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Sokoban

Sokoban (倉庫番, Sōko-ban, lit.'warehouse keeper'[1]) is a puzzle video game in which the player pushes boxes around in a warehouse, trying to get them to storage locations. The game was designed in 1981 by Hiroyuki Imabayashi, and first published in December 1982.

A Sokoban puzzle being solved

Gameplay edit

The warehouse is depicted as a grid of squares, 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.

To move a box, the player walks up to it and pushes it to the square beyond. 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 storage locations.

Challenges and Strategy edit

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 considering the overall layout of the puzzle are crucial to avoid these deadlocks.

Selected official releases edit

Year Title Country Platform Publisher Media Notes
1982 Sokoban (倉庫番) Japan NEC PC-8801 Thinking Rabbit Cassette tape
1983 Sokoban [Extra Edition] (倉庫番[番外編][2][3]) Japan NEC PC-8801 PCマガジン Type-in program
1984 Sokoban 2 (倉庫番2) Japan NEC PC-8801 Thinking Rabbit Cassette tape
1986 Namida no Sokoban Special (涙の倉庫番スペシャル) Japan Famicom Disk System ASCII Corporation Floppy
1988 Soko-Ban US IBM PC, XT, and AT Spectrum HoloByte Floppy
1989 Soko-ban Perfect (倉庫番Perfect) Japan NEC PC-9801 Thinking Rabbit Floppy
1990 Boxyboy Japan, US Turbografx-16/PC Engine NEC HuCard
1990 Shove It! ...The Warehouse Game Japan, US Sega Genesis/Mega Drive Masaya Games ROM cartridge
1991 Soko-ban Revenge (倉庫番Revenge) Japan NEC PC-9801 Thinking Rabbit Floppy
2016 Sokoban Touch (倉庫番Touch) Japan, US Android and Apple iOS Thinking Rabbit Digital distribution
2018 Sokoban Smart (倉庫番スマート) Japan Windows Thinking Rabbit Digital distribution
2019 Minna No Sokoban (みんなの倉庫番) Japan Nintendo Switch and PlayStation 4 Unbalance Corporation Digital distribution
2021 The Sokoban US Nintendo Switch and PlayStation 4 Unbalance Corporation Digital distribution

Development edit

Sokoban was created in 1981 by Hiroyuki Imabayashi.[4][5] The first commercial game was published in December 1982 by Thinking Rabbit, a software house based in Takarazuka, Japan. Sokoban was a hit in Japan, selling more than 400,000 copies before being released in the United States.[6] In 1988, Sokoban was published in US by Spectrum HoloByte for the IBM PC, Commodore 64, and Apple II as Soko-Ban.[7]

Implementations edit

Implementations of Sokoban have been written for numerous computer platforms, including almost all home computer and personal computer systems. Different versions also exist for video game consoles, mobile phones, graphing calculators, digital cameras[8] and electronic organizers.

Scientific research edit

Sokoban has been studied using the theory of computational complexity. The computational problem of solving Sokoban puzzles was first shown to be NP-hard.[9][10] Further work proved it is also PSPACE-complete.[11][12]

Search for a solution to a Sokoban puzzle is difficult for computers due to the many possible legal pushes at each turn (branching factor) and the possibly long sequence of moves needed to reach a solution (search tree depth).[13][14] Even small puzzles can require lengthy solutions.[15]

The Sokoban game provides a challenging testbed for developing and evaluating planning techniques. [16][17] The first documented automated solver was Rolling Stone, developed at the University of Alberta. Its core principles laid the groundwork for many newer solvers. It employed a conventional search algorithm enhanced with domain-specific knowledge.[18] Festival, utilizing its FESS algorithm, was the first automatic solver to complete all 90 puzzles in the widely used XSokoban test suite.[19][20] However, even the best automated solvers cannot solve many of the more challenging puzzles that humans can solve with time and effort.[21][22]

Variants edit

Several puzzles can be considered variants of the original Sokoban game in the sense that they all make use of a controllable character pushing boxes around in a maze.

