تقرير
A Good Snowman is Hard to Plan
العنوان: | A Good Snowman is Hard to Plan |
---|---|
المؤلفون: | Bofill, Miquel, Borralleras, Cristina, Espasa, Joan, Martín, Gerard, Patow, Gustavo, Villaret, Mateu |
سنة النشر: | 2023 |
المجموعة: | Computer Science |
مصطلحات موضوعية: | Computer Science - Artificial Intelligence |
الوصف: | 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 easier 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. Comment: arXiv admin note: text overlap with arXiv:2310.01378 |
نوع الوثيقة: | Working Paper |
URL الوصول: | http://arxiv.org/abs/2310.01471 |
رقم الأكسشن: | edsarx.2310.01471 |
قاعدة البيانات: | arXiv |
الوصف غير متاح. |