AI Assisted Design of Sokoban Puzzles Using Automated Planning

Tomas Balyo, Nils Froleyks

Research output: Chapter in Book/Report/Conference proceedingConference proceedingspeer-review

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.
Original languageEnglish
Title of host publicationArtsIT, Interactivity and Game Creation - Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence - 10th EAI International Conference, ArtsIT 2021, Proceedings
EditorsMatthias Wölfel, Johannes Bernhardt, Sonja Thiel
PublisherSpringer International Publishing
Pages424-441
Number of pages18
ISBN (Print)9783030955304
DOIs
Publication statusPublished - 2022

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Volume422 LNICST
ISSN (Print)1867-8211
ISSN (Electronic)1867-822X

Fields of science

  • 102 Computer Sciences
  • 102001 Artificial intelligence
  • 102011 Formal languages
  • 102022 Software development
  • 102031 Theoretical computer science
  • 603109 Logic
  • 202006 Computer hardware

Cite this