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.
|Number of pages||12|
|Journal||IEEE Transactions on Games|
|Early online date||19 May 2021|
|Publication status||Published - Sep 2022|