Lloyd, Huw, Crossley, Matthew, Sinclair, Mark and Amos, Martyn (2022) J-POP: Japanese Puzzles as Optimization Problems. IEEE Transactions on Games, 14 (3). pp. 391-402. ISSN 2475-1502
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Abstract
Japanese puzzle games such as Sudoku and Futoshiki are familiar recreational pursuits, but they also present an interesting computational challenge. A number of algorithms exist for the automated solution of such puzzles, but, until now, these have not been compared in a unified way. Here we present an integrated framework for the study of combinatorial blackbox optimisation, using Japanese puzzles as the test-bed. Importantly, our platform is extendable, allowing for the easy addition of both puzzles and solvers. We compare the performance of a number of optimization algorithms on five different puzzle games, and identify a subset of puzzle instances that could provide a challenging benchmark set for future algorithms.
Item Type: | Article |
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Uncontrolled Keywords: | Games, Optimization, Bridges, Portfolios, Constraint handling, Benchmark testing, Artificial intelligence |
Subjects: | G400 Computer Science G600 Software Engineering |
Department: | Faculties > Engineering and Environment > Computer and Information Sciences |
Depositing User: | John Coen |
Date Deposited: | 17 May 2021 09:38 |
Last Modified: | 26 Sep 2022 13:45 |
URI: | https://nrl.northumbria.ac.uk/id/eprint/46181 |
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