Sokoban
| Sokoban | |
|---|---|
Sokoban official fan kit banner | |
| Genre | Puzzle |
| Developers | Thinking Rabbit ASCII Itochu Unbalance Falcon Other
|
| Publishers | Thinking Rabbit ASCII Itochu Unbalance Other
|
| Creator | Hiroyuki Imabayashi |
| Platforms | Various
|
| First release | Sokoban 1982 |
| Latest release | The Sokoban 2021 |
Sokoban[a] is a series of puzzle video games in which the player pushes boxes around in a warehouse. The aim of the game is to get the boxes onto storage locations. Hiroyuki Imabayashi created the first Sokoban game in 1981 as a hobby, and the following year, his company Thinking Rabbit published an enhanced commercial version in Japan for the NEC PC-8801 computer. Over the years, new titles were released for various platforms, developed by Thinking Rabbit or other companies under license. The game became popular in Japan and internationally, and the official series has remained active, with its most recent title released in 2021. Sokoban has inspired unofficial versions, thousands of custom puzzles, similar games, and artificial intelligence research.
Gameplay
[edit]
Sokoban takes place in a warehouse viewed from above and composed of walls and floor squares. A floor square may be empty, occupied by the player, or occupied by a box. Some floor squares are marked as storage locations. The number of storage locations equals the number of boxes. The objective of the puzzle is to push all boxes onto storage locations.[1]
The player can move one square at a time, either horizontally or vertically, onto an empty floor square.[2] Boxes and walls block the player's movement, but the player can walk up to a box and push it to an empty square directly beyond it. If a box is pushed against a wall or another box, it does not move. Pulling boxes is not possible.[3]
Playing Sokoban requires thinking several steps ahead and visualizing all possible outcomes.[4] Players must think carefully and thoroughly before pushing a box to prevent it from being permanently trapped against a wall or other boxes,[5] or in a dead end.[6] These are deadlocks from which the puzzle cannot be solved, regardless of subsequent moves.[7]
History
[edit]In 1981, Hiroyuki Imabayashi created the first Sokoban game as a hobby for the NEC PC-8001 computer. The game used text-based graphics and featured five levels designed by him. For the core mechanic, he was inspired by a part of the gameplay in Hudson Soft's 1980 action game, Aldebaran #1, for the MZ-80K,[8] where the player pushed luggage to act as a wall to prevent radiation.[9] Imabayashi conceptualized that in the warehouse, the boxes had to be organized, but that they themselves would hinder the organizing process. He worked to design levels that provided a real challenge, and friends he invited to his home to play the game struggled to solve them. At that time, his wife's parents owned a record store with a small computer section. By chance, a salesman saw the game and suggested that it would sell. Imabayashi used a NEC PC-8801 computer in the store's computer section to port the game, enhancing the graphics and expanding the levels to twenty. In 1982, he founded his company, Thinking Rabbit, based in Takarazuka, Japan, and released this PC-8801 version as the first commercial Sokoban game in December.[10][11]
In 1983, the Japanese magazine PC Magazine published Sokoban Extra Edition as a type-in program featuring ten new puzzles. This game was developed by Thinking Rabbit under request.[12] In 1984, Thinking Rabbit published Sokoban 2, featuring a puzzle editor.[13] Throughout the rest of the 1980s, new titles appeared on a variety of Japanese platforms, including home computers such as the MSX and PC-9801, and video game consoles such as the Famicom, Sega SG-1000, Sega Mega Drive, and Game Boy.[14] These releases were developed either by Thinking Rabbit or by other companies under license agreements.[15] In 1987, Spectrum HoloByte, based in California, U.S., acquired a license from Japan's ASCII, and ported and adapted the MSX version of Sokoban to IBM PC, Apple II, and Commodore 64, adding features for the U.S. market, and released it as Soko-Ban in the United States early in 1988.[16][17] In the 1990s, the official series continued in Japan with further titles for the Super Famicom, Windows, Macintosh, and PlayStation.[18]
