On Grid Graph Reachability and Puzzle Games
Bofill, Miquel, Borralleras, Cristina, Espasa, Joan, Villaret, Mateu
–arXiv.org Artificial Intelligence
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.
arXiv.org Artificial Intelligence
Oct-2-2023
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