Construction-Planning Models in Minecraft

Minecraft is a videogame that offers many interesting challenges for AI systems. In this paper, we focus on construction scenarios where an agent must build a complex structure made of individual blocks. As higher-level objects are formed of lower-level objects, the construction can naturally be modelled as a hierarchical task network. We model a house-construction scenario in classical and HTN planning and compare the advantages and disadvantages of both kinds of models.

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