1 code implementation • 2 Oct 2023 • Miquel Bofill, Cristina Borralleras, Joan Espasa, Mateu Villaret
Many puzzle video games, like Sokoban, involve moving some agent in a maze.
no code implementations • 2 Oct 2023 • Joan Espasa, Ian P. Gent, Ian Miguel, Peter Nightingale, András Z. Salamon, 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.
1 code implementation • 2 Oct 2023 • Miquel Bofill, Cristina Borralleras, Joan Espasa, Gerard Martín, Gustavo Patow, Mateu Villaret
In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build.
no code implementations • 2 Oct 2023 • Joan Espasa, Ian Miguel, Peter Nightingale, András Z. Salamon, Mateu Villaret
We study a planning problem based on Plotting, a tile-matching puzzle video game published by Taito in 1989.
no code implementations • 27 Oct 2021 • Jordi Coll, Joan Espasa, Ian Miguel, Mateu Villaret
Plotting is an example of a planning problem: given a model of the environment, a planning problem asks us to find a sequence of actions that can lead from an initial state of the environment to a given goal state while respecting some constraints.
no code implementations • 15 Oct 2021 • Miquel Bofill, Jordi Coll, Peter Nightingale, Josep Suy, Felix Ulrich-Oltean, Mateu Villaret
When solving a combinatorial problem using propositional satisfiability (SAT), the encoding of the problem is of vital importance.
no code implementations • 16 Feb 2021 • Manfred Schmidt-Schauß, Temur Kutsia, Jordi Levy, Mateu Villaret, Yunus Kutz
We also provide a nominal unification algorithm for higher-order expressions with recursive let and atom-variables, where we show that it also runs in nondeterministic polynomial time.