A Good Snowman is Hard to Plan
This work addresses a specific challenge in game design for puzzle video games, providing a tool for verifying solution optimality, but it is incremental as it applies existing SAT methods to a new domain.
The authors tackled the problem of certifying optimal solutions for the puzzle game 'A Good Snowman is Hard to Build' to prevent players from finding easier-than-intended solutions, and they found that a direct SAT translation outperformed state-of-the-art PDDL planners, solving 43 out of 51 levels.
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.