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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

The game is played on a board of squares, where each square is a floor or a wall. Some floor squares contain boxes, and some floor squares are marked as storage locations.

The player is confined to the board and may move horizontally or vertically onto empty squares (never through walls or boxes). The player can move a box by walking up to it and push it to the square beyond. Boxes cannot be pulled, and they cannot be pushed to squares with walls or other boxes. The number of boxes equals the number of storage locations. The puzzle is solved when all boxes are placed at storage locations.

Selected official releases

Year Title Country Platform Publisher Media
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
1988 Soko-Ban US IBM PC and compatibles 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
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
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

Sokoban was created in 1981 by Hiroyuki Imabayashi. The first commercial game was published in December 1982 by Thinking Rabbit, a software house based in Takarazuka, Japan.

In 1988 Sokoban was published in US by Spectrum HoloByte for the Commodore 64, IBM-PC, Unix, Commodore Amiga and Apple II series as Soko-Ban. Sokoban was a hit in Japan where it had sold more than 400,000 copies by the time Spectrum HoloByte imported it to the United States.[4]

Implementations

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, graphic calculators, digital cameras[citation needed] and electronic organizers.

Scientific research

Sokoban can be studied using the theory of computational complexity. The problem of solving Sokoban puzzles was first proved to be NP-hard.[5][6] Further work showed that it was significantly more difficult than NP problems; it is PSPACE-complete.[7] This is of interest for artificial intelligence (AI) research because solving Sokoban can be compared to the automated planning required by some autonomous robots.

Sokoban is difficult not only because of its large branching factor, but also because of its large search tree depth. Some level types can even be extended indefinitely, with each iteration requiring an exponentially growing number of moves and pushes.[8] Skilled human players rely mostly on heuristics and are usually able to quickly discard a great many futile or redundant lines of play by recognizing patterns and subgoals, thereby drastically reducing the search effort.

Some Sokoban puzzles can be solved automatically by using a single-agent search algorithm, such as IDA*; enhanced by several techniques that make use of domain-specific knowledge.[9] This is the method used by Rolling Stone,[10] a Sokoban solver developed by the University of Alberta GAMES Group. Festival[11] was the first automatic solver to solve all 90 levels in the standard benchmark test suite. However, the more complex Sokoban levels are out of reach even for the best automated solvers.[12]

Variants

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 variants Multiban and Interlock, the player can control multiple characters.
  • Alternative goals: Several variants adjust the requirements for completing a level. For example, in Block-o-Mania the boxes have different colours, and the goal is to push them onto squares with matching colours. Sokomind Plus implements a similar idea, with boxes and target squares uniquely numbered. In Interlock and Sokolor, the boxes also have different colours, but the goal is to move them so that similarly coloured boxes are adjacent. In CyberBox, each level has a designated exit square, and the goal is to reach that exit. In a variant called Beanstalk, the elements of the level must be pushed 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. The 1982 Sokoban (NEC PC-8801) game featured levels with destructible walls.[13]
  • Character actions: In Pukoban, the character can pull boxes in addition to pushing them.
  • Reverse mode: The player solves the puzzle backwards, from the end to the initial position by pulling instead of pushing boxes. Standard Sokoban puzzles can be played in reverse mode, and the reverse-mode solutions can be converted to solutions for the standard-mode puzzles. Therefore, reverse-mode gameplay can also be instrumental in solving standard Sokoban puzzles.

See also

External links

  • Official Sokoban site (in Japanese)
  • The University of Alberta Sokoban page
  • Virkkala, Timo (2011). Solving Sokoban (PDF) (Master's Thesis). University of Helsinki. Retrieved 24 September 2014.

