Cross-Paradigm Modelling: A Study of Puzznic

Joan Espasa, Ian Philip Gent, Ian Miguel, Peter Nightingale, András Z. Salamon, Mateu Villaret

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Puzznic is a tile-matching video game published by Taito in 1989 and ported to many platforms. The player manipulates blocks in a given grid until they match when two or more blocks of the same pattern are adjacent and are removed from play. The goal is to match all patterned blocks in the grid. Puzznic is rich in structure: levels have internal platforms and the blocks are affected by gravity, leading to complex state changes and the possibility of a cascaded series of matches following each move by the player. The puzzle is therefore a significant challenge to model, motivating our study. We study Puzznic from both constraint modelling and AI Planning perspectives, identifying their complementary strengths and weaknesses for this problem. We further exploit our constraint model to produce an automated tool for instance generation, parameterised on the grid, the combination of patterned blocks, and the steps required.
Original languageEnglish
Title of host publication2024 IEEE 36th International Conference on Tools with Artificial Intelligence
PublisherIEEE Computer Society
Number of pages7
Publication statusPublished - 30 Oct 2024
EventIEEE International Conference on Tools with Artificial Intelligence - Herndon, VA, United States
Duration: 28 Oct 202430 Oct 2024
Conference number: 36

Conference

ConferenceIEEE International Conference on Tools with Artificial Intelligence
Abbreviated titleICTAI
Country/TerritoryUnited States
CityHerndon, VA
Period28/10/2430/10/24

Bibliographical note

This is an author-produced version of the published paper. Uploaded in accordance with the University’s Research Publications and Open Access policy.

Cite this