Around 2000, Thinking Rabbit became inactive but remained a legal entity.[9] In 2001, the Japanese software company Falcon acquired the copyright to the official Sokoban games and the trademarks for Sokoban and Thinking Rabbit,[19] becoming the official developer and licensor of the series. From 2004 to 2007, Falcon developed several titles for Japanese mobile phones.[20][21] Starting in 2015, it also developed several Sokoban titles for Windows and, in 2016, the smartphone game Sokoban Touch, all published under the Thinking Rabbit brand.[18] In 2018, Falcon also developed three Sokoban titles for Japanese digital terrestrial television broadcasters.[18]
Games
[edit]Since its debut in 1982, over 40 official Sokoban games have been released on various platforms, primarily in Japan but also in other regions. Most titles are standalone, though a few are sequels. The core mechanic of pushing boxes to storage locations has remained consistent in almost all official titles, with few exceptions:
- One title includes stages with different core mechanics:
- Ultimate Sokoban (究極の倉庫番) – features four themed stages with either strict move limits, boxes that float unless regularly touched or stored, a box that is a ghost, or boxes that, when stored, must complete an electrical circuit.[22]
- Two titles include variant game modes:
- One title departs entirely from Sokoban:
- Power Sokoban (Power倉庫番) – is an action-puzzle game that deviates from the warehouse keeper mechanic; the player shoots orbs and fills holes with rocks.[25]
| Title | Release | Platform | Developer | Publisher | Region |
|---|---|---|---|---|---|
| Sokoban (倉庫番) | 1982-1983 | NEC PC-8801 NEC PC-6001mkII Sharp MZ-2000 Sharp X1 |
Thinking Rabbit | Thinking Rabbit | Japan |
| Sokoban Extra Edition (倉庫番[番外編]) | 1983 | NEC PC-8801 | PC Magazine | Japan | |
| Sokoban 2 (倉庫番2) | 1984 | NEC PC-8801 NEC PC-8001mkII Fujitsu FM-7 Sharp X1 |
Thinking Rabbit | Japan | |
| Sokoban ROM Pack (倉庫番 ROM Pack) | 1984 | MSX | ASCII | ASCII | Japan |
| Sokoban Tape Pack (倉庫番 Tape Pack) | 1984 | MSX | |||
| Sokoban (倉庫番) | 1985 | Game Pocket Computer | Epoch | Epoch | Japan |
| Sokoban (倉庫番) | 1985 | SG-1000 | Sega | Sega | Japan |
| Sokoban Special of Tears (涙の倉庫番スペシャル) | 1986 | Famicom Disk System | ASCII | ASCII | Japan |
| Soko-Ban | 1988 | IBM PC Commodore 64 Apple II |
Spectrum HoloByte[16] | Spectrum HoloByte | North America |
| Sokoban Perfect (倉庫番Perfect) | 1989 | NEC PC-9801 Sharp X68000 FM Towns |
Thinking Rabbit | Thinking Rabbit | Japan |
| MSX2 | Microcabin | Microcabin | |||
| Sokoban (倉庫番) BoxxleNA |
1989 | Game Boy | Pony Canyon | Pony CanyonJP FCINA |
Japan, North America |
| 1991NA | |||||
| Sokoban 2 (倉庫番2) Boxxle IINA |
1990 | Game Boy | |||
| 1992NA | |||||
| Sokoban Deluxe (倉庫番Deluxe) | 1990 | Namco System 1 | Namco | Namco | Japan |
| The Greatest Sokoban in History (史上最大の倉庫番) Shove It! The Warehouse GameNA |
1990 | Sega Genesis | NCS[26] | MasayaJP DreamWorksNA |
Japan, North America |
| Sokoban (倉庫番) | 1990 | Game Gear | Riverhill Soft | Riverhill Soft | Japan |
| Sokoban World (倉庫番World) BoxyboyNA |
1990 1991 |
TurboGrafx-16 | Media Rings | Media RingsJP NECNA |
Japan, North America |
| Sokoban Revenge (倉庫番Revenge) | 1991 | NEC PC-9801 | Thinking Rabbit | Thinking Rabbit | Japan |
| Super Sokoban (Super倉庫番) | 1993 | Super Famicom | Pack-In-Video | Pack-In-Video | Japan |
| Sokoban for Windows (倉庫番 for Windows) | 1995 | Windows | Itochu | Itochu | Japan |
| Sokoban for Macintosh (倉庫番 for Macintosh) | 1996 | Macintosh | |||