References

  1. ^ Foo, Norman; Goebel, Randy (1996). PRICAI '96: Topics in Artificial Intelligence: 4th Pacific Rim International Conference on Artificial Intelligence, Cairns, Australia, August 26 - 30, 1996, Proceedings. 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. ^ Low, Lafe (November 1988). "News Line; Made in Japan". inCider (43). 14, 15.
  5. ^ M. Fryers; M. T. Greene (1995). "Sokoban". Eureka (54).
  6. ^ Dor, Dorit; Zwick, Uri (1999). "SOKOBAN and other motion planning problems". Computational Geometry. 13 (4): 215–228. doi:10.1016/S0925-7721(99)00017-6. ISSN 0925-7721.
  7. ^ Joseph C. Culberson, Sokoban is PSPACE-complete (PS). Technical Report TR 97-02, Dept. of Computing Science, University of Alberta, 1997.
  8. ^ David Holland and Yaron Shoham, .
  9. ^ Andreas Junghanns, Jonathan Schaeffer (2001) Sokoban: Enhancing general single-agent search methods using domain knowledge, Artificial Intelligence 129(1–2):219–251 (Special issue on heuristic search in artificial intelligence).
  10. ^ Junghanns, Andreas; Schaeffer, Jonathan (1997). "Sokoban: A Challenging Single-Agent Search Problem" (PDF). In IJCAI Workshop on Using Games as an Experimental Testbed for AI Research. University of Alberta. pp. 27–36.
  11. ^ Yaron Shoham, Jonathan Shaeffer (2020) The FESS Algorithm: A Feature Based Approach to Single-Agent Search. Published in: 2020 IEEE Conference on Games (CoG)
  12. ^ "Solver Statistics – Sokoban Wiki". Retrieved 8 February 2013.
  13. ^ THE 倉庫番 (in Japanese). 1987. p. 113. ISBN 4-88239-606-8.


