# Challenges in Modelling and Solving Plotting with PDDL

arXiv: https://arxiv.org/abs/2310.01470 · HTML: https://mlsanity.com/paper/2310.01470/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 0 of its 22 references that are in the map.
- First posted on arXiv 2 Oct 2023.

## Built on by (most cited first, 2 of 2)

- [VeriGraph: Scene Graphs for Execution Verifiable Robot Planning](https://mlsanity.com/paper/2411.10446/) (2024)
- [Towards High-Level Modelling in Automated Planning](https://mlsanity.com/paper/2412.06312/) (2024)

## Abstract (arXiv)

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 blocks from a grid by sequentially shooting blocks into the grid. Plotting features complex transitions after every shot: various blocks are affected directly, while others can be indirectly affected by gravity. We highlight the challenges of modelling Plotting with PDDL and of solving it with a grounding-based state-of-the-art planner.
