4 ms·
A fun recent example mitigating the halting problem came from an affectionate troll level(o) in mario maker I'm unsure whether the underlying implementation us
by justifier 9y ago
A fun recent example mitigating the halting problem came from an affectionate troll level(o) in mario maker
I'm unsure whether the underlying implementation uses approximation techniques, as the op suggests, or if Nintendo simply identified potential halting offenders and added a layer of checks to overcome the intractable issue
note: the clip is loud and includes the player yelling fuck; in case that offends.. that said, the whole level playthrough is a lot of fun
(o) https://m.youtube.com/watch?v=Hg4OjsC3Ty8&t=1102 https://m.youtube.com/watch?v=Hg4OjsC3Ty8&t=1102
- sp332 9y agoI'm pretty sure it makes the level creator finish the level before they can upload it. They only have to manage it once though :)
- justifier 9y agoYeah, but this is about player death stead level completion In the clip the level maker cleverly constructed a trap wherein the player gets stuck between two blocked doors which creates an infinite loop passing Mario back and forth The game engine realises what is happening after the second pass and just kills Mario closing the loop
- sp332 9y agoOh, I see what you mean now by mitigation.
- mpnordland 9y agoTrue, but that's proving that the level can be finished. Proving the level will be finished is more analogous to the halting problem.
- johnfn 9y agoYou can solve this sort of thing relatively easily by checking if the player keeps entering the same position with no change in state (and no user interaction). Vim does the same sort of thing when you do 999999j (or more sophisticated things like repeating a macro a billion times).