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On Grid Graph Reachability and Puzzle Games

arXiv 2310.01378 ↗First posted 2 Oct 2023cs.AIcited by 0

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Abstract (arXiv)

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.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 2 of its 29 references that are in the map. First posted on arXiv 2 Oct 2023.

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References · 2

  1. 2019Qualitative Numeric Planning: Reductions and Complexitycited by 18
  2. 2014SAT Modulo Monotonic Theoriescited by 2

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