Related papers: A Good Snowman is Hard to Plan
Advancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate…
We discuss the issue of finding a good mathematical programming solver configuration for a particular instance of a given problem, and we propose a two-phase approach to solve it. In the first phase we learn the relationships between the…
Large Vision Language Models (LVLMs) have demonstrated remarkable abilities in understanding and reasoning about both visual and textual information. However, existing evaluation methods for LVLMs, primarily based on benchmarks like Visual…
Despite the significant advancements of self-play fine-tuning (SPIN), which can transform a weak large language model (LLM) into a strong one through competitive interactions between models of varying capabilities, it still faces challenges…
Many real-world problems can be formulated as a constrained Traveling Salesman Problem (TSP). However, the constraints are always complex and numerous, making the TSPs challenging to solve. When the number of complicated constraints grows,…
Computational methods to compute similarities between floor plans can help architects explore floor plans in large datasets to avoid duplication of designs and to search for existing plans that satisfy their needs. Recently, LayoutGMN…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
While language models (LMs) offer significant capability in zero-shot reasoning tasks across a wide range of domains, they do not perform satisfactorily in problems which requires multi-step reasoning. Previous approaches to mitigate this…
A Sudoku puzzle often has a regular pattern in the arrangement of initial digits and it is typically made solvable with known solving techniques, called strategies. In this paper, we consider the problem of generating such Sudoku instances.…
Large Language Models (LLMs) are unable to reliably reason about specific physical systems. Attempts to imbue LLMs with knowledge of the necessary physics concepts have shown great promise, but explainability and validation remain open…
The Boolean Satisfiability problem (SAT), as the prototypical $\mathsf{NP}$-complete problem, is crucial in both theoretical computer science and practical applications. To address this problem, stochastic local search (SLS) algorithms,…
Large Language Models (LLMs) have shown remarkable proficiency in language understanding and have been successfully applied to a variety of real-world tasks through task-specific fine-tuning or prompt engineering. Despite these…
This project investigates the potential of computers to solve complex tasks such as games. The paper proves that the complexity of a generalized version of spider solitaire is NP-Complete and uses much of structure of the proof that…
We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the…
We study the complexity of a particular class of board games, which we call `slide and merge' games. Namely, we consider 2048 and Threes, which are among the most popular games of their type. In both games, the player is required to slide…
Imperfect recall games represent dynamic interactions where players forget previously known information, such as a history of played actions. The importance of imperfect recall games stems from allowing a concise representation of…
Modern AAA video games feature huge game levels and maps which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs such as the player falling through the floor or being stuck…
We present a new game, Dots & Polygons, played on a planar point set. Players take turns connecting two points, and when a player closes a (simple) polygon, the player scores its area. We show that deciding whether the game can be won from…
Numberlink is a puzzle game in which players are given a grid with nodes marked with a natural number, $n$, and asked to create $n$ connections with neighboring nodes. Connections can only be made with top, bottom, left and right neighbors,…
We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an…