mlsanityData to 14 Oct 2026

A Good Snowman is Hard to Plan

arXiv 2310.01471 ↗First posted 2 Oct 2023cs.AIcited by 0

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Abstract (arXiv)

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 interesting to avoid that a player finds a much easier solution than the one the designer expected. Therefore, having tools that are able to certify the optimality of solutions is crucial. Although the game can be stated as a planning problem and can be naturally modelled in PDDL, we show that a direct translation to SAT clearly outperforms off-the-shelf state-of-the-art planners. As we show, this is mainly due to the fact that reachability properties can be easily modelled in SAT, allowing for shorter plans, whereas using axioms to express a reachability derived predicate in PDDL does not result in any significant reduction of solving time with the considered planners. We deal with a set of 51 levels, both original and crafted, solving 43 and with 8 challenging instances still remaining to be solved.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 3 of its 17 references that are in the map. First posted on arXiv 2 Oct 2023.

Builds on

3 of 17 references.

References · 3

  1. 2014The LAMA Planner: Guiding Cost-Based Anytime Planning with Landmarkscited by 87
  2. 2021Propositional Encodings of Acyclicity and Reachability by using Vertex Eliminationcited by 3
  3. 2014SAT Modulo Monotonic Theoriescited by 2

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