中文
相关论文

相关论文: Challenges in Modelling and Solving Plotting with …

200 篇论文

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…

人工智能 · 计算机科学 2021-10-28 Jordi Coll , Joan Espasa , Ian Miguel , Mateu Villaret

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…

人工智能 · 计算机科学 2023-10-04 Joan Espasa , Ian P. Gent , Ian Miguel , Peter Nightingale , András Z. Salamon , Mateu Villaret

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…

人工智能 · 计算机科学 2023-10-04 Miquel Bofill , Cristina Borralleras , Joan Espasa , Gerard Martín , Gustavo Patow , Mateu Villaret

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…

计算与语言 · 计算机科学 2024-08-12 Li Zhang , Peter Jansen , Tianyi Zhang , Peter Clark , Chris Callison-Burch , Niket Tandon

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…

人工智能 · 计算机科学 2024-02-20 Wiktor Piotrowski , Alexandre Perez

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…

机器人学 · 计算机科学 2025-01-30 Xuzhe Dang , Lada Kudláčková , Stefan Edelkamp

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…

人工智能 · 计算机科学 2024-08-19 Yi Wang , Jieliang Luo , Adam Gaier , Evan Atherton , Hilmar Koch

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…

量子物理 · 物理学 2019-04-04 Asa Eagle , Takumi Kato , Yuichiro Minato

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…

人工智能 · 计算机科学 2022-06-07 D. Pellier , H. Fiorino , M. Grand , A. Albore , R. Bailon-Ruiz

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…

计算复杂性 · 计算机科学 2012-04-18 Yasuhiko Takenaga , Toby Walsh

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…

数据结构与算法 · 计算机科学 2018-04-20 Krishnendu Chatterjee , Wolfgang Dvořák , Monika Henzinger , Alexander Svozil

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,…

组合数学 · 数学 2013-03-19 Alejandro Erickson

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…

人工智能 · 计算机科学 2017-07-12 Joseph C Osborn , Adam Summerville , Michael Mateas

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…

人机交互 · 计算机科学 2015-11-25 Volker Strobel , Alexandra Kirsch

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…

人工智能 · 计算机科学 2022-12-13 Kebing Jin , Yingkai Xiao , Hankz Hankui Zhuo , Renyong Ma

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…

人工智能 · 计算机科学 2021-07-26 Nicola Gigante

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…

机器人学 · 计算机科学 2025-03-07 Alper Ahmetoglu , Erhan Oztop , Emre Ugur

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…

机器人学 · 计算机科学 2024-10-22 Marcus Gozon , Jingjin Yu

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…

人工智能 · 计算机科学 2025-01-09 Itsuki Maeda , Yasuhiro Inoue
‹ 上一页 1 2 3 10 下一页 ›