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ArtsIT, Interactivity and Game Creation. Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International Conference, ArtsIT 2021, Virtual Event, December 2-3, 2021, Proceedings

Research Article

AI Assisted Design of Sokoban Puzzles Using Automated Planning

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  • @INPROCEEDINGS{10.1007/978-3-030-95531-1_29,
        author={Tom\^{a}š Balyo and Nils Froleyks},
        title={AI Assisted Design of Sokoban Puzzles Using Automated Planning},
        proceedings={ArtsIT, Interactivity and Game Creation. Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International Conference, ArtsIT 2021, Virtual Event, December 2-3, 2021, Proceedings},
        proceedings_a={ARTSIT},
        year={2022},
        month={2},
        keywords={Sokoban Automated planning Puzzle generation},
        doi={10.1007/978-3-030-95531-1_29}
    }
    
  • Tomáš Balyo
    Nils Froleyks
    Year: 2022
    AI Assisted Design of Sokoban Puzzles Using Automated Planning
    ARTSIT
    Springer
    DOI: 10.1007/978-3-030-95531-1_29
Tomáš Balyo,*, Nils Froleyks
    *Contact email: tomas.balyo@cas.de

    Abstract

    Designing interesting and challenging levels for a puzzle game is a very difficult and time consuming task. It is often possible to develop random puzzle generators that can produce solvable levels. However, in order to obtain appealing levels, usually a human designer needs to be involved. In this paper we propose a new generic method for assisting human designers to create solvable levels for a puzzle game by using Automated Planning. We will demonstrate our method on the well-known Japanese puzzle game Sokoban.

    Keywords
    Sokoban Automated planning Puzzle generation
    Published
    2022-02-10
    Appears in
    SpringerLink
    http://dx.doi.org/10.1007/978-3-030-95531-1_29
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