans-ghost-behavior-algorithms
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http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
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http://home.comcast.net/~jpittman2/pacman/pacmandossier.html
I don't know what it is but reading about the internals of how games worked (algorithms, data structures, tricks, etc.) is neat.
NP-hard Pacman's got nothing on Undecidable Ms. Pacman.
There is a known theorem that says: "As soon as you throw women in, nothing is decidable anymore!"
They didn't actually use Pac-Man in their proof. They modeled up a close approximation which is not Pac-Man at all. For example, FTA:
"We assume full configurability of the amount of ghosts and ghost houses, speeds, and the durations of Chase, Scatter, and Frightened modes (see [1] for definitions)."
That's all well and good but there is no configurability with the level designs, amount of ghosts, or ghost houses.
....that for a bunch of nerds nobody seems to know what NP really stands for
This is a good example of how you define the problems mattering. For example he declares Starcraft to be at least NP-hard. But if one is allowed to use trigger events and some other aspects of the scenario editor one can actually fully model a Turing machine in Starcraft. You do this in a straightforward way by giving trigger based instructions to a unit (say a probe) and have it move along a line where having some other specified unit in an adjacent spot represents a 1, or one has a 0 if the unit isn't there. This is a much stronger result than the result he has. But it seems that his version of Starcraft as defined doesn't let you use event triggers (or at least he doesn't mention them). So he only gets the weaker result of Starcraft being NP hard.
In the 1970s and 1980s, showing something was NP-hard used to be a big deal and there are a lot of papers from that time period. As the techniques improved one occasionally got some fun with someone showing that some new game was NP hard or NP complete (Tetris was done a few years ago as was Minesweeper). But these are really not considered to have any real insight. This paper is a bit more impressive because of the sheer number of games, and the systematic way he approaches the games especially his Metatheorem 1 and Metatheorem 2. Those two results are not obvious. Overall this is quite clever and makes for a fun read.
Hey Pac Man is only 13 years old according to TFA! That's great that means i'm only in my 30s again!...oh wait a tick this is Slashdot where editors never edit... :-(
You wanna know what's hard? finding out your twitch skills have gone further south than a 43 year old's D cups whose nursed 3 kids. I used to be death incarnate on games like DOOM, Mechwarrior 3 & 4, SoF 1&2, bodies would be piled up like cordwood. Then over the Xmas holiday my boys were like "Hey you've got your new netbook right? Why don't we fire up some TF2 and play together!" and boy that was a rude awakening let me tell you. the heavy, the soldier, it didn't matter what i played i got the living shit slapped out of me. I got so irritated i decided to whip out my CC and buy 3 copies of HL:DM to show these kiddies a thing or two and...ooow, I ended up with so many rockets up my ass my little Freeman is probably walking funny to this very day. Didn't help the oldest was announcing a play by play for the house while my GF laughed her ass off "Oh he's dead, and he's dead again, oh look he didn't even see the death coming that time, will he make it around the corner? nope he's dead" while the youngest made smartass remarks about how he'd "get me a walker with a controller built into the handles for my birthday"
So enjoy it while you can young ones, all of you that kick royal ass on MW or CoD just as we ruled the arcades will blink twice and the next thing you know your kids will be pimp smacking you on every game while making geriatric jokes. man it sucks getting old :-(
ACs don't waste your time replying, your posts are never seen by me.
There was, while they designed the game.
The PacMan videogame is one instance of a problem class. Algorithmic complexity is calculated for classes of problems, since for any particular instance you can always design a trivial, constant time algorithm if at least one solution is known...
Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
tetris DS does get to the point where the piece lands nearly as soon as it appears
This behavior is called 20G, and it's also seen in "Death" mode of Tetris the Grand Master 2 and "Shirase" mode of Tetris the Grand Master 3.
however you can keep it from fixing to the stack by rotating it and wiggling it constantly.
This infinite spin behavior has become the standard since 2001, despite reviewers' assertions that "it actually breaks Tetris".
I agree, but that means that PacMan itself is not NP Hard. The class of games defined in the paper (to which PacMan belongs) is NP-Hard. That's a significantly different claim.