Related papers: Challenges in Modelling and Solving Plotting with …
Plotting is a tile-matching puzzle video game published by Taito in 1989. Its objective is to reduce a given grid of coloured blocks down to a goal number or fewer. This is achieved by the avatar character repeatedly shooting the block it…
We report on progress in modelling and solving Puzznic, a video game requiring the player to plan sequences of moves to clear a grid by matching blocks. We focus here on levels with no moving blocks. We compare a planning approach and three…
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…
Planning in textual environments have been shown to be a long-standing challenge even for current models. A recent, promising line of work uses LLMs to generate a formal representation of the environment that can be solved by a symbolic…
Planimation is a modular and extensible open source framework to visualise sequential solutions of planning problems specified in PDDL. We introduce a preliminary declarative PDDL-like animation profile specification, expressive enough to…
Real-world applications of AI Planning often require a highly expressive modeling language to accurately capture important intricacies of target systems. Hybrid systems are ubiquitous in the real-world, and PDDL+ is the standardized…
Automating the generation of Planning Domain Definition Language (PDDL) with Large Language Model (LLM) opens new research topic in AI planning, particularly for complex real-world tasks. This paper introduces Image2PDDL, a novel framework…
World-building, the process of developing both the narrative and physical world of a game, plays a vital role in the game's experience. Critically-acclaimed independent and AAA video games are praised for strong world-building, with game…
To solve tiling puzzles, such as "pentomino" or "tetromino" puzzles, we need to find the correct solutions out of numerous combinations of rotations or piece locations. Solving this kind of combinatorial optimization problem is a very…
Real world applications of planning, like in industry and robotics, require modelling rich and diverse scenarios. Their resolution usually requires coordinated and concurrent action executions. In several cases, such planning problems are…
Tetravex is a widely played one person computer game in which you are given $n^2$ unit tiles, each edge of which is labelled with a number. The objective is to place each tile within a $n$ by $n$ square such that all neighbouring edges are…
We consider planning problems for graphs, Markov decision processes (MDPs), and games on graphs. While graphs represent the most basic planning model, MDPs represent interaction with nature and games on graphs represent interaction with an…
Japanese tatami mats are often arranged so that no four mats meet. This local restriction imposes a rich combinatorial structure when applied to monomino-domino coverings of rectilinear grids. We describe a modular, mechanical game board,…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Even though there are sophisticated AI planning algorithms, many integrated, large-scale projects do not use planning. One reason seems to be the missing support by engineering tools such as syntax highlighting and visualization. We propose…
Hoist scheduling has become a bottleneck in electroplating industry applications with the development of autonomous devices. Although there are a few approaches proposed to target at the challenging problem, they generally cannot scale to…
Timeline-based planning is an approach originally developed in the context of space mission planning and scheduling, where problem domains are modelled as systems made of a number of independent but interacting components, whose behaviour…
Discovering the symbols and rules that can be used in long-horizon planning from a robot's unsupervised exploration of its environment and continuous sensorimotor experience is a challenging task. The previous studies proposed learning…
The Generalized Sliding-Tile Puzzle (GSTP), allowing many square tiles on a board to move in parallel while enforcing natural geometric collision constraints on the movement of neighboring tiles, provide a high-fidelity mathematical model…
While logic puzzles have engaged individuals through problem-solving and critical thinking, the creation of new puzzle rules has largely relied on ad-hoc processes. Pencil puzzles, such as Slitherlink and Sudoku, represent a prominent…