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 language | English |
|---|---|
| Title of host publication | ModRef 2023 - The 22nd workshop on constraint modelling and reformulation (ModRef) |
| Pages | 1-17 |
| Number of pages | 17 |
| Publication status | Published - 27 Aug 2023 |
| Event | The 22nd workshop on Constraint Modelling and Reformulation - Toronto, Canada Duration: 27 Aug 2023 → 27 Aug 2023 Conference number: 22 https://modref.github.io/ModRef2023.html |
Workshop
| Workshop | The 22nd workshop on Constraint Modelling and Reformulation |
|---|---|
| Abbreviated title | ModRef |
| Country/Territory | Canada |
| City | Toronto |
| Period | 27/08/23 → 27/08/23 |
| Internet address |
Keywords
- AI planning
- SAT
- ASP
- MiniZinc
- st-Connectivity
- Connected components
- Reachability