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Magic: The Gathering is Turing Complete

Published 24 Mar 2019 in cs.AI, cs.CC, and cs.LO | (1904.09828v2)

Abstract: $\textit{Magic: The Gathering}$ is a popular and famously complicated trading card game about magical combat. In this paper we show that optimal play in real-world $\textit{Magic}$ is at least as hard as the Halting Problem, solving a problem that has been open for a decade. To do this, we present a methodology for embedding an arbitrary Turing machine into a game of $\textit{Magic}$ such that the first player is guaranteed to win the game if and only if the Turing machine halts. Our result applies to how real $\textit{Magic}$ is played, can be achieved using standard-size tournament-legal decks, and does not rely on stochasticity or hidden information. Our result is also highly unusual in that all moves of both players are forced in the construction. This shows that even recognising who will win a game in which neither player has a non-trivial decision to make for the rest of the game is undecidable. We conclude with a discussion of the implications for a unified computational theory of games and remarks about the playability of such a board in a tournament setting.

Citations (30)

Summary

  • The paper proves that Magic: The Gathering is Turing complete by embedding a Turing machine into standard game play.
  • It employs a precise methodology with components such as a tape, controller, and read/write head using legal tournament decks.
  • The findings imply significant challenges for AI strategy and game theory by establishing the game's outcome as undecidable.

An Analysis of "Magic: The Gathering is Turing Complete"

The paper entitled "Magic: The Gathering is Turing Complete" addresses the computational complexity of the popular trading card game Magic: The Gathering, demonstrating that determining optimal play in the game is equivalent in complexity to the Halting Problem. This work confirms a conjecture and resolves an open question related to the complexity of real-world games.

Core Contributions and Results

The authors present an intricate methodology to embed an arbitrary Turing machine into a game of Magic. By configuring a game where the first player is guaranteed a win if and only if a corresponding Turing machine halts, they demonstrate the undecidability of determining a winner, even when all moves are forced. The construction utilizes standard-size, tournament-legal decks, stays within the rules of actual gameplay, and does not employ randomness or hidden information, emphasizing its practicality within competitive settings.

Methodological Insights

The paper outlines a detailed procedure for embedding Turing machines within a game using three main components: the tape, the controller, and the read/write head.

  1. Tape Construction: The tape's configuration utilizes creature tokens to encode information, leveraging the creatures' power, toughness, and types. Each token identifies a position on the tape and a symbol, effectively simulating the data storage of a Turing machine.
  2. Controller Functionality: Conditional game effects, encoded using modified Magic cards like Rotlung Reanimator and Xathrid Necromancer, perform the logical operations of the Turing machine. The authors effectively utilize Magic's rich set of card attributes to represent state transitions and computations.
  3. Read/Write Head: The paper employs game phases and card interactions to simulate the read/write operations of the Turing machine's head, manipulating board states to reflect computation steps.

The methodology demonstrates a robust understanding of both Magic’s mechanics and the principles of Turing machines, deftly combining the two into a coherent proof of Turing completeness.

Implications and Speculations

This study posits Magic: The Gathering as the most computationally complex real-world game due to its undecidability in determining outcomes with predetermined moves. The result challenges the existing computational theories of games, suggesting that any model attempting to capture all games must extend beyond Turing completeness.

Potential implications for future developments in AI and game theory include:

  • Modeling and Simulation: The paper underscores the need for new models capable of capturing games with complexities approaching or exceeding Turing complete systems.
  • AI Strategy Development: The undecidability demonstrates constraints on even the most advanced AI systems’ ability to predict outcomes, potentially driving research into heuristic or domain-specific strategies.
  • Computational Space Exploration: By embedding complex computations within games, researchers could explore novel computational paradigms directly within interactive, strategic settings.

Practical Concerns

While theoretically intriguing, the implementation of such a game board in a tournament setting could face logistical challenges. The detailed setup and execution would consume significant time and space, which may conflict with practical limits in competitive play. Nevertheless, the authors propose that the use of shortcuts allowed by tournament rules could mitigate such issues, suggesting that dedicated agents with high computational capacities could handle the complexity seamlessly.

Conclusion

This paper makes a significant contribution by not only resolving a long-standing question about game complexity but also by demonstrating the intertwined nature of computation and gameplay through a clever embedding of a Turing machine within Magic: The Gathering. The work leaves open numerous avenues for exploration into the computational limits and strategic depth of complex games, marking a notable milestone in the field of algorithmic game theory.

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