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).

Dantès got up and turned his eyes to the point towards which the boat appeared to be heading: some two hundred yards in front of them loomed the sheer black rock from which, like a flinty excrescence, rises the Château d'If.
To Dantès, who had not been thinking about it at all, the sudden appearance of this strange shape, this prison shrouded in such deep terror, this fortress which for three centuries has nourished Marseille with its gloomy legends, had the same effect as the spectacle of the scaffold on a condemned man.
"My God!" he cried. "The Château d'If! Why are we going there?"
The gendarme smiled.

The Count of Monte Cristo