Procedural Generation of Sokoban Levels
Here’s another approach to puzzle generation. A mechanical rather than narrative puzzle, to draw a distinction, operating in space rather than in logical connections between symbolic objects.
Sokoban and sokoban-like puzzles tend to crop up in other games that deal with space and movement on a grid. Nethack even has some special Sokoban levels. Being able to generate these kinds of puzzles procedurally could let us incorporate them into larger puzzle systems, allowing for greater variety.
i was surprised that the video didnt mention Yoshio Murase’s set of small automatically generated levels that’s in practically every incarnation of sokoban out there, but it’s there in the paper
i was especially surprised since that set of levels had a paper too
Good point. (And commendations on having the links handy!)