| Ultimate Sokoban (究極の倉庫番) | 1996 | PlayStation | |||
| Sokoban Basic (倉庫番ベーシック) | 1997 | PlayStation | |||
| Sokoban Selection (倉庫番セレクション) | 1997 | Windows Macintosh | |||
| Sokoban Special 102 (倉庫番スペシャル102) | 1998 | Windows | Fujitsu Parex | Japan | |
| Ultimate Sokoban (究極の倉庫番) | 1998 | Windows | Itochu | Japan | |
| Sokoban Basic 2 (倉庫番ベーシック2) | 1998 | PlayStation | |||
| Sokoban Basic (倉庫番ベーシック) | 1998 | Windows | Unbalance | Unbalance | Japan |
| Power Sokoban (Power倉庫番) | 1999 | Super Famicom | Nintendo | Nintendo | Japan |
| Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南) | 1999 | PlayStation | Unbalance | Unbalance | Japan |
| Sokoban Legend: Land of Light and Darkness (倉庫番伝説 光と闇の国) | 1999 | Game Boy | J Wing | J Wing | Japan |
| Sokoban (倉庫番) | 2000 | Windows | Unbalance | Unbalance | Japan |
| Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南) | 2000 | Windows | |||
| Sokoban First Step (倉庫番ファーストステップ) | 2004 | EZweb i-mode |
Falcon[20][21] | Square Enix Dwango |
Japan |
| Sokoban Perfect (倉庫番パーフェクト) (1/2/3) |
2004 | EZweb | Square Enix | Japan | |
| Sokoban Perfect (倉庫番パーフェクト) (1-1/1-2/1-3/2-1/2-2/2-3/3-1/3-2/3-3) |
2004-2005 | i-mode | Dwango | Japan | |
| Konami Wai Wai Sokoban (コナミワイワイ倉庫番) | 2007 | i-mode | Konami[27] | Konami | Japan |
| Sokoban Perfect Plus A-side (倉庫番パーフェクト プラス A面) | 2015 | Windows | Falcon | Thinking Rabbit | Japan |
| Sokoban Perfect Plus B-side (倉庫番パーフェクト プラス B面) | 2015 | Windows | |||
| Sokoban First Step Plus (倉庫番ファーストステップ プラス) | 2016 | Windows | |||
| Sokoban Revenge Reprint (倉庫番リベンジ 復刻版) | 2016 | Windows | |||
| Sokoban Touch | 2016 | Android iOS |
Worldwide | ||
| Sokoban Smart (倉庫番スマート) | 2018 | Windows | Japan | ||
| Chukyo-kun's Sokoban (チュウキョ~くんの倉庫番) | 2018 | Digital terrestrial television | Falcon | Chukyo Television | Japan |
| Dayon's Sokoban (だよんの倉庫番) | 2018 | Digital terrestrial television | Miyagi Television | ||
| Kumo Jiro's Sokoban (くもジローの倉庫番) | 2018 | Digital terrestrial television | Nippon Television | ||
| Minna no Sokoban (みんなの倉庫番)JP The Sokoban |
2019JP | Nintendo Switch PlayStation 4 |
Unbalance | Unbalance | Japan |
| 2021 | Worldwide |
Reception
[edit]The first Sokoban title was a best seller in Japan, selling over 25,000 copies by July 1984.[28][29][30] Early Sokoban titles released for several Japanese home computer systems, including the NEC PC-9801 and Sharp X1, were a hit, selling over 100,000 copies in total.[31] The Japanese Sokoban title for MSX published by ASCII sold over 400,000 copies and was considered a commercial success.[16][32] The U.S. version Soko-Ban sold over 50,000 copies by mid-September 1988.[16] In 2018, Chukyo Television Broadcasting reported that the series in total had sold over 4.1 million copies worldwide since its 1982 debut.[33]
The Sokoban series was noted by the Famicom Winning Book in 1990 as an established puzzle game classic that was still discussed for its difficulty and depth, ported to multiple platforms, and still being published.[34] Reviewers frequently highlighted the games' addictive quality. Reviewing the first Sokoban, Micomgames staff stated that players would find it difficult to stop playing.[35] In 1988, Roy Wagner of Computer Gaming World suggested that anyone trying the US version, Soko-Ban, would likely remain absorbed for a prolonged period.[36] Computer Entertainer newsletter stated that playing it was fascinating and almost impossible to stop.[37] Regarding console versions, Computer and Video Games magazine staff called Sokoban for Game Boy "an infuriatingly addictive little title" and compared its addictiveness to Tetris.[38]
