Challenges in Modelling and Solving Plotting with PDDL
This addresses a niche planning problem for AI researchers interested in game modeling, but it appears incremental as it focuses on applying existing methods to a specific domain.
The paper tackled the challenge of modeling the complex tile-matching puzzle game Plotting using PDDL and solving it with a grounding-based state-of-the-art planner, but no concrete results or numbers were provided.
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.