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    GAME CONSOLE & PC RELATED: "Sokoban"

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    Sokoban


    Puzzle

    I managed to get hold of an old Playstation 1 demo disk this week off e bay. On it are 20 games made by amateur programming nerds. One of them is the brilliant 'Pushy II'. It's a very addictive ball and box sliding puzzle. I'm stuck on the level above. The idea is that you have to use the pink guy (which you can move anywhere) to go behind the balls and push them on to the white crosses. The trouble is though that the balls only stop when they hit something- in this case the walls or the grey s

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    10. Mai 2008 17:29

    10. Mai 2008 Sonstiges · 10. Mai 2008 17:29 · 3 Kommentare Sommerschlappen sind aufm Audi drauf, endlich!Ich neige noch dazu schnell in die Waschanlage zu fahren.Balkon oder Hollywoodschaukel?Mein DSR6000 kann jetzt Sokoban :huepf: :heupf:Es gibt sooooo viele Schrott-TV Sender.....10. Mai 2008 17:29 Tags: Audi · Sokoban ·

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    UFO Sokoban 3D

    Click to enlarge UFO Sokoban 3D 2.52 UFO Sokoban 3D is a 3-dimensional version of the classic logic game. The goal of the game is to push all the boxes into the specified positions. Over 52 levels available. Enjoy 3D graphic effects and wonderful music. Unleash the power of your video accelerator and [...]

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    Sokoban

    Sokoban 2 Maggio 2008 » Software » Lascia un Commento Amo i rompicapo e i giochi di intelligenza. Sokoban appartiene a questa categoria; per la precisione è uno dei primi e tra i più famosi videogiochi di tutti i tempi. Per chi non lo ricorda o non ci ha mai giocato, il nostro compito è quello di spostare alcune casse nelle giuste posizioni. Detto così sembrerebbe abbastanza semplice. Non lo è perchè la difficoltà varia da livello a livello. Non dico che alcuni di questi sono impossibili, ma

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    Rocks’n'Diamonds 3.2.4

    Rocks’n'Diamonds es un simpatico juego que salio en mitad de los 90 y en el que se combinan varios juegos, Emerald Mine, Boulder Dash, Supaplex y Sokoban. El resultado de esta combinacion de juegos clasicos con una “chispa enorme” es una entretenida partida llena de diamantes, personajes extraños, caminos dificiles de pasar, puntuaciones inalcanzables, y en la que debemos conseguir el mayor puntaje posible para seguir hacia las demas etapas. Rocks’n'Diamonds es tremendamente enganchadizo y cu

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    ~* Sokoban *~

    Level 1 of the original PC version of Sokoban
    KSokoban, an implementation of Sokoban for KDE. In this version, the red rubies play the role of the boxes described in the text.

    Sokoban (倉庫番 Sōkoban?, warehouse keeper) is a transport puzzle in which the player pushes boxes around a maze, viewed from above, and tries to put them in designated locations. Only one box may be pushed at a time, not two, and boxes cannot be pulled. As the puzzle would be extremely difficult to create physically, it is usually implemented as a video game.

    Sokoban was created in 1980 by Hiroyuki Imabayashi, and was published in 1982 by Thinking Rabbit, a software house based in Takarazuka, Japan. Thinking Rabbit also released three sequels: Boxxle, Sokoban Perfect and Sokoban Revenge.

    Implementations of Sokoban have been written for numerous computer platforms, including almost all home computer and personal computer systems. Versions also exist for several hand held and video game consoles, mobile phones, graphic calculators, and Canon PowerShot digital cameras. Many other puzzle games, such as Chip's Challenge and Rocks and Diamonds, implement Sokoban-based gameplay. The roguelike computer game NetHack contains a sequence of dungeon levels deliberately designed to simulate a Sokoban game.

    Sokoban variants

    Several puzzles can be considered variants of the original Sokoban game, in the sense that they all make use of a controllable character who pushes boxes around a maze.

    Alternative Tilings: In the standard game, the mazes are laid out on a tiling of squares. Several variants apply the rules of Sokoban to mazes laid out on other tilings. Hexoban uses a tiling of regular hexagons and Trioban a tiling of 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 are different colours and the goal is to push them onto squares which match their colours. Sokomind Plus implements a similar idea, with boxes and target squares uniquely numbered. In Interlock and Sokolor, the boxes are also 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 the goal in a fixed sequence.

    Additional game elements: Sokonex, Xsok, Cyberbox, Block-o-Mania all add new elements to the basic puzzle. Examples include holes, teleports, moving blocks and one-way passages.

    Scientific research on Sokoban

    Sokoban can be studied using the theory of computational complexity. The problem of solving Sokoban puzzles has been proven to be NP-hard. This is interesting also for artificial intelligence researchers, because solving Sokoban can be compared to designing a robot which moves boxes in a warehouse. Further work has shown that solving Sokoban is also PSPACE-complete.

    Sokoban is difficult not only due to its branching factor (which is comparable to chess, but still much lower than that of go), but also its enormous search tree depth; some levels require more than 1000 "pushes". Skilled human players rely mostly on heuristics; they are usually able to quickly discard futile or redundant lines of play, and recognize patterns and subgoals, drastically cutting down on the amount of search.

    Some Sokoban puzzles can be solved automatically by using a single-agent search algorithm, such as IDA*, enhanced by several techniques which make use of domain-specific knowledge. This is the method used by Rolling Stone, a Sokoban solver developed by the University of Alberta GAMES Group. The more complex Sokoban levels are, however, out of reach even for the best automated solvers.

    References

    1. ^ M. Fryers and M.T. Greene (1995). "Sokoban". Eureka (54). 
    2. ^ Joseph C. Culberson, Sokoban is PSPACE-complete. Technical Report TR 97-02, Dept. of Computing Science, University of Alberta, 1997. Also: http://web.cs.ualberta.ca/~joe/Preprints/Sokoban
    3. ^ Andreas Junghanns, Jonathan Schaeffer, Sokoban: A Case-Study in the Application of Domain Knowledge in General Search Enhancements to Increase Efficiency in Single-Agent Search. Artificial Intelligence, special issue on search, 2000.

    See also

    • Logic puzzle
    • Sliding puzzle
    • Wonderland
    • Chip's Challenge
    • Open Source Puzzle Games

    External links

    • Official Sokoban site (in Japanese)
    • The University of Alberta Sokoban page


    ~* Help *~

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