Commentators often highlighted either the simplicity of the game or the strategic thinking required to solve its puzzles, and one review juxtaposed both. Micogames staff described the puzzles in the first Sokoban as simple but requiring thinking comparable to Go or Shogi.[35] Computer and Video Games magazine staff described Sokoban for Game Boy as one of the console's "simple but effective puzzle games."[38] Family Computer magazine's All Catalog supplement described it as great because of its simple gameplay.[39] Reviewers for the German magazine Happy Computer called it "a brilliant, relaxed logic puzzle that keeps you thinking without pressure" and recommended that players carefully observe a level before moving a box.[40] Wagner summarized Soko-Ban as "very playable and mentally challenging."[36] In Dragon magazine, Hartley, Patricia, and Kirk Lesser, considered Soko-Ban a strategy game.[41] In Game Player's magazine, Tom R. Halfhill reviewed Shove It! for Sega Genesis, noting it was challenging and would require players to plan their moves carefully.[42] Moreover, reviewing Boxxle for Game Boy, he stated that it required careful planning or plenty of trial and error (usually both).[43]
The lack of variety in the series became a point of criticism. Tom R. Halfhill considered all puzzles in Shove It! essentially the same.[42] He noted that Boxxle's gameplay could become repetitive because the only variations in the screens were the number and arrangement of crates and the shape of the rooms.[43] Additionally, reviewing Boxyboy for TurboGrafx-16, he noted that it was "virtually identical" to Shove It! and Boxxle.[44]
Legacy
[edit]The name "Sokoban" is a registered trademark for video game titles. However, the core mechanic of pushing boxes to storage locations on a grid is not protected by intellectual property rights. This has enabled others to create many unofficial versions.[45] Consequently, the term "Sokoban," which refers to the official Sokoban games, has become genericized and is also used to describe the genre of box-pushing puzzle games that adopt the same core mechanic.[46]
Several independently developed games are based on Sokoban, introducing new mechanics or objectives; for example, Sokomania 2: Cool Job features switches, conveyor belts, and boxes that continue moving after being pushed once.[47] Additionally, thousands of custom Sokoban puzzles,[48] spanning a wide range of difficulty, have been created and are freely available on the internet,[49] as well as software tools, including solvers,[50] and solution optimizers.[46]
Research
[edit]The computational problem of solving Sokoban puzzles has been studied using computational complexity theory, and is known to be NP-hard[51][52] and PSPACE-complete.[53][54] Solving non-trivial Sokoban puzzles is difficult for computers because of the high branching factor (many legal pushes at each turn) and the considerable search depth (many pushes needed to reach a solution).[55][56] Even small puzzles can require lengthy solutions.[57]
Sokoban puzzles provide a challenging testbed for developing and evaluating planning techniques.[58] The first documented automated solver, Rolling Stone, was developed at the University of Alberta. It employed a conventional search algorithm enhanced with domain-specific techniques such as deadlock detection.[59][60] A later solver, Festival, introduced the FESS search algorithm and became the first automatic system to solve all ninety puzzles in the widely used XSokoban test suite.[61][62] Despite these advances, even the most sophisticated solvers cannot solve many complex puzzles that humans can solve with time and effort, using their ability to plan, recognize patterns, and reason about long-term consequences.[63][64][65]
See also
[edit]Notes
[edit]References
[edit]- ^ a b Yoshio Murase; Hitoshi Matsubara; Yuzuru Hiraga (1996). Norman Foo; Randy Goebel (eds.). Automatic Making of Sokoban Problems. Springer Science & Business Media. p. 592. ISBN 978-3-540-61532-3.
- ^ 倉庫番 [Sokoban]. ログイン (雑誌) (in Japanese). August 1983. p. 125.
- ^ "ja:倉庫番とは" [What is Sokoban]. Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived from the original on September 19, 2025. Retrieved September 19, 2025.
