  We study a planning problem based on Plotting, a tile-matching puzzle video
game published by Taito in 1989. The objective of this game is to remove a
target number of coloured blocks from a grid by sequentially shooting blocks
into the grid. Plotting features complex transitions after every shot: various
blocks are affected directly, while others can be indirectly affected by
gravity. We highlight the challenges of modelling Plotting with PDDL and of
solving it with a grounding-based state-of-the-art planner.
