Sokoban

1981 video game From Wikipedia, the free encyclopedia

Sokoban

Sokoban (Japanese: 倉庫番, Hepburn: Sōko-ban, lit.'warehouse keeper'[1]) is a puzzle video game in which the player pushes boxes around in a warehouse, trying to get them to storage locations. The game was designed in 1981 by Hiroyuki Imabayashi and first published in December 1982.

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A Sokoban puzzle being solved

Gameplay

The warehouse is a grid composed of floor squares and impassable wall squares. Some floor squares contain a box and some are marked as storage locations. The number of boxes equals the number of storage locations.

The player, often represented as a worker character, can move one square at a time horizontally or vertically onto empty floor squares, but cannot pass through walls or boxes.

To move a box, the player walks up to it and pushes it to an empty square directly beyond the box. Boxes cannot be pushed to squares with walls or other boxes, and they cannot be pulled.

The puzzle is solved when all boxes are on storage locations.

Challenges and strategy

Progressing through the game requires careful planning and precise maneuvering. A single mistake, such as pushing a box into a corner or obstructing the path of others, can render the puzzle unsolvable, forcing the player to backtrack or restart. Anticipating the consequences of each push and considering the overall layout of the puzzle are crucial to avoid deadlocks and complete the puzzle successfully.[2]

Development

Sokoban was created in 1981 by Hiroyuki Imabayashi.[3][4] The first commercial game was published in December 1982 for the FM-7, PC-8000, and PC-8801 Japanese microcomputers by his company, Thinking Rabbit, based in Takarazuka, Japan. Sokoban was a hit in Japan, selling over 400,000 copies before being released in the United States.[5] In 1988, Spectrum HoloByte published Sokoban in the U.S. for the IBM PC, Commodore 64, and Apple II as Soko-Ban.[6] In 2001, the Japanese software company Falcon acquired the trademarks for Sokoban and Thinking Rabbit. Since then, Falcon has continued to develop and license official Sokoban games.

Implementations

Sokoban has been implemented for almost all home computers, personal computers, video game consoles and even some TVs.[7] Versions also exist for mobile phones, graphing calculators, digital cameras[8] and electronic organizers.

Scientific research

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Sokoban has been studied using the theory of computational complexity. The computational problem of solving Sokoban puzzles was first shown to be NP-hard.[9][10] Further work proved it is also PSPACE-complete.[11][12]

Solving non-trivial Sokoban puzzles is difficult for computers because of the high branching factor (many legal pushes at each turn) and the large search depth (many pushes needed to reach a solution).[13][14] Even small puzzles can require lengthy solutions.[15]

The Sokoban game provides a challenging testbed for developing and evaluating planning techniques.[16] The first documented automated solver, Rolling Stone, was developed at the University of Alberta. It employed a conventional search algorithm enhanced with domain-specific techniques such as deadlock detection.[17][18] A later solver, Festival, introduced the FESS search algorithm and became the first automatic system to solve all 90 puzzles in the widely used XSokoban test suite.[19][20] Despite these advances, even the most sophisticated solvers cannot solve many highly complex puzzles that humans can solve with time and effort, using their ability to plan ahead, recognize patterns, and reason about long-term consequences.[21][22]

Variants

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Several puzzles can be considered variants of the original Sokoban game in the sense that they all make use of a controllable character pushing boxes around in a maze.

  • Alternative tilings: In the standard game, the mazes are laid out on a square grid. Several variants apply the rules of Sokoban to mazes laid out on other tilings. Hexoban uses regular hexagons, and Trioban uses equilateral triangles.
  • Multiple pushers: In the variant Multiban, the puzzle contains more than one pusher. In the game Sokoboxes Duo, strictly two pushers collaborate to solve the puzzle.
  • Designated storage locations: In Sokomind Plus, some boxes and target squares are uniquely numbered. In Block-o-Mania, the boxes have different colours, and the goal is to push them onto squares with matching colours.
  • Alternative game objectives: Several variants feature different objectives from the traditional Sokoban gameplay. For instance, in Interlock and Sokolor, the boxes have different colours, but the objective is to move them so that similarly coloured boxes are adjacent. In CyberBox, each level has a designated exit square, and the objective is to reach that exit by pushing boxes, potentially more than one simultaneously. In a variant called Beanstalk, the objective is to push the elements of the level onto a target square in a fixed sequence.
  • Additional game elements: Push Crate, Sokonex, Xsok, Cyberbox and Block-o-Mania all add new elements to the basic puzzle. Examples include holes, teleports, moving blocks and one-way passages.
  • Character actions: In Pukoban, the character can pull boxes in addition to pushing them.
  • Reverse mode: Some Sokoban programs allow players to play a puzzle backward. This approach can help players better understand the puzzle structure and develop effective solving strategies. Starting with all boxes on goal squares, the player pulls the boxes to return to the initial puzzle state. Solutions found this way solve the standard puzzle when both the order and the direction of the moves are reversed.[23]

Selected official releases

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This table lists some prominent official Sokoban releases that mark milestones, such as expanding to new platforms or achieving widespread popularity. They are organized by release date.

More information Year, Title ...
Year Title Country Platform Publisher Media
1982 Sokoban (倉庫番) Japan NEC PC-8801 Thinking Rabbit Cassette tape
1983 Sokoban [Extra Edition] (倉庫番[番外編])[24][25] Japan NEC PC-8801 PC Magazine [ja] Type-in program
1984 Sokoban 2 (倉庫番2) Japan NEC PC-8801 Thinking Rabbit Cassette tape
1986 Namida no Sokoban Special (涙の倉庫番スペシャル) Japan Famicom Disk System ASCII Floppy
1988 Soko-Ban US IBM PC, XT, and AT Spectrum HoloByte Floppy
1989 Soko-ban Perfect (倉庫番Perfect) Japan NEC PC-9801 Thinking Rabbit Floppy
1990 Boxyboy US TurboGrafx-16 NEC HuCard
1990 Shove It! ...The Warehouse Game US Sega Genesis DreamWorks ROM cartridge
1991 Soko-ban Revenge (倉庫番Revenge) Japan NEC PC-9801 Thinking Rabbit Floppy
2016 Sokoban Touch (倉庫番Touch) Japan, US Android and Apple iOS Thinking Rabbit Digital distribution
2018 Sokoban Smart (倉庫番スマート) Japan Windows Thinking Rabbit Digital distribution
2019 Minna no Sokoban (みんなの倉庫番) Japan Nintendo Switch and PlayStation 4 Unbalance [ja] Digital distribution
2021 The Sokoban US Nintendo Switch and PlayStation 4 Unbalance Digital distribution
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See also

References

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