On grid graph reachability and puzzle games

Miquel Bofill, Cristina Borralleras, Joan Espasa Arxer, Mateu Villaret

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing (reachable) boxes. For this reason, the difficulty of a particular level is often measured as the number of actions on objects, other than agent walking, needed to find a solution. In this paper we study CP and SAT approaches for solving these kind of problems. We review some reachability encodings and propose a new one. We empirically show that the new encoding is well-suited for solving puzzle problems in the planning as SAT paradigm, especially when considering the execution of several actions in parallel.
Original languageEnglish
Title of host publicationModRef 2023 - The 22nd workshop on constraint modelling and reformulation (ModRef)
Pages1-17
Number of pages17
Publication statusPublished - 27 Aug 2023
EventThe 22nd workshop on Constraint Modelling and Reformulation - Toronto, Canada
Duration: 27 Aug 202327 Aug 2023
Conference number: 22
https://modref.github.io/ModRef2023.html

Workshop

WorkshopThe 22nd workshop on Constraint Modelling and Reformulation
Abbreviated titleModRef
Country/TerritoryCanada
CityToronto
Period27/08/2327/08/23
Internet address

Keywords

  • AI planning
  • SAT
  • ASP
  • MiniZinc
  • st-Connectivity
  • Connected components
  • Reachability

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