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Sokoban

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1788: 404:: In this variant, the player solves the standard puzzle backward, starting with all boxes on goal squares. Then the player pulls the boxes to reach the initial position. Solutions obtained in reverse mode can be directly applied to solve the standard puzzle by reversing the order of the moves. This makes reverse mode a useful tool for players, allowing them to develop strategies for solving puzzles in the standard game. 934: 920: 91:, each one representing either a floor section or a wall section. Some floor squares contain boxes and some are marked as storage locations. The player, often represented as a worker character, can move one square at a time horizontally or vertically onto empty floor squares, but cannot pass through walls or boxes. 103:
Progressing through the game often requires meticulous planning and strategic maneuvering. A single misstep, like pushing a box into a corner or blocking others, can create unsolvable scenarios, forcing the player to backtrack or restart the puzzle. Anticipating the consequences of each push, and
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To move a box, the player walks up to it and pushes it to an empty square directly beyond the box. Boxes cannot be pushed to squares with walls or other boxes, and they cannot be pulled. The number of boxes matches the number of storage locations. The puzzle is solved when all boxes occupy the
265:, utilizing its FESS algorithm, was the first automatic solver to complete all 90 puzzles in the widely used XSokoban test suite. However, even the best automated solvers cannot solve many of the more challenging puzzles that humans can solve with time and effort. 1521:"今回はこのゲームを開発した THINKING RABBIT さんにお願いして, 市販品とは別に10の倉庫をつくってもらいましたので" [This time, we asked THINKING RABBIT, who developed this game, to build 10 warehouses separately from commercial products]. 1317: 22: 358:, each level has a designated exit square, and the objective is to reach that exit by pushing boxes, potentially more than one simultaneously. In a variant called 1538:"題して『倉庫番』PCマガジン番外編 (このプログラムは, PC-8801/9801 で使えます)" [Titled "Sokoban" PC Magazine Extra Edition (this program can be used with PC-8801 / 9801)]. 1093: 261:. Its core principles laid the groundwork for many newer solvers. It employed a conventional search algorithm enhanced with domain-specific knowledge. 1955: 417:
releases that mark milestones, such as expanding to new platforms or achieving widespread popularity. They are organized by release date.
2788: 1573: 79:, trying to get them to storage locations. The game was designed in 1981 by Hiroyuki Imabayashi, and first published in December 1982. 1458: 898: 866: 2778: 2034: 1001: 2663: 1336: 1011: 903: 871: 830: 793: 354:, the boxes have different colours, but the objective is to move them so that similarly coloured boxes are adjacent. In 2768: 1263: 2738: 2460: 1221: 2658: 1191: 2592: 2190: 2115: 1835: 216: 1299: 388:
all add new elements to the basic puzzle. Examples include holes, teleports, moving blocks and one-way passages.
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was a hit in Japan, selling more than 400,000 copies before being released in the United States. In 1988,
2743: 2668: 346:: Several variants feature different objectives from the traditional Sokoban gameplay. For instance, in 115:
was created in 1981 by Hiroyuki Imabayashi. The first commercial game was published in December 1982 by
2793: 2733: 2728: 2723: 2718: 2412: 2212: 2052: 1977: 779: 2653: 2582: 2488: 2427: 1593: 1559: 1540: 1523: 505: 340:, the boxes have different colours, and the goal is to push them onto squares with matching colours. 2472: 2042: 1933: 1915: 1768: 612: 608: 1061: 2758: 2753: 2407: 2097: 1925: 1157: 2783: 2748: 2698: 2455: 2450: 2366: 2244: 2019: 1830: 1804: 1787: 1758: 277:
game in the sense that they all make use of a controllable character pushing boxes around in a
362:, the objective is to push the elements of the level onto a target square in a fixed sequence. 2763: 2402: 2371: 2361: 2137: 1987: 1865: 1796: 1028: 604: 258: 242:(many pushes needed to reach a solution). Even small puzzles can require lengthy solutions. 2703: 2693: 2465: 2356: 2200: 1996: 1690: 1648: 201: 124: 8: 2708: 2683: 2678: 2222: 2172: 2127: 1960: 1840: 1000:
Yoshio Murase; Hitoshi Matsubara; Yuzuru Hiraga (1996). Norman Foo; Randy Goebel (eds.).
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Sokoban: Evaluating standard single-agent search techniques in the presence of deadlock
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Solving non-trivial Sokoban puzzles is difficult for computers because of the high
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considering the overall layout of the puzzle are crucial to avoid these deadlocks.
