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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 1889167688.

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.
Anonymous
Thu 30-Apr-2009 22:45
hey!

very nice job! i love this game. levels are getting more and more tricky, but you never know if the next one is easy or not. :) is there any way to install the programm on a cell phone? how complex is the algorithm to generate the levels?
lft
Linus Åkesson
Mon 4-May-2009 18:10
hey!

very nice job! i love this game. levels are getting more and more tricky, but you never know if the next one is easy or not. :) is there any way to install the programm on a cell phone? how complex is the algorithm to generate the levels?

Thanks! The algorithm needs a lot of RAM, so it's probably not feasible for a midlet. Some day, when I get the time, I'll publish the source code and a description of the algorithm.
Anonymous
Thu 7-May-2009 17:43

lft wrote:

hey!

very nice job! i love this game. levels are getting more and more tricky, but you never know if the next one is easy or not. :) is there any way to install the programm on a cell phone? how complex is the algorithm to generate the levels?

Thanks! The algorithm needs a lot of RAM, so it's probably not feasible for a midlet. Some day, when I get the time, I'll publish the source code and a description of the algorithm.

Oh, super! I am very much interested in the source code. To avoid the RAM-problem, one could split the programm into a "level-creator", that calculates for example level 1 to 100 of a seed und saves it in a small file, which could be read by the second program running on the cell-phone.

Greetings, the anonymous writer =)