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On the Complexity of Two-Player Attrition Games Played on Graphs

机译:论图中双人磨损游戏的复杂性

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The attrition game considered in this study is a graph based strategic game which is a movement-prohibited analogue of small-scale combat situations that arise frequently in popular real-time strategy video games. We present proofs that the attrition game, under a variety of assumptions, is a computationally hard problem in general. We also analyze the 1 vs. n unit case, for which we derive optimal target-orderings that can be computed in polynomial time and used as a core for heuristics for the general case. Finally, we present small problem instances that require randomizing moves - a fact that at first glance seems counter-intuitive.
机译:本研究中考虑的磨损游戏是一个基于图的战略游戏,是一种运动禁止的小型战斗情况,其在流行的实时策略视频游戏中经常出现。我们展示了磨损游戏,在各种假设下的证据是一般的计算艰难的问题。我们还分析了1个与N单位案例,我们得出了可以在多项式时间计算的最佳目标排序,并用作常规情况的启发式核心。最后,我们展示了需要随机化的小问题实例 - 这是一瞥似乎似乎反向直观的事实。

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