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P2 A Game of Pawns

棋子博弈
LMCS vol.Volume 21, Issue 22025匹配度 2/10 · 该论文研究棋子博弈的复杂度,属于理论计算机科学中的图博弈与逻辑自动机,与用户关注的程序静态分析、LLM/Agent、浮点/贝叶斯程序分析等无直接关联;虽涉及形式化理论,但缺乏程序分析或工业落地元素,匹配度低。引用 5 inbox
Guy Avni, Pranav Ghorpade, Shibashis Guha
crossref: 2026-09-10

AI 速览

一句话:引入棋子博弈,其中顶点控制权通过棋子归属动态变化,并刻画可达性目标的求解复杂度。

论文引入并研究棋子博弈(pawn games):一类双人零和回合制图博弈。传统图博弈中顶点控制权固定;在棋子博弈中,每个顶点属于一个棋子,每回合棋子可在两名玩家间动态划分,令牌所在顶点所属棋子的控制者选择下一位置。作者定义多种基于抓取的动态控制机制,每回合结束后至多转移一个棋子的控制权。研究面向可达性目标,并按机制与顶点归属限制参数化求解复杂度。正面结果:尽管棋子博弈是指数级简洁的回合制博弈,若干自然类仍可在 PTIME 内求解;负面结果:多个类为 EXPTIME 完全,其硬度证明基于新提出的 Lock & Key 博弈,该博弈可能具有独立价值。

问题
传统回合制图博弈的顶点控制权固定,论文关注顶点控制权随游戏动态变化时,可达性目标求解的复杂度。
方法
定义棋子博弈及若干抓取式控制权转移机制,并按机制和顶点归属限制对可达性求解问题进行参数化;引入 Lock & Key 博弈用于复杂度下界证明。
评估
通过理论复杂度分析,给出若干 PTIME 可解类,并证明若干 EXPTIME 完全类。
原文摘要(Abstract)

We introduce and study pawn games, a class of two-player zero-sum turn-based graph games. A turn-based graph game proceeds by placing a token on an initial vertex, and whoever controls the vertex on which the token is located, chooses its next location. This leads to a path in the graph, which determines the winner. Traditionally, the control of vertices is predetermined and fixed. The novelty of pawn games is that control of vertices changes dynamically throughout the game as follows. Each vertex of a pawn game is owned by a pawn. In each turn, the pawns are partitioned between the two players, and the player who controls the pawn that owns the vertex on which the token is located, chooses the next location of the token. Control of pawns changes dynamically throughout the game according to a fixed mechanism. Specifically, we define several grabbing-based mechanisms in which control of at most one pawn transfers at the end of each turn. We study the complexity of solving pawn games, where we focus on reachability objectives and parameterize the problem by the mechanism that is being used and by restrictions on pawn ownership of vertices. On the positive side, even though pawn games are exponentially-succinct turn-based games, we identify several natural classes that can be solved in PTIME. On the negative side, we identify several EXPTIME-complete classes, where our hardness proofs are based on a new class of games called Lock & Key games, which may be of independent interest.

链接与引用

DOI 原文 · arXiv · PDF(开放获取) · DBLP

BibTeX
@article{AvniGG25,
  title = {A Game of Pawns},
  author = {Guy Avni and Pranav Ghorpade and Shibashis Guha},
  journal = {Logical Methods in Computer Science},
  volume = {Volume 21, Issue 2},
  year = {2025},
  doi = {10.46298/lmcs-21(2:3)2025}
}