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Block Dude Puzzles are NP-Hard (and the Rugs Really Tie the Reductions Together)
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Technical Report TR 97-02, Dept. Of Computing Science, University of Alberta
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Hierarchical Planning and Learning for Automatic Solving of Sokoban Problems
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The FESS Algorithm: A Feature Based Approach to Single-Agent Search
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Jean-Noël Demaret; François Van Lishout; Pascal Gribomont (2008).
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game provides a challenging testbed for developing and evaluating
1117: 1077: 670: 574: 689: 144: 88: 21: 2553: 2394: 1407: 128: 1155: 1417:. 2020 IEEE Conference on Games (CoG). Osaka, Japan: IEEE. 398:, the character can pull boxes in addition to pushing them. 278: 273:
Several puzzles can be considered variants of the original
336:, some boxes and target squares are uniquely numbered. In 974: 783: 684: 1438:"FESS presentation at the CoG conference (17.5 minutes)" 322:, the puzzle contains more than one pusher. In the game 2180: 326:, strictly two pushers collaborate to solve the puzzle. 185: 1075:
Lafe Low (November 1988). "News Line; Made in Japan".
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techniques. The first documented automated solver was
1315: 915: 288:: In the standard game, the mazes are laid out on a 1264:"Sokoban: Improving the Search with Relevance Cuts" 1241: 1219: 1177: 1113:"I Review the Game Built into My New CRT (Boxman)" 1092:Austin Barr; Calvin Chung; Aaron Williams (2021). 2645: 1364:(MSc thesis). University of Helsinki. p. 1. 238:(many legal pushes at each turn) and the large 46: 1483:"Sokoban Solver Statistics - Large Test Suite" 1375:Andreas Junghanns; Jonathan Schaeffer (2001). 1335:Andreas Junghanns; Jonathan Schaeffer (1998). 1262:Andreas Junghanns; Jonathan Schaeffer (2001). 845: 808: 767: 730: 637: 562: 525: 488: 451: 40: 1567: 1354: 1062:"My conversation with Mr Hiroyuki Imabayashi" 408: 75:in which the player pushes boxes around in a 1435: 1297: 1187:"SOKOBAN and other motion planning problems" 1048:"Thinking Rabbit - 1983 Developer Interview" 1544:(in Japanese). August 1983. pp. 52–56. 1527:(in Japanese). August 1983. pp. 52–56. 1502: 54: 1574: 1560: 98: 1392: 1282: 1204: 413:This table lists some prominent official 1408:Yaron Shoham; Jonathan Shaeffer (2020). 1074: 20: 1318:"Theoretical analysis on Picokosmos 17" 1156:Michael Fryers; Michael Greene (1995). 219:. The computational problem of solving 87:The warehouse is depicted as a grid of 2646: 981:The University of Alberta Sokoban page 292:. Several variants apply the rules of 207: 1581: 1555: 215:has been studied using the theory of 1003:Automatic Making of Sokoban Problems 296:to mazes laid out on other tilings. 172:has been implemented for almost all 13: 164: 14: 2810: 2789:Windows Mobile Professional games 968: 227:. Further work proved it is also 1786: 932: 918: 1531: 1514: 1496: 1475: 1451: 1429: 1401: 1368: 1348: 1328: 1309: 1291: 1255: 1245:Games, Puzzles, and Computation 1235: 1213: 1171: 700:Shove It! ...The Warehouse Game 2779:Video games developed in Japan 1149: 1125: 1105: 1085: 1068: 1054: 1040: 1020: 993: 223:puzzles was first shown to be 107: 1: 1459:"Let's Logic Bots Statistics" 1423:10.1109/CoG47356.2020.9231929 1394:10.1016/S0004-3702(01)00109-6 1316:David Holland; Yaron Shoham. 1284:10.1016/S0304-3975(00)00080-3 1206:10.1016/S0925-7721(99)00017-6 986: 2664:Cancelled Atari Jaguar games 1271:Theoretical Computer Science 1242:Robert Aubrey Hearn (2006). 1222:"Sokoban is PSPACE-complete" 1220:Joseph C. Culberson (1997). 330:Designated storage locations 7: 1505:"Sokoban: Reversed Solving" 911: 344:Alternative game objectives 268: 82: 47: 10: 2815: 1784: 409:Selected official releases 188:. Versions also exist for 2769:Single-player video games 2601: 2517: 2481: 2443: 2337: 2330: 2255: 2171: 2146: 2096: 2061: 2033: 1995: 1986: 1924: 1894: 1864: 1821: 1795: 1722: 1699: 1634: 1611: 1602: 1594:List of video game genres 1589: 1101:. CCCG (2021). p. 1. 