  • Alternative tilings: In the standard game, the mazes are laid out on a square grid. Several variants apply the rules of Sokoban to mazes laid out on other tilings. Hexoban uses regular hexagons, and Trioban uses equilateral triangles.
  • Multiple pushers: In the variant Multiban, the puzzle contains more than one pusher. In the game Sokoboxes Duo, strictly two pushers collaborate to solve the puzzle.
  • Designated storage locations: In Sokomind Plus, some boxes and target squares are uniquely numbered. In Block-o-Mania, the boxes have different colours, and the goal is to push them onto squares with matching colours.
  • Alternative game objectives: Several variants feature different objectives from the traditional Sokoban gameplay. For instance, in Interlock and Sokolor, the boxes have different colours, but the objective is to move them so that similarly coloured boxes are adjacent. In CyberBox, 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 Beanstalk, the objective is to push the elements of the level onto a target square in a fixed sequence.
  • Additional game elements: Push Crate, Sokonex, Xsok, Cyberbox and Block-o-Mania all add new elements to the basic puzzle. Examples include holes, teleports, moving blocks and one-way passages.
  • Character actions: In Pukoban, the character can pull boxes in addition to pushing them.
  • Reverse mode: 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.[23]

See also edit

External links edit

  • Official Sokoban site (in Japanese)
  • The University of Alberta Sokoban page

References edit

  1. ^ Yoshio Murase; Hitoshi Matsubara; Yuzuru Hiraga (1996). Norman Foo; Randy Goebel (eds.). Automatic Making of Sokoban Problems. Springer Science & Business Media. p. 592. ISBN 978-3-540-61532-3.
  2. ^ "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]. PCマガジン (in Japanese). August 1983. pp. 52–56.
  3. ^ "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)]. PCマガジン (in Japanese). August 1983. pp. 52–56.
  4. ^ "Thinking Rabbit - 1983 Developer Interview".
  5. ^ "My conversation with Mr Hiroyuki Imabayashi".
  6. ^ Lafe Low (November 1988). "News Line; Made in Japan". inCider. p. 14.
  7. ^ Austin Barr; Calvin Chung; Aaron Williams (2021). Block Dude Puzzles are NP-Hard (and the Rugs Really Tie the Reductions Together) (PDF). CCCG (2021). p. 1.
  8. ^ "CHDK 1.5 User Manual". CHDK Wiki. Retrieved 2023-07-13.
  9. ^ Michael Fryers; Michael Greene (1995). "Sokoban" (PDF). Eureka (54): 25–32.
  10. ^ Dorit Dor; Uri Zwick (1999). "SOKOBAN and other motion planning problems". Computational Geometry. 13 (4): 215–228. doi:10.1016/S0925-7721(99)00017-6.
  11. ^ Joseph C. Culberson (1997). "Sokoban is PSPACE-complete" (PDF). Technical Report TR 97-02, Dept. of Computing Science, University of Alberta.
  12. ^ Robert Aubrey Hearn (2006). Games, Puzzles, and Computation (PDF) (PhD thesis). Massachusetts Institute of Technology. pp. 98–100.
  13. ^ Andreas Junghanns; Jonathan Schaeffer (2001). Sokoban: Improving the Search with Relevance Cuts (PDF). p. 5. doi:10.1016/S0304-3975(00)00080-3.
  14. ^ Yaron Shoham (2020). "FESS Draft" (PDF). p. 3.
  15. ^ David Holland; Yaron Shoham. . Archived from the original on 2016-06-07.
  16. ^ Andreas Junghanns; Jonathan Schaeffer (1998). Sokoban: Evaluating standard single-agent search techniques in the presence of deadlock (PDF). p. 4.
  17. ^ Timo Virkkala (2011). Solving Sokoban (PDF) (MSc thesis). University of Helsinki. p. 1.
  18. ^ Andreas Junghanns; Jonathan Schaeffer (2001). "Sokoban: Enhancing general single-agent search methods using domain knowledge". Artificial Intelligence. 129 (1–2): 219–251. doi:10.1016/S0004-3702(01)00109-6.
  19. ^ Yaron Shoham; Jonathan Shaeffer (2020). The FESS Algorithm: A Feature Based Approach to Single-Agent Search (PDF). 2020 IEEE Conference on Games (CoG). Osaka, Japan: IEEE. doi:10.1109/CoG47356.2020.9231929.
  20. ^ Yaron Shoham (2020). "FESS presentation at the CoG conference (17.5 minutes)" (video). archive.org.
  21. ^ "Let's Logic Bots Statistics" (PDF). Retrieved 19 April 2024.
  22. ^ "Sokoban Solver Statistics - Large Test Suite". Retrieved 14 April 2024.
  23. ^ Frank Takes (2008). "Sokoban: Reversed Solving" (PDF).

