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Stefan cel Mare
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Print ISSN: 1582-7445
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WorldCat: 643243560
doi: 10.4316/AECE


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  3/2016 - 13

Back to Basics: Solving Games with SAT

QUER, S. See more information about QUER, S. on SCOPUS See more information about QUER, S. on IEEExplore See more information about QUER, S. on Web of Science
 
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Download PDF pdficon (1,045 KB) | Citation | Downloads: 866 | Views: 2,273

Author keywords
artificial intelligence, algorithm design and analysis, boolean algebra, formal verification, partitioning algorithms

References keywords
satisfiability(7), verification(4), solving(4), intelligence(4), design(4), artificial(4), aided(4)
Blue keywords are present in both the references section and the paper title.

About this article
Date of Publication: 2016-08-31
Volume 16, Issue 3, Year 2016, On page(s): 91 - 98
ISSN: 1582-7445, e-ISSN: 1844-7600
Digital Object Identifier: 10.4316/AECE.2016.03013
Web of Science Accession Number: 000384750000013
SCOPUS ID: 84991056316

Abstract
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Games became popular, within the formal verification community, after their application to automatic synthesis of circuits from specifications, and they have been receiving more and more attention since then. This paper focuses on coding the Sokoban puzzle, i.e., a very complex single-player strategy game. We show how its solution can be encoded and represented as a Bounded Model Checking problem, and then solved with a SAT solver. After that, to cope with very complex instances of the game, we propose two different ad-hoc divide-and-conquer strategies. Those strategies, somehow similar to state-of-the-art abstraction-and-refinement schemes, are able to decompose deep Bounded Model Checking instances into easier subtasks, trading-off between efficiency and completeness. We analyze a vast set of difficult hard-to-solve benchmark games, trying to push forward the applicability of state-of-the-art SAT solvers in the field. Those results show that games may provide one of the next frontier for the SAT community.


References | Cited By  «-- Click to see who has cited this paper

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[CrossRef] [Web of Science Times Cited 1657]


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[CrossRef]


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[CrossRef]


[6] R. Alur, P. Madhusudan, and W. Nam, "Symbolic computational techniques for solving games," International Journal on Software Tools for Technology Transfer (STTT), pp. 118-128, January 2005.
[CrossRef]


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[CrossRef]


[8] C. Ansotegui, C. P. Gomes, and B. Selman, "The Achilles' heel of QBF," in Proceedings of the 20th National Conference on Artificial Intelligence (AAAI'05), Pittsburg, Pennsylvania, AAAI Press, pp. 275-281. July 2005. ISBN: 1-57735-236-x.
[CrossRef]


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[CrossRef]


[10] A. Sabharwal, C. Ansòtegui, C. P. Gomes, J. W. Hart, and B. Selman, "QBF modeling: exploiting player symmetry for simplicity and efficiency," in Proceedings of the 9th International Conference on Theory and Applications of Satisfiability Testing (SAT'06), volume 4121 of LNCS, Springer-Verlag, Seattle, Washington, pp. 382-395, August 2006.
[CrossRef]


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[CrossRef]


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[CrossRef]


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[CrossRef]


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[CrossRef] [Web of Science Times Cited 32]




References Weight

Web of Science® Citations for all references: 1,689 TCR
SCOPUS® Citations for all references: 0

Web of Science® Average Citations per reference: 89 ACR
SCOPUS® Average Citations per reference: 0

TCR = Total Citations for References / ACR = Average Citations per Reference

We introduced in 2010 - for the first time in scientific publishing, the term "References Weight", as a quantitative indication of the quality ... Read more

Citations for references updated on 2024-04-16 15:09 in 97 seconds.




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Faculty of Electrical Engineering and Computer Science
Stefan cel Mare University of Suceava, Romania


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