This week I’ve been adding randomly-generated block-pushing (sokoban) puzzles to the game, based on Taylor & Parberry’s 2011 paper.

I’ve open-sourced the library I wrote for this, Zosoko, to save others the time. The code is still a bit hairy and slow in places, but it works well enough for my game at least.

The paper might be of interest to people making generators for other kinds of puzzles: the concept of farthest state and the iterative-deepening search over the set of game-states look like they should be useful in many kinds of puzzles with large search spaces.

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