846: 809: 768: 731: 638: 563: 558:Namida No Sokoban Special 526: 489: 452: 41: 2739:PSPACE-complete problems 1886:Digital collectible card 366:Additional game elements 217:computational complexity 2659:ASCII Corporation games 1971:Roguelike deck-building 1879:Roguelike deck-building 1381:Artificial Intelligence 139:was published in US by 99:Challenges and strategy 1355:Timo Virkkala (2011). 1192:Computational Geometry 1133:"CHDK 1.5 User Manual" 30: 2774:Thinking Rabbit games 2213:Tactical role-playing 1978:Tactical role-playing 1436:Yaron Shoham (2020). 1298:Yaron Shoham (2020). 975:Official Sokoban site 310:equilateral triangles 259:University of Alberta 202:electronic organizers 24: 2799:NP-complete problems 2593:Vertically scrolling 1503:Frank Takes (2008). 904:Digital distribution 872:Digital distribution 831:Digital distribution 794:Digital distribution 194:graphing calculators 2689:Japanese inventions 2223:Turn-based strategy 2128:Submarine simulator 1934:Action role-playing 1841:Interactive fiction 1121:. 22 November 2020. 1036:. pp. 1, 2, 5. 286:Alternative tilings 257:, developed at the 208:Scientific research 182:video game consoles 95:storage locations. 29:puzzle being solved 2744:Puzzle video games 2669:Commodore 64 games 2624:Video game modding 2566:Nonlinear gameplay 2228:Turn-based tactics 2196:Real-time strategy 940:Video games portal 178:personal computers 31: 2794:ZX Spectrum games 2734:NEC PC-9801 games 2729:NEC PC-8801 games 2724:NEC PC-8001 games 2719:NEC PC-6001 games 2641: 2640: 2637: 2636: 2629:Video game remake 2537:Emergent gameplay 2208:Real-time tactics 2167: 2166: 2106:Flight simulation 1836:Graphic adventure 1782: 1781: 1583:Video game genres 1013:978-3-540-61532-3 909: 908: 618:Spectrum HoloByte 392:Character actions 318:: In the variant 141:Spectrum HoloByte 73:puzzle video game 2806: 2654:1982 video games 2619:Video game clone 2335: 2334: 2331:Related concepts 2138:Vehicular combat 1993: 1992: 1866:Digital tabletop 1846:Interactive film 1806:Grand Theft Auto 1797:Action-adventure 1790: 1747:Platform fighter 1626:Platform fighter 1609: 1608: 1576: 1569: 1562: 1553: 1552: 1546: 1545: 1535: 1529: 1528: 1518: 1512: 1511: 1509: 1500: 1494: 1493: 1491: 1489: 1479: 1473: 1472: 1470: 1468: 1463: 1455: 1449: 1448: 1442: 1433: 1427: 1426: 1416: 1405: 1399: 1398: 1396: 1387:(1–2): 219–251. 1372: 1366: 1365: 1363: 1352: 1346: 1345: 1343: 1332: 1326: 1325: 1320:. Archived from 1313: 1307: 1306: 1304: 1295: 1289: 1288: 1286: 1268: 1259: 1253: 1252: 1250: 1239: 1233: 1232: 1226: 1217: 1211: 1210: 1208: 1175: 1169: 1168: 1162: 1153: 1147: 1146: 1144: 1143: 1129: 1123: 1122: 1109: 1103: 1102: 1100: 1089: 1083: 1082: 1072: 1066: 1065: 1058: 1052: 1051: 1044: 1038: 1037: 1035: 1024: 1018: 1017: 997: 958:Transport puzzle 942: 937: 936: 935: 928: 923: 922: 921: 851: 849: 848: 841:Minna No Sokoban 814: 812: 811: 773: 771: 770: 736: 734: 733: 726:Soko-ban Revenge 643: 641: 640: 633:Soko-ban Perfect 568: 566: 565: 531: 529: 528: 494: 492: 491: 457: 455: 454: 420: 419: 316:Multiple pushers 302:regular hexagons 236:branching factor 70: 68: 65: 64:warehouse keeper 62: 59: 56: 52: 44: 43: 2814: 2813: 2809: 2808: 2807: 2805: 2804: 2803: 2644: 2643: 2642: 2633: 2597: 2588:Twitch gameplay 2513: 2477: 2439: 2326: 2278:Survival horror 2251: 2201:Time management 2163: 2142: 2133:Train simulator 2092: 2057: 2029: 1982: 1920: 1890: 1860: 1817: 1791: 1778: 1718: 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Index


puzzle video game
warehouse
squares
Thinking Rabbit
software house
Takarazuka
Japan
Spectrum HoloByte
IBM PC
Commodore 64
Apple II
Soko-Ban
home computers
personal computers
video game consoles
TVs
mobile phones
graphing calculators
digital cameras
electronic organizers
computational complexity
NP-hard
PSPACE-complete
branching factor
search depth
planning
University of Alberta
maze
square grid

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