- ^ "Micomgames-magazine-dec-1983-sokoban" 倉庫番. MICOMGAMES (in Japanese). Vol. 1, no. 1. December 1983. p. 38.
- ^ 倉庫番 [Sokoban]. ログイン (雑誌) (in Japanese). August 1983. p. 125.
- ^ "ja:こうなるとアウトだよ" [If it gets to this, it's unsolvable]. ja:ファミコン通信 (in Japanese). July 1986. p. 30.
- ^ Jean-Noël Demaret; François Van Lishout; Pascal Gribomont (2008). Hierarchical Planning and Learning for Automatic Solving of Sokoban Problems (PDF). pp. 1, 2. Archived from the original (PDF) on June 4, 2025. Retrieved June 4, 2025.
- ^ "Aldebaran". 月刊マイコン (in Japanese). January 1980. pp. 22–28.
- ^ a b "My conversation with Mr Hiroyuki Imabayashi". Archived from the original on December 4, 2025. Retrieved November 17, 2025.
- ^ "ja:ごあいさつ" [Greetings]. Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived from the original on August 25, 2025. Retrieved August 25, 2025.
- ^ 考えるウサギはパソコンの野を駆ける! [The thinking rabbit runs through the fields of the computer!]. LOGiN (in Japanese). December 1983. pp. 136–137.
- ^ 倉庫番[番外編] [Sokoban Extra Edition]. PCマガジン (in Japanese). August 1983. p. 52.
- ^ 倉庫番2. ログイン (雑誌) (in Japanese). July 1985. p. 76.
- ^ a b Tanaka, Junji; Himabayashi, Hiroyuki; Ishii, M. (1986). ja:THE 倉庫番 [The Sokoban] (in Japanese). SCALE. p. 112. ISBN 4-88239-606-8.
- ^ "ja:ごあいさつ" [Greetings]. Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived from the original on August 25, 2025. Retrieved August 25, 2025.
- ^ a b c d Ellison, Carol (December 1988). "Special Report: Why Japan Can't Write Software". PC Computing. Vol. 1, no. 5. Ziff‑Davis. p. 113.
- ^ Soko‑Ban (Video game manual). Spectrum Holobyte. 1988. p. 2.
- ^ a b c d "倉庫番の歴史" [The History of Sokoban]. Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived from the original on September 17, 2025. Retrieved September 17, 2025.
- ^ "Sokoban Official Site". Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived from the original on November 17, 2025. Retrieved November 17, 2025.
- ^ a b "ja:伝説の名作パズル:倉庫番" [Legendary Puzzle Masterpiece: Sokoban] (in Japanese). Archived from the original on May 2, 2007.
- ^ a b "ja:スクウェア・エニックス ポケットパズル" [Square Enix Pocket Puzzle] (in Japanese). Archived from the original on December 14, 2005.
- ^ Ultimate Sokoban 3D Polygon Puzzle & Cinema Manual (Video game manual) (in Japanese). Itouchu. 1996. pp. 13–14. Retrieved November 26, 2025.
- ^ "ja:ファミコンディスクカード ゲームボーイ スーパーファミコン オールカタログ" [FamicomDiskCard Gameboy SuperFamicom All Catalog]. Family Computer (in Japanese). Tokuma Shoten: 98. May 24, 1991.
- ^ "ja:Puzzle GAMES! – 倉庫番伝説・光と闇の国" [Puzzle GAMES! – Sokoban Legend: Land of Light and Darkness] (in Japanese). Archived from the original on November 4, 2025. Retrieved November 4, 2025.
- ^ "ja:POWER 倉庫番" [Power Sokoban]. Nintendo (in Japanese). Archived from the original on November 3, 2025. Retrieved November 3, 2025.
- ^ "ja:BEメガ・ドッグレース" [BE Mega Dog Race]. BEEP! Mega Drive (in Japanese). Vol. 6, no. 2. March 1990. p. 108.
- ^ "ja:ゴエモン、詩織、ニャミが『倉庫番』に登場!" [Goemon, Shiori, and Nyami appear in "Sokoban"!] (in Japanese). Archived from the original on June 8, 2013.
- ^ 倉庫番トラの巻 [The Sokoban Strategy Guide]. POPCOM (in Japanese). July 1984. p. 101.
