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).

FORECASTER AVILA CONTINUES TO INSIST...DESPITE ALL RECON
EVIDENCE...THAT IT WAS NOT HE WHO TOOK MY SANDWICH FROM THE
NHC FRIDGE. THIS ASSERTION IS NOT SUPPORTED BY FORECASTER
STEWART OR MY STATISTICAL MODELS...AND BASED ON THE TIGHT
CLUSTERING OF GUIDANCE...I AM ISSUING A WARNING FOR FORECASTER
AVILA...THAT HE HAD BETTER BRING HIS OWN LUNCH TOMORROW. THIS
WILL BE THE LAST WARNING ISSUED FOR FORECASTER AVILA.

FORECASTER JACOBS, HURRICANE FABIAN DISCUSSION NUMBER 15