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Autosokoban

I created an algorithm to automatically generate sokoban problems of increasing difficulty. Check it out! The first levels are trivial, but somewhere around level 10, perhaps 15, you will find that the puzzles are becoming quite challenging.

Level:  0

Moves:  0

These levels were generated using random seed 1219319700.

Use the following URL to get back to this particular puzzle:

(Use keyboard or click above.)

I would like to thank Murase-san, Matsubara-san and Hiraga-san who approached this subject in an academic paper called Automatic Making of Sokoban Problems. In general, my algorithm is fundamentally different than theirs, but the first step (generating rooms) is performed as described in the paper.

By the way, I should warn you that this game is highly addictive. Arm yourself with plenty of coffee and chip music.

Posted Tuesday 24-Jun-2008 16:03

Discuss this page

Disclaimer: I am not responsible for what people (other than myself) write in the forums. Please report any abuse, such as insults, slander, spam and illegal material, and I will take appropriate actions. Don't feed the trolls.

Jag tar inget ansvar för det som skrivs i forumet, förutom mina egna inlägg. Vänligen rapportera alla inlägg som bryter mot reglerna, så ska jag se vad jag kan göra. Som regelbrott räknas till exempel förolämpningar, förtal, spam och olagligt material. Mata inte trålarna.

Anonymous
Tue 8-Jul-2008 00:15
Fun!!!! yay!!
Anonymous
Tue 5-Aug-2008 15:05
Nice & funny
Anonymous
Mon 8-Sep-2008 11:28
I was looking at level 100 and above, and they were pretty mean. I hope I didn't suffocate your web server with generating them!

How fast is the solving algorithm, and how does it compare to that in the original paper which inspired you, and how quickly can it (your own algorithm) solve f.ex the typical level 100's on a given system?
lft
Linus Åkesson
Tue 16-Sep-2008 20:02
I was looking at level 100 and above, and they were pretty mean. I hope I didn't suffocate your web server with generating them!

How fast is the solving algorithm, and how does it compare to that in the original paper which inspired you, and how quickly can it (your own algorithm) solve f.ex the typical level 100's on a given system?

No problem. =)

The solution is a bi-product of the puzzle generation algorithm, so it would take no additional time.