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In Causality, the player must guide a group of astronauts to safety, [1] using directional cues, portals, and time manipulation. [2] Each astronaut moves automatically to colored end spaces, and the player has to complete the level in a certain time frame. [3]
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Each strategy is optimal for one interpretation of the game but not the other. They then derive the optimal strategies for both of the games, which turn out to be independent of the predictor's infallibility, questions of causality, determinism, and free will. [4]
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The time loop is a popular trope in Japanese pop culture media, especially anime. [15] Its use in Japanese fiction dates back to Yasutaka Tsutsui's science fiction novel The Girl Who Leapt Through Time (1965), one of the earliest works to feature a time loop, about a high school girl who repeatedly relives the same day.
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Parodius (1988 video game) Parodius (1990 video game) PegLeg (video game) The Persistence; Phoenix (1980 video game) Pigs in Space (video game) Planet Laika; Planetoids (video game) Pocket Fleet; Power Punch II; Prey (2017 video game) Project Space Station; Project Sylpheed; Protector (Atari Jaguar video game) ProtoGalaxy; PULSAR: Lost Colony ...
The idea that the output of a function at any time depends only on past and present values of input is defined by the property commonly referred to as causality. A system that has some dependence on input values from the future (in addition to possible dependence on past or current input values) is termed a non-causal or acausal system , and a ...