sokoban, 倉庫番, sōko, warehouse, keeper, puzzle, video, game, which, player, pushes, boxes, around, warehouse, trying, them, storage, locations, game, designed, 1981, hiroyuki, imabayashi, first, published, december, 1982, puzzle, being, solved, contents, gamepl. Sokoban 倉庫番 Sōko ban lit warehouse keeper 1 is a puzzle video game in which the player pushes boxes around in a warehouse trying to get them to storage locations The game was designed in 1981 by Hiroyuki Imabayashi and first published in December 1982 A Sokoban puzzle being solved Contents 1 Gameplay 2 Challenges and Strategy 3 Selected official releases 4 Development 5 Implementations 6 Scientific research 7 Variants 8 See also 9 External links 10 ReferencesGameplay editThe warehouse is depicted as a grid of squares 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 To move a box the player walks up to it and pushes it to the square beyond 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 storage locations Challenges and Strategy editProgressing 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 considering the overall layout of the puzzle are crucial to avoid these deadlocks Selected official releases editYear Title Country Platform Publisher Media Notes 1982 Sokoban 倉庫番 Japan NEC PC 8801 Thinking Rabbit Cassette tape 1983 Sokoban Extra Edition 倉庫番 番外編 2 3 Japan NEC PC 8801 PCマガジン Type in program 1984 Sokoban 2 倉庫番2 Japan NEC PC 8801 Thinking Rabbit Cassette tape 1986 Namida no Sokoban Special 涙の倉庫番スペシャル Japan Famicom Disk System ASCII Corporation Floppy 1988 Soko Ban US IBM PC XT and AT Spectrum HoloByte Floppy 1989 Soko ban Perfect 倉庫番Perfect Japan NEC PC 9801 Thinking Rabbit Floppy 1990 Boxyboy Japan US Turbografx 16 PC Engine NEC HuCard 1990 Shove It The Warehouse Game Japan US Sega Genesis Mega Drive Masaya Games ROM cartridge 1991 Soko ban Revenge 倉庫番Revenge Japan NEC PC 9801 Thinking Rabbit Floppy 2016 Sokoban Touch 倉庫番Touch Japan US Android and Apple iOS Thinking Rabbit Digital distribution 2018 Sokoban Smart 倉庫番スマート Japan Windows Thinking Rabbit Digital distribution 2019 Minna No Sokoban みんなの倉庫番 Japan Nintendo Switch and PlayStation 4 Unbalance Corporation Digital distribution 2021 The Sokoban US Nintendo Switch and PlayStation 4 Unbalance Corporation Digital distributionDevelopment editSokoban was created in 1981 by Hiroyuki Imabayashi 4 5 The first commercial game was published in December 1982 by Thinking Rabbit a software house based in Takarazuka Japan Sokoban was a hit in Japan selling more than 400 000 copies before being released in the United States 6 In 1988 Sokoban was published in US by Spectrum HoloByte for the IBM PC Commodore 64 and Apple II as Soko Ban 7 Implementations editImplementations of Sokoban have been written for numerous computer platforms including almost all home computer and personal computer systems Different versions also exist for video game consoles mobile phones graphing calculators digital cameras 8 and electronic organizers Scientific research editSokoban has been studied using the theory of computational complexity The computational problem of solving Sokoban puzzles was first shown to be NP hard 9 10 Further work proved it is also PSPACE complete 11 12 Search for a solution to a Sokoban puzzle is difficult for computers due to the many possible legal pushes at each turn branching factor and the possibly long sequence of moves needed to reach a solution search tree depth 13 14 Even small puzzles can require lengthy solutions 15 The Sokoban game provides a challenging testbed for developing and evaluating planning techniques 16 17 The first documented automated solver was Rolling Stone developed at the University of Alberta Its core principles laid the groundwork for many newer solvers It employed a conventional search algorithm enhanced with domain specific knowledge 18 Festival utilizing its FESS algorithm was the first automatic solver to complete all 90 puzzles in the widely used XSokoban test suite 19 20 However even the best automated solvers cannot solve many of the more challenging puzzles that humans can solve with time and effort 21 22 Variants editSeveral puzzles can be considered variants