Please use this identifier to cite or link to this item: https://research.matf.bg.ac.rs/handle/123456789/3243
Title: Automatsko rešavanje igre Sokoban pomoću veštačke inteligencije
Other Titles: Automated solution of Sokoban puzzle using Artificial Intelligence
Authors: Banković, Milan 
Affiliations: Informatics and Computer Science 
Issue Date: 2021
Rank: M63
Publisher: Beograd : Društvo za informacione sisteme i računarske mreže
Related Publication(s): YU INFO 2021 : 27. Konferencija i izložba : Zbornik radova
Conference: Konferencija YU INFO (27 ; 2021 ; Kopaonik)
Abstract: 
Igra Sokoban je pomerajuća slagalica u kojoj igrač, čuvar skladišta, pomera kutije po tabli za igru, u cilju njihovog postavljanja na unapred zadata mesta. Pored toga što je zanimljiva za ručno rešavanje, ova igra inspiriše mnoge istraživače da se bave efikasnom automatizacijom njenog rešavanja, s obzirom na izuzetno veliku algoritamsku složenost ovog problema. U ovom radu, prikazujemo novi pristup zasnovan na automatskom planiranju uz pomoć procedura za ispitivanje zadovoljivosti u odnosu na teorije prvog reda, poznatih i kao SMT rešavači.

The game of Sokoban is a sliding puzzle where a player, a warehouse keeper, pushes a number of boxes over the game board, in order to place them on the particular fields, given in advance. Besides the interest for manual solving, the game also attracts a great attention of the researchers to work on efficent automatization of its solving, because of the great algorithm complexity of the problem. In this paper, we propose a novel approach based on automated planning using procedures for checking satisfiability modulo first order theories, known as SMT solvers.
URI: https://research.matf.bg.ac.rs/handle/123456789/3243
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