English

On Grid Graph Reachability and Puzzle Games

Artificial Intelligence 2023-10-03 v1

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.

Keywords

Cite

@article{arxiv.2310.01378,
  title  = {On Grid Graph Reachability and Puzzle Games},
  author = {Miquel Bofill and Cristina Borralleras and Joan Espasa and Mateu Villaret},
  journal= {arXiv preprint arXiv:2310.01378},
  year   = {2023}
}
R2 v1 2026-06-28T12:38:32.439Z