of the original Sokoban game in the sense that they all make use of a controllable character pushing boxes around in a maze Alternative tilings In the standard game the mazes are laid out on a square grid Several variants apply the rules of Sokoban to mazes laid out on other tilings Hexoban uses regular hexagons and Trioban uses equilateral triangles Multiple pushers In the variant Multiban the puzzle contains more than one pusher In the game Sokoboxes Duo strictly two pushers collaborate to solve the puzzle Designated storage locations In Sokomind Plus some boxes and target squares are uniquely numbered In Block o Mania the boxes have different colours and the goal is to push them onto squares with matching colours Alternative game objectives Several variants feature different objectives from the traditional Sokoban gameplay For instance in Interlock and Sokolor the boxes have different colours but the objective is to move them so that similarly coloured boxes are adjacent In CyberBox 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 Beanstalk the objective is to push the elements of the level onto a target square in a fixed sequence Additional game elements Push Crate Sokonex Xsok Cyberbox and Block o Mania all add new elements to the basic puzzle Examples include holes teleports moving blocks and one way passages Character actions In Pukoban the character can pull boxes in addition to pushing them Reverse mode 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 23 See also edit nbsp Japan portal nbsp Video games portal Logic puzzle Sliding puzzle Transport puzzle Motion planningExternal links editOfficial Sokoban site in Japanese The University of Alberta Sokoban pageReferences edit Yoshio Murase Hitoshi Matsubara Yuzuru Hiraga 1996 Norman Foo Randy Goebel eds Automatic Making of Sokoban Problems Springer Science amp Business Media p 592 ISBN 978 3 540 61532 3 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 PCマガジン in Japanese August 1983 pp 52 56 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 PCマガジン in Japanese August 1983 pp 52 56 Thinking Rabbit 1983 Developer Interview My conversation with Mr Hiroyuki Imabayashi Lafe Low November 1988 News Line Made in Japan inCider p 14 Austin Barr Calvin Chung Aaron Williams 2021 Block Dude Puzzles are NP Hard and the Rugs Really Tie the Reductions Together PDF CCCG 2021 p 1 CHDK 1 5 User Manual CHDK Wiki Retrieved 2023 07 13 Michael Fryers Michael Greene 1995 Sokoban PDF Eureka 54 25 32 Dorit Dor Uri Zwick 1999 SOKOBAN and other motion planning problems Computational Geometry 13 4 215 228 doi 10 1016 S0925 7721 99 00017 6 Joseph C Culberson 1997 Sokoban is PSPACE complete PDF Technical Report TR 97 02 Dept of Computing Science University of Alberta Robert Aubrey Hearn 2006 Games Puzzles and Computation PDF PhD thesis Massachusetts Institute of Technology pp 98 100 Andreas Junghanns Jonathan Schaeffer 2001 Sokoban Improving the Search with Relevance Cuts PDF p 5 doi 10 1016 S0304 3975 00 00080 3 Yaron Shoham 2020 FESS Draft PDF p 3 David Holland Yaron Shoham Theoretical analysis on Picokosmos 17 Archived from the original on 2016 06 07 Andreas Junghanns Jonathan Schaeffer 1998 Sokoban Evaluating standard single agent search techniques in the presence of deadlock PDF p 4 Timo Virkkala 2011 Solving Sokoban PDF MSc thesis University of Helsinki p 1 Andreas Junghanns Jonathan Schaeffer 2001 Sokoban Enhancing general single agent search methods using domain knowledge Artificial Intelligence 129 1 2 219 251 doi 10 1016 S0004 3702 01 00109 6 Yaron Shoham Jonathan Shaeffer 2020 The FESS Algorithm A Feature Based Approach to Single Agent Search PDF 2020 IEEE Conference on Games CoG Osaka Japan IEEE doi 10 1109 CoG47356 2020 9231929 Yaron Shoham 2020 FESS presentation at the CoG conference 17 5 minutes video archive org Let s Logic Bots Statistics PDF Retrieved 19 April 2024 Sokoban Solver Statistics Large Test Suite Retrieved 14 April 2024 Frank Takes 2008 Sokoban Reversed Solving PDF Retrieved from https en wikipedia org w index php title Sokoban amp oldid 1219730853, wikipedia, wiki, book, books, library,

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