You Can't Solve These Super Mario Bros. Levels: Undecidable Mario Games

Fuente: arXiv
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Main Authors: MIT Hardness Group, Ani, Hayashi, Demaine, Erik D., Hall, Holden, Ruiz, Ricardo, Venkat, Naveen
Format: Preprint
Published: 2024
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author MIT Hardness Group
Ani, Hayashi
Demaine, Erik D.
Hall, Holden
Ruiz, Ricardo
Venkat, Naveen
author_facet MIT Hardness Group
Ani, Hayashi
Demaine, Erik D.
Hall, Holden
Ruiz, Ricardo
Venkat, Naveen
contents We prove RE-completeness (and thus undecidability) of several 2D games in the Super Mario Bros. platform video game series: the New Super Mario Bros. series (original, Wii, U, and 2), and both Super Mario Maker games in all five game styles (Super Mario Bros. 1 and 3, Super Mario World, New Super Mario Bros. U, and Super Mario 3D World). These results hold even when we restrict to constant-size levels and screens, but they do require generalizing to allow arbitrarily many enemies at each location and onscreen, as well as allowing for exponentially large (or no) timer. Our New Super Mario Bros. constructions fit within one standard screen size. In our Super Mario Maker reductions, we work within the standard screen size and use the property that the game engine remembers offscreen objects that are global because they are supported by "global ground". To prove these Mario results, we build a new theory of counter gadgets in the motion-planning-through-gadgets framework, and provide a suite of simple gadgets for which reachability is RE-complete.
format Preprint
id arxiv_https___arxiv_org_abs_2405_10546
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle You Can't Solve These Super Mario Bros. Levels: Undecidable Mario Games
MIT Hardness Group
Ani, Hayashi
Demaine, Erik D.
Hall, Holden
Ruiz, Ricardo
Venkat, Naveen
Computational Complexity
We prove RE-completeness (and thus undecidability) of several 2D games in the Super Mario Bros. platform video game series: the New Super Mario Bros. series (original, Wii, U, and 2), and both Super Mario Maker games in all five game styles (Super Mario Bros. 1 and 3, Super Mario World, New Super Mario Bros. U, and Super Mario 3D World). These results hold even when we restrict to constant-size levels and screens, but they do require generalizing to allow arbitrarily many enemies at each location and onscreen, as well as allowing for exponentially large (or no) timer. Our New Super Mario Bros. constructions fit within one standard screen size. In our Super Mario Maker reductions, we work within the standard screen size and use the property that the game engine remembers offscreen objects that are global because they are supported by "global ground". To prove these Mario results, we build a new theory of counter gadgets in the motion-planning-through-gadgets framework, and provide a suite of simple gadgets for which reachability is RE-complete.
title You Can't Solve These Super Mario Bros. Levels: Undecidable Mario Games
topic Computational Complexity
url https://arxiv.org/abs/2405.10546