6 papers
Bridging the Gap between Structural and Semantic Similarity in Diverse Planning
Mustafa F. Abdelwahed, Joan Espasa, Alice Toniolo +1
Diverse planning is the problem of finding multiple plans for a given problem specification, which is at the core of many real-world applications. For example, diverse planning is…
Towards Automatic Design of Factorio Blueprints
Sean Patterson, Joan Espasa, Mun See Chang +1
Factorio is a 2D construction and management simulation video game about building automated factories to produce items of increasing complexity. A core feature of the game is its b…
Towards a Model of Puzznic
Joan Espasa, Ian P. Gent, Ian Miguel +3
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 wit…
A Good Snowman is Hard to Plan
Miquel Bofill, Cristina Borralleras, Joan Espasa +3
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…
Challenges in Modelling and Solving Plotting with PDDL
Joan Espasa, Ian Miguel, Peter Nightingale +2
We study a planning problem based on Plotting, a tile-matching puzzle video game published by Taito in 1989. The objective of this game is to remove a target number of coloured blo…
On Grid Graph Reachability and Puzzle Games
Miquel Bofill, Cristina Borralleras, Joan Espasa +1
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 mainl…