- ^ ソフトハウス訪問 [Visiting a Software Company]. POPCOM (in Japanese). June 1984. p. 131.
- ^ 作者が語る自信のニューソフト [The creator proudly presents their new software]. POPCOM (in Japanese). March 1985. p. 29.
- ^ "ja:ゲーム徹底解剖" [Game Analysis]. BEEP! Mega Drive (in Japanese). November 1989. p. 56.
- ^ Lafe Low (November 1988). "News Line; Made in Japan". inCider. p. 14.
- ^ "中京テレビ、累計410万本以上の実績を持つ名作ゲームとコラボ 新規ゲーム『チュウキョ~くんの倉庫番』が データ放送通信コンテンツ「チュウキョ~くんランド」に誕生!". @Press (in Japanese). Chukyo Television Broadcasting. July 10, 2018. Archived from the original on December 1, 2025. Retrieved December 1, 2025.
- ^ "MDC 新着情報" [MDC Latest News]. ファミコン必勝本 (in Japanese). No. 88. February 2, 1990. p. 87.
- ^ a b "PART 2 脳みそ を 酷使 する の で あ" [Part 2 Because your brain will be overused]. MICOMGAMES (in Japanese). Vol. 1, no. 1. December 1983. p. 38.
- ^ a b Wagner, Roy (May 1988). "Puzzling Encounters" (PDF). Computer Gaming World. No. 47. pp. 42–43. Archived from the original (PDF) on June 3, 2025.
- ^ "Computer Entertainer". Computer Entertainer. Vol. 7, no. 4. July 1988. p. 9.
- ^ a b "Soko Ban". Computer and Video Games. No. 96. EMAP Publishing. November 1989. p. 119.
- ^ "ja:ファミコンディスクカード ゲームボーイ スーパーファミコン オールカタログ" [FamicomDiskCard Gameboy SuperFamicom All Catalog]. Family Computer (in Japanese). Tokuma Shoten. May 24, 1991. p. 199.
- ^ "Soko-Ban". Happy Computer (in German). Markt&Technik. January 1988. p. 86.
- ^ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (April 1988). Roger E. Moore (ed.). "The Role of Computers" (PDF). Dragon. No. 132. p. 84.
- ^ a b Halfhill, Tom R. (June 1990). "Shove It!". Game Player's. Vol. 2, no. 6. pp. 45–46. Archived from the original on November 28, 2025.
- ^ a b Halfhill, Tom R. (June 1990). "Boxxle". Game Player's. Vol. 2, no. 6. p. 90. Archived from the original on November 28, 2025.
- ^ Halfhill, Tom R. (December 1990). "Boxy Boy". Game Player's. Vol. 2, no. 12. p. 90. Archived from the original on November 28, 2025.
- ^ Marçal Mora Cantallops (2023). Rompecabezas: Cinco décadas de videojuegos y puzles (in Spanish). Héroes De Papel. ISBN 978-84-947149-3-1.
- ^ a b Austin Barr; Calvin Chung; Aaron Williams (2021). Block Dude Puzzles are NP-Hard (and the Rugs Really Tie the Reductions Together) (PDF). CCCG (2021). p. 1. Archived from the original (PDF) on September 26, 2025. Retrieved September 26, 2025.
- ^ "Sokomania 2: Cool Job Review (DSiWare)". Nintendo Life. May 17, 2014. Archived from the original on November 25, 2025. Retrieved November 25, 2025.
- ^ Tony Mott (2011). Frank Ritter; Simon Ward; Terry Burrows; Tamsin Oxford (eds.). 1001 Video Games You Must Play Before You Die. Tristan de Lancey. p. 96. ISBN 978-1-84403-681-3.
- ^ Petr Jarusek; Radek Pelánek (2010). "Difficulty Rating of Sokoban Puzzle" (PDF). Frontiers in Artificial Intelligence and Applications. 222: 140–150. doi:10.3233/978-1-60750-676-8-140. Archived from the original (PDF) on August 30, 2025.
- ^ Several efficient Sokoban solvers aim to find short, but not necessarily optimal, solutions, including JSoko, YASS, and Takaken. Balyo, Tomáš; Froleyks, Nils (2022). "AI Assisted Design of Sokoban Puzzles Using Automated Planning". In Wölfel, Matthias; Bernhardt, Johannes; Thiel, Sonja (eds.). ArtsIT, Interactivity and Game Creation. Springer. pp. 429–430. doi:10.1007/978-3-030-95531-1_29. ISBN 978-3-030-95531-1.
