The project is to encode the three planning problem instances specified filling the template files as shown in the repository’s folder pddl_template.
The Domain - Real Player Game Scenario
Help the hero to get out of dungeon!
A hero woke up in a dungeon full of monsters and traps (perhaps the party last night went wrong…) and needs your help to get out. Here are basic facts for the dungeon domain:
- The dungeon contains rooms that are connected by corridors (dungeon can thus be represented by undirected graph)
- each room can be empty, or can have a monster in it, or can have a trap in it, or can have a sword in it
- one of the empty rooms is the goal: it has an exit, so the hero can escape
The hero is lucky since she/he has full knowledge about the dungeon. But not that lucky – just after the hero leaves each room s/he visits, the room is destroyed and cannot be visited again.
The hero can perform the following actions – but only if s/he is alive!
- The hero can move to an adjacent room (connected by a corridor) that has not been destroyed (i.e., the hero has not already visited the room)
- Pickup the sword if present in the room the hero is currently in and the hero is empty handed
- Destroy the sword that the hero currently holds. However, this can have unpleasant effects if done in a room with a trap or a monster: it triggers the trap or invites the monster to eat the hero.
- Disarm a trap – if there is a trap in the room the hero is in and the hero is empty-handed (does not hold a sword), then the hero can disarm it
However, there are some (dangerous) constraints the hero has to consider:
- If the hero enters a room with a monster in it, s/he has to carry a sword (so the monster is afraid of him/her), otherwise the monster kills him/her. Notice that the hero is pacifist, so s/he cannot kill the monster.
- If the hero destroys the sword in a room with a monster in it, the monster kills him/her as well.
- The only action the hero can safely perform in a room with a trap in it is the disarm a trap action. Any other action (even moving away) triggers the trap which kills the hero.
Important: We recommend reading the description carefully several times to make sure you fully understand it before starting coding in PDDL.
The problems are specified such that cells stand for rooms and edges between them represent corridors. I is the hero’s initial position, G is hero’s desired goal position, $S_i$ indicates a sword, M is a monster, and T stands for trap. Good luck!
Planimated Example Solution