Sokoban-style PushPush Games with Unique Solutions

Based on the 1994 Macintosh computer game of the same name, the PushPush variation on Sokoban, which we refer to as PushPush-Storage, is a block pushing puzzle in which the player controls an agent on an integer lattice populated with blocks, where pushing a block causes it to slide to the maximum possible extent without momentum transfer to other blocks, and where the objective is to cover a fixed set of storage sites with unmoving blocks. Here, we consider the problem of designing non-trivial instances of PushPush-Storage puzzles where one can easily quantify how close the player is to finding a given solution. Towards this objective, we show that randomized polynomial time reductions from Boolean satisfiability problems can be used to efficiently construct PushPush-Storage puzzles having unique solutions while also not admitting polynomial time algorithms unless NP =RP. Accordingly, provided a game designer can find a solvable PushPush-Storage puzzle and its solution, the uniqueness of its solution provides a direct means of both quantifying the percentage completion of the puzzle and of determining if a player has become trapped. Finally, we establish that PushPush-Storage puzzles are hard for Ueda and Nagao's class of Another Solution Problem (ASP) function problems.

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Publication Details

Journal
Journal of Information Processing
Published
2025-01-01
DOI
https://doi.org/10.2197/ipsjjip.33.1101
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00

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article

Sokoban-style PushPush Games with Unique Solutions

Tetsuo Shibuya, Robert D. Barish
Journal of Information Processing
Artificial Intelligence in Games
article

Sokoban-style PushPush Games with Unique Solutions

Tetsuo Shibuya, Robert D. Barish
article en

Abstract

Based on the 1994 Macintosh computer game of the same name, the PushPush variation on Sokoban, which we refer to as PushPush-Storage, is a block pushing puzzle in which the player controls an agent on an integer lattice populated with blocks, where pushing a block causes it to slide to the maximum possible extent without momentum transfer to other blocks, and where the objective is to cover a fixed set of storage sites with unmoving blocks. Here, we consider the problem of designing non-trivial instances of PushPush-Storage puzzles where one can easily quantify how close the player is to finding a given solution. Towards this objective, we show that randomized polynomial time reductions from Boolean satisfiability problems can be used to efficiently construct PushPush-Storage puzzles having unique solutions while also not admitting polynomial time algorithms unless NP =RP. Accordingly, provided a game designer can find a solvable PushPush-Storage puzzle and its solution, the uniqueness of its solution provides a direct means of both quantifying the percentage completion of the puzzle and of determining if a player has become trapped. Finally, we establish that PushPush-Storage puzzles are hard for Ueda and Nagao's class of Another Solution Problem (ASP) function problems.

Journal of Information ProcessingVol. 33(0)
Tokyo Metropolitan Institute of Medical Science (JP)
Japan Society for the Promotion of Science
Openalex Percentile: Top 79%
Artificial Intelligence in Games
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