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).

Picard: The war is going very badly for the Federation, far worse than is generally known. Starfleet Command believes that defeat is inevitable. Within six months, we may have no choice but to surrender. One more ship will make no difference in the here and now, but twenty-two years ago, one ship could have stopped this war before it started.

Yesterday's Enterprise, Star Trek: The Next Generation