In this work we focus on a planning problem based on Plotting, a tile-matching puzzle video game published by Taito in 1989. The objective of the game is to remove at least a certain number of coloured blocks from a grid by sequentially shooting blocks into the same grid. The interest and the difficulty of Plotting is due to the complex transitions after every shot: various blocks are affected directly, while others can be indirectly affected by gravity. We highlight the difficulties and inefficiencies of modelling and solving Plotting using PDDL, the de-facto standard language for AI planners. We also provide two constraint models that are able to capture the inherent complexities of the problem. In addition, we provide a set of benchmark instances, an instance generator and an extensive experimental comparison demonstrating solving performance with SAT, CP, MIP and a state-of-the-art AI planner.
Plotting: a Planning Problem with Complex Transitions