Procedural Sokoban Generator

This program is a partial implementation of Joshua Taylor and Ian Parberry's paper "Procedural Generation of Sokoban Levels": Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 5-12, EUROSIS, 2011. They describe a cool algorithm to procedurally generate Sokoban levels.

This implementation was done in three weeks for my Modern Computer Games course final project. As such, it is not a complete implementation, is much slower than what Taylor & Parberry propose, and lacks many of the niceties. Probably, it should be called a loose proof of concept and not an implementation.

The program uses several graphical assets from elarel, my logic puzzle game based on Sokoban and other related games. These images are copyrighted and should not be reused for other projects.

The code is available at GitHub here.

hardest level
A hard level generated in a small space (105 moves needed to solve).

"And what the ruddy hell are dementors?"
"They guard the wizard prison, Azkaban," said Aunt Petunia.
Two seconds' ringing silence followed these words and then Aunt Petunia clapped her hand over her mouth as though she had let slip a disgusting swear word. Uncle Vernon was goggling at her. Harry’s brain reeled. Mrs. Figg was one thing — but Aunt Petunia?
"How d'you know that?" he asked her, astonished.

Harry Potter and the Order of the Phoenix