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.
Original language | English |
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Pages (from-to) | 391-402 |
Number of pages | 12 |
Journal | IEEE Transactions on Games |
Volume | 14 |
Issue number | 3 |
Early online date | 19 May 2021 |
DOIs | |
Publication status | Published - Sept 2022 |
Keywords
- Artificial intelligence
- Benchmark testing
- Bridges
- Constraint handling
- Games
- Optimization
- Portfolios