@inproceedings{77aedaef6b6649efae2cb3475461fdb1,
title = "AI Assisted Design of Sokoban Puzzles Using Automated Planning",
abstract = "Designing interesting and challenging levels for a puzzle game is a very difficult and time consuming task. It is often possible to develop random puzzle generators that can produce solvable levels. However, in order to obtain appealing levels, usually a human designer needs to be involved. In this paper we propose a new generic method for assisting human designers to create solvable levels for a puzzle game by using Automated Planning. We will demonstrate our method on the well-known Japanese puzzle game Sokoban.",
author = "Tomas Balyo and Nils Froleyks",
year = "2022",
doi = "10.1007/978-3-030-95531-1\_29",
language = "English",
isbn = "9783030955304",
series = "Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST",
publisher = "Springer International Publishing",
pages = "424--441",
editor = "Matthias W{\"o}lfel and Johannes Bernhardt and Sonja Thiel",
booktitle = "ArtsIT, Interactivity and Game Creation - Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence - 10th EAI International Conference, ArtsIT 2021, Proceedings",
}