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 Selected official releases 3 Development 4 Implementations 4 1 Scientific research 5 Variants 6 See also 7 External links 8 ReferencesGameplay EditThe game is played on a board of squares where each square is a floor or a wall Some floor squares contain boxes and some floor squares are marked as storage locations The player is confined to the board and may move horizontally or vertically onto empty squares never through walls or boxes The player can move a box by walking up to it and push it to the square beyond Boxes cannot be pulled and they cannot be pushed to squares with walls or other boxes The number of boxes equals the number of storage locations The puzzle is solved when all boxes are placed at storage locations Selected official releases EditYear Title Country Platform Publisher Media1982 Sokoban 倉庫番 Japan NEC PC 8801 Thinking Rabbit Cassette tape1983 Sokoban Extra Edition 倉庫番 番外編 2 3 Japan NEC PC 8801 PCマガジン Type in program1984 Sokoban 2 倉庫番2 Japan NEC PC 8801 Thinking Rabbit Cassette tape1988 Soko Ban US IBM PC and compatibles Spectrum HoloByte Floppy1989 Soko ban Perfect 倉庫番Perfect Japan NEC PC 9801 Thinking Rabbit Floppy1990 Boxyboy Japan US Turbografx 16 PC Engine NEC HuCard1991 Soko ban Revenge 倉庫番Revenge Japan NEC PC 9801 Thinking Rabbit Floppy2016 Sokoban Touch 倉庫番Touch Japan US Android and Apple iOS Thinking Rabbit Digital distribution2019 Minna No Sokoban みんなの倉庫番 Japan Nintendo Switch and PlayStation 4 Unbalance Corporation Digital distribution2021 The Sokoban US Nintendo Switch and PlayStation 4 Unbalance Corporation Digital distributionDevelopment EditSokoban was created in 1981 by Hiroyuki Imabayashi The first commercial game was published in December 1982 by Thinking Rabbit a software house based in Takarazuka Japan In 1988 Sokoban was published in US by Spectrum HoloByte for the Commodore 64 IBM PC Unix Commodore Amiga and Apple II series as Soko Ban Sokoban was a hit in Japan where it had sold more than 400 000 copies by the time Spectrum HoloByte imported it to the United States 4 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 graphic calculators digital cameras citation needed and electronic organizers Scientific research Edit Sokoban can be studied using the theory of computational complexity The problem of solving Sokoban puzzles was first proved to be NP hard 5 6 Further work showed that it was significantly more difficult than NP problems it is PSPACE complete 7 This is of interest for artificial intelligence AI research because solving Sokoban can be compared to the automated planning required by some autonomous robots Sokoban is difficult not only because of its large branching factor but also because of its large search tree depth Some level types can even be extended indefinitely with each iteration requiring an exponentially growing number of moves and pushes 8 Skilled human players rely mostly on heuristics and are usually able to quickly discard a great many futile or redundant lines of play by recognizing patterns and subgoals thereby drastically reducing the search effort Some Sokoban puzzles can be solved automatically by using a single agent search algorithm such as IDA enhanced by several techniques that make use of domain specific knowledge 9 This is the method used by Rolling Stone 10 a Sokoban solver developed by the University of Alberta GAMES Group Festival 11 was the first automatic solver to solve all 90 levels in the standard benchmark test suite However the more complex Sokoban levels are out of reach even for the best automated solvers 12 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 variants Multiban and Interlock the player can control multiple characters Alternative goals Several variants adjust the requirements for completing a level For example in Block o Mania the boxes have different colours and the goal is to push them onto squares with matching colours Sokomind Plus implements a similar idea with boxes and target squares uniquely numbered In Interlock and Sokolor the boxes also have different colours but the goal is to move them so that similarly coloured boxes are adjacent In CyberBox each level has a designated exit square and the goal is to reach that exit In a variant called Beanstalk the elements of the level must be pushed 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 The 1982 Sokoban NEC PC 8801 game featured levels with destructible walls 13 Character actions In Pukoban the character can pull boxes in addition to pushing them Reverse mode The player solves the puzzle backwards from the end to the initial position by pulling instead of pushing boxes Standard Sokoban puzzles can be played in reverse mode and the reverse mode solutions can be converted to solutions for the standard mode puzzles Therefore reverse mode gameplay can also be instrumental in solving standard Sokoban puzzles See also Edit Japan portal Video games portalLogic puzzle Sliding puzzle Transport puzzle Motion planningExternal links EditOfficial Sokoban site in Japanese The University of Alberta Sokoban page Virkkala Timo 2011 Solving Sokoban PDF Master s Thesis University of Helsinki Retrieved 24 September 2014 References Edit Foo Norman Goebel Randy 1996 PRICAI 96 Topics in Artificial Intelligence 4th Pacific Rim International Conference on Artificial Intelligence Cairns Australia August 26 30 1996 Proceedings 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 Low Lafe November 1988 News Line Made in Japan inCider 43 14 15 M Fryers M T Greene 1995 Sokoban Eureka 54 Dor Dorit Zwick Uri 1999 SOKOBAN and other motion planning problems Computational Geometry 13 4 215 228 doi 10 1016 S0925 7721 99 00017 6 ISSN 0925 7721 Joseph C Culberson Sokoban is PSPACE complete PS Technical Report TR 97 02 Dept of Computing Science University of Alberta 1997 David Holland and Yaron Shoham Theoretical analysis on Picokosmos 17 Andreas Junghanns Jonathan Schaeffer 2001 Sokoban Enhancing general single agent search methods using domain knowledge Artificial Intelligence 129 1 2 219 251 Special issue on heuristic search in artificial intelligence Junghanns Andreas Schaeffer Jonathan 1997 Sokoban A Challenging Single Agent Search Problem PDF In IJCAI Workshop on Using Games as an Experimental Testbed for AI Research University of Alberta pp 27 36 Yaron Shoham Jonathan Shaeffer 2020 The FESS Algorithm A Feature Based Approach to Single Agent Search Published in 2020 IEEE Conference on Games CoG Solver Statistics Sokoban Wiki Retrieved 8 February 2013 THE 倉庫番 in Japanese 1987 p 113 ISBN 4 88239 606 8 Retrieved from https en wikipedia org w index php title Sokoban amp oldid 1128995650, wikipedia, wiki, book, books, library,

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