Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
139 tokens/sec
GPT-4o
47 tokens/sec
Gemini 2.5 Pro Pro
43 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
47 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

PSPACE-Hard 2D Super Mario Games: Thirteen Doors (2404.10380v1)

Published 16 Apr 2024 in cs.CC

Abstract: We prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2D platforming video game series. Previously, only the original Super Mario Bros. was known to be PSPACE-hard (FUN 2016), though several of the games we study were known to be NP-hard (FUN 2014). Our reductions build door gadgets with open, close, and traverse traversals, in each case using mechanics unique to the game. While some of our door constructions are similar to those from FUN 2016, those for Super Mario Bros. 2, Super Mario Land 2, Super Mario World 2, and the New Super Mario Bros. series are quite different; notably, the Super Mario Bros. 2 door is extremely difficult. Doors remain elusive for just two 2D Mario games (Super Mario Land and Super Mario Run); we prove that these games are at least NP-hard.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (6)
  1. Walking through doors is hard, even without staircases: Proving PSPACE-hardness via planar assemblies of door gadgets. In Proceedings of the 10th International Conference on Fun with Algorithms (FUN 2020), pages 3:1–3:23, 2020. Full paper available as arXiv:2006.01256.
  2. Classic Nintendo games are (computationally) hard. Theoretical Computer Science, 586:135–160, 2015.
  3. Super Mario Bros. is harder/easier than we thought. In Proceedings of the 8th International Conference on Fun with Algorithms (FUN 2016), pages 13:1–13:14, La Maddalena, Italy, June 2016.
  4. You can’t solve these Super Mario Bros. levels: Undecidable Mario games. In Proceedings of the 12th International Conference on Fun with Algorithms (FUN 2024), pages 29:1–29:20, La Maddalena, Italy, June 2024.
  5. Super Mario Wiki. List of Super Mario Bros. 2 glitches. https://www.mariowiki.com/List˙of˙Super˙Mario˙Bros.˙2˙glitches. Accessed December 2023.
  6. Giovanni Viglietta. Lemmings is PSPACE-complete. Theoretical Computer Science, 586:120–134, 2015.

Summary

  • The paper proves that fifteen 2D Super Mario games are PSPACE-hard by constructing door gadgets that simulate complex game mechanics.
  • It employs a variety of door gadgets—including open-close, self-closing, and symmetric self-closing types—to rigorously establish computational lower bounds.
  • The study refines earlier NP-hard classifications and opens new avenues for investigating computational complexity in video game design.

PSPACE-Hard 2D Super Mario Games: Thirteen Doors

The paper under analysis investigates the computational complexity of various games within the iconic Super Mario Bros. 2D platforming series. Specifically, it proves that fifteen of these games are PSPACE-hard, a significant increase from the previously known results where only the original Super Mario Bros. was established as such. Leveraging complex reductions, the authors employ "door gadgets" across multiple game mechanics to demonstrate the hardness of these games, identifying and employing open-close, self-closing, and symmetric self-closing doors.

Overview of Findings

The research builds on prior work that proved the PSPACE-hardness of the original Super Mario Bros. by extending the complexity analysis to its sequels. Previously, four of these games were identified as NP-hard, providing a foundation upon which this paper further constructs its complexity proofs.

Of the fifteen games analyzed, the authors successfully demonstrate that all but two can be categorized as PSPACE-hard. The exceptions, Super Mario Land and Super Mario Run, are proven to be at least NP-hard. This significant expansion in the understanding of these games' computational complexity is primarily achieved by constructing gadgets, specifically "door gadgets," unique to each game.

Methodology and Gadgets

The methodology hinges on the construction of various "door gadgets," a technique initially developed to establish PSPACE-completeness in other contexts. These gadgets simulate logical states and transitions that correspond to states within PSPACE-complete problems. Key types of gadgets utilized include:

  • Open-Close Doors: These require the presence of pathways that open, close, and traverse depending on the position of specific game mechanics or characters.
  • Self-Closing and Symmetric Self-Closing Doors: These variants remove the necessity for crossover gadgets by allowing a system where the paths themselves inherently enforce progress in the state space.

Strong Numerical Results

The paper provides a comprehensive analysis of each of the fifteen 2D Mario games and establishes strong complexity lower bounds for each. Importantly, it creates a structured table of results which provides a comparative view of previously known and newly proven complexity bounds. This structured approach solidifies the contribution as it highlights several games moving from NP-hard to PSPACE-hard classifications.

Implications and Future Developments

From a practical perspective, this research enhances the understanding of the computational limits and challenges involved in 2D platform game design. The intricate use of existing game mechanics to simulate complex logical systems suggests avenues for future game design and the potential for creating more intricate levels with predictable computational properties.

Theoretically, this work raises questions about the upper bounds of complexity for other video game genres and types. The methodology could be adapted to analyze other platform games or indeed any environments where game mechanics could mimic logical constraints and transitions.

The paper's findings also fuel curiosity around games that remain NP-hard. Addressing the open challenge of proving PSPACE-hardness for Super Mario Land and Super Mario Run could further complete the landscape of complexity in this genre.

Conclusion

In conclusion, the paper significantly enhances the understanding of computational complexity within the Super Mario platforming series. Through the adept application of door gadgets, it successfully shifts the paradigm from prior analyses, providing a deeper insight into the intricate nature of these seemingly straightforward games. Speculations around unresolved issues present a rich ground for further exploration in both theoretical and applied computer science, particularly within game development and complexity theory.

Youtube Logo Streamline Icon: https://streamlinehq.com