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 the grid. 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. The key difficulty in modelling Plotting is in capturing the way the puzzle state changes after each shot. A single shot can affect multiple tiles directly, and the grid is affected by gravity so numerous other tiles can be affected indirectly. We present and evaluate a constraint model of the Plotting problem that captures this complexity. We also discuss the difficulties and inefficiencies of modelling Plotting in PDDL, the standard language used for input to specialised AI planners. We conclude by arguing that AI planning could benefit from a richer modelling language.
翻译:绘图是一个规划问题的例子:根据环境模型,一个规划问题要求我们找到一系列行动,从环境的初始状态引导到特定的目标状态,同时尊重一些限制。建模绘图的关键困难在于捕捉每次拍摄之后的拼图状态变化的方式。单枪可以直接影响到多个砖块,而电网会受到重力的影响,因此其他许多砖块也会受到间接的影响。我们提出并评价捕捉到这一复杂性的绘图问题的制约模型模型模型模型模型模型模型模型模型模型模型模型模型模型模型模型模型模型模型模型模型的难度和效率。我们还讨论了PDDL, PDDL是用于输入专门的AI规划者的标准语言。我们的结论是,AI规划可以受益于更丰富的模拟语言。