
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
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.
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