Abstract
In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build. The objective of the game is to build snowmen by moving and stacking snowballs on a discrete grid. For the sake of player engagement with the game, it is interesting to avoid that a player finds a much eas- ier solution than the one the designer expected. Therefore, having tools that are able to certify the optimality of solutions is crucial. Although the game can be stated as a planning problem and can be naturally modelled in PDDL, we show that a direct translation to SAT clearly outperforms off-the-shelf state-of- the-art planners. As we show, this is mainly due to the fact that reachability properties can be easily modelled in SAT, allowing for shorter plans, whereas using axioms to express a reachability derived predicate in PDDL does not result in any significant reduction of solving time with the considered planners. We deal with a set of 51 levels, both original and crafted, solving 43 and with 8 challenging instances still remaining to be solved.
| Original language | English |
|---|---|
| Number of pages | 9 |
| Publication status | Published - 9 Jul 2023 |
| Event | Knowledge Engineering for Planning and Scheduling - Prague Duration: 9 Jul 2023 → … https://icaps23.icaps-conference.org/program/workshops/keps/ |
Workshop
| Workshop | Knowledge Engineering for Planning and Scheduling |
|---|---|
| Abbreviated title | KEPS |
| Period | 9/07/23 → … |
| Internet address |
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