Seriously guys, we need adventure game engines that can interface with formal verification flows. Should not be too hard to do.pic.twitter.com/fTHZSDLKuw
Neurodiverse trans geek girl. Yosys, RISC-V, SAT/SMT.
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Seriously guys, we need adventure game engines that can interface with formal verification flows. Should not be too hard to do.pic.twitter.com/fTHZSDLKuw
Claire Xen 🏳️⚧️ 🏳️🌈 🧙🏻♀️ BLM 🏴 🚩 Retweeted Claire Xen 🏳️⚧️ 🏳️🌈 🧙🏻♀️ BLM 🏴 🚩
Hey past me! I implemented a working proof of concept:https://twitter.com/oe1cxw/status/853322356504367104 …
Claire Xen 🏳️⚧️ 🏳️🌈 🧙🏻♀️ BLM 🏴 🚩 added,
Another approach: Set up the game in "solved" state, and then run backwards, taking legal random moves, then presentsit as a puzzle. This >>
>> is completely analogous to scrambling a solved Rubik's cube then present it as a puzzle 
This only proves the existence of one solution, not the absence of dead ends, unless all actions in the game are reversible.
If all actions are reversible, then no formal methods are required. Just running the actor (as I call it) to solve the game is sufficient.
But most adventure games have irreversible actions. You can throw the Pepsi into the sink, but you can'd get tit back again.
("Use Pepsi with sink" was something you could do in Maniac Mansion. It would render the game unwinnable: The Pepsi is need somewhere else.)
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