On Grid Graph Reachability and Puzzle Games
- URL: http://arxiv.org/abs/2310.01378v1
- Date: Mon, 2 Oct 2023 17:41:35 GMT
- Title: On Grid Graph Reachability and Puzzle Games
- Authors: Miquel Bofill, Cristina Borralleras, Joan Espasa, and Mateu Villaret
- Abstract summary: Many puzzle video games, like Sokoban, involve moving some agent in a maze.
The difficulty of the game is mainly related to performing actions on objects, such as pushing (reachable) boxes.
In this paper we study CP and SAT approaches for solving these kind of problems.
- Score: 0.0
- License: http://creativecommons.org/licenses/by/4.0/
- 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.
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