- ^ Michael Fryers; Michael Greene (1995). "Sokoban" (PDF). Eureka (54): 25–32. Archived from the original (PDF) on September 5, 2024.
- ^ Dorit Dor; Uri Zwick (1999). "SOKOBAN and other motion planning problems". Computational Geometry. 13 (4): 215–228. doi:10.1016/S0925-7721(99)00017-6.
- ^ Joseph C. Culberson (1997). "Sokoban is PSPACE-complete" (PDF). Technical Report TR 97-02, Dept. Of Computing Science, University of Alberta. Archived from the original (PDF) on May 28, 2024.
- ^ Robert Aubrey Hearn (2006). Games, Puzzles, and Computation (PDF) (PhD thesis). Massachusetts Institute of Technology. pp. 98–100. Archived from the original (PDF) on October 11, 2025. Retrieved October 11, 2025.
- ^ Andreas Junghanns; Jonathan Schaeffer (2001). "Sokoban: Improving the Search with Relevance Cuts" (PDF). Theoretical Computer Science. 252 (1–2): 5. doi:10.1016/S0304-3975(00)00080-3. Archived from the original (PDF) on June 4, 2025. Retrieved June 4, 2025.
- ^ Yaron Shoham (2020). "FESS Draft" (PDF). p. 3. Archived from the original (PDF) on July 31, 2025. Retrieved July 31, 2025.
- ^ David Holland; Yaron Shoham. "Theoretical analysis on Picokosmos 17". Archived from the original on June 7, 2016.
- ^ Timo Virkkala (2011). Solving Sokoban (PDF) (MSc thesis). University of Helsinki. p. 1. Archived from the original (PDF) on November 18, 2025.
- ^ Andreas Junghanns (1999). Pushing the Limits: New Developments in Single-Agent Search (PhD thesis). University of Alberta. doi:10.7939/R3W95103S.
- ^ Andreas Junghanns; Jonathan Schaeffer (2001). "Sokoban: Enhancing general single-agent search methods using domain knowledge". Artificial Intelligence. 129 (1–2): 219–251. doi:10.1016/S0004-3702(01)00109-6.
- ^ Yaron Shoham; Jonathan Shaeffer (2020). The FESS Algorithm: A Feature Based Approach to Single-Agent Search (PDF). 2020 IEEE Conference on Games (CoG). Osaka, Japan: IEEE. doi:10.1109/CoG47356.2020.9231929. Archived from the original (PDF) on June 4, 2025. Retrieved June 4, 2025.
- ^ Yaron Shoham (2020). "FESS presentation at the CoG conference (17.5 minutes)" (video). archive.org.
- ^ Petr Jarusek; Radek Pelánek (2010). "Difficulty Rating of Sokoban Puzzle" (PDF). Frontiers in Artificial Intelligence and Applications. 222: 140–150. doi:10.3233/978-1-60750-676-8-140. Archived from the original (PDF) on August 30, 2025.
- ^ "Let's Logic Bots Statistics" (PDF). Retrieved October 6, 2024.
- ^ "Sokoban Solver Statistics - Large Test Suite". Retrieved April 14, 2024.
External links
[edit]- Official Sokoban site (in Japanese)
- The University of Alberta Sokoban page
- 1982 video games
- Apple II games
- ASCII Corporation games
- BBC Micro and Acorn Electron games
- Cancelled Atari Jaguar games
- Commodore 64 games
- DOS games
- FM-7 games
- GP2X games
- Linux games
- Logic puzzles
- MacOS games
- Maze games
- MSX games
- NEC PC-6001 games
- NEC PC-8001 games
- NEC PC-8801 games
- NEC PC-9801 games
- Puzzle video games
- SG-1000 games
- Sharp MZ games
- Sharp X1 games
- Single-player video games
- Spectrum HoloByte games
- Thinking Rabbit games
- Video games developed in Japan
- Windows games
- Windows Mobile Professional games
- X68000 games
- ZX Spectrum games
- Sokoban-like games