Zobrazeno 1 - 10
of 34
pro vyhledávání: '"Espasa, Joan"'
Diverse planning is the problem of generating plans with distinct characteristics. This is valuable for many real-world scenarios, including applications related to plan recognition and business process automation. In this work, we introduce \emph{Be
Externí odkaz:
http://arxiv.org/abs/2405.04300
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 a critical piece for the efficiency of plan recognition systems when d
Externí odkaz:
http://arxiv.org/abs/2310.01520
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 blueprint system, which allows players to easily save and replicate par
Externí odkaz:
http://arxiv.org/abs/2310.01505
Autor:
Espasa, Joan, Gent, Ian P., Miguel, Ian, Nightingale, Peter, Salamon, András Z., Villaret, Mateu
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 with no moving blocks. We compare a planning approach and three constrain
Externí odkaz:
http://arxiv.org/abs/2310.01503
Autor:
Bofill, Miquel, Borralleras, Cristina, Espasa, Joan, Martín, Gerard, Patow, Gustavo, Villaret, Mateu
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 interesti
Externí odkaz:
http://arxiv.org/abs/2310.01471
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. Plottin
Externí odkaz:
http://arxiv.org/abs/2310.01470
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
Externí odkaz:
http://arxiv.org/abs/2310.01378
Benchmarking is an important tool for assessing the relative performance of alternative solving approaches. However, the utility of benchmarking is limited by the quantity and quality of the available problem instances. Modern constraint programming
Externí odkaz:
http://arxiv.org/abs/2205.14753
Plotting is a tile-matching puzzle video game published by Taito in 1989. Its objective is to reduce a given grid of coloured blocks down to a goal number or fewer. This is achieved by the avatar character repeatedly shooting the block it holds into
Externí odkaz:
http://arxiv.org/abs/2110.14397
Autor:
Espasa, Joan, Gent, Ian P., Hoffmann, Ruth, Jefferson, Christopher, Lynch, Alice M., Salamon, András, McIlree, Matthew J.
In this paper, we present Demystify, a general tool for creating human-interpretable step-by-step explanations of how to solve a wide range of pen and paper puzzles from a high-level logical description. Demystify is based on Minimal Unsatisfiable Su
Externí odkaz:
http://arxiv.org/abs/2104.15040