Software:Sokoban
| Sokoban | |
|---|---|
Sokoban official fan kit banner | |
| Genre(s) | Puzzle |
| Developer(s) | Thinking Rabbit ASCII Unbalance |
| Publisher(s) | Thinking Rabbit ASCII Unbalance |
| Creator(s) | Hiroyuki Imabayashi |
| Platform(s) |
|
| First release | Sokoban 1982 |
| Latest release | The Sokoban 2021 |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a series of puzzle video games in which the player pushes boxes around in a warehouse, trying to get them to storage locations. Hiroyuki Imabayashi created the first Sokoban game in 1981 as a hobby; an enhanced version was commercially published the following year in Japan by his company, Thinking Rabbit, for the NEC PC-8801 computer. Over the years, new titles were released for various platforms, developed by Thinking Rabbit or other companies under license. The game became popular in Japan and internationally, and the official series has remained active, with its most recent title released in 2021. Sokoban has inspired unofficial versions, thousands of custom puzzles, similar games, and artificial intelligence research.

History
In 1981, Hiroyuki Imabayashi created the first Sokoban game as a hobby for the NEC PC-8001 computer. The game used text-based graphics and featured five challenging levels designed by him. For the core mechanic, he was inspired by a part of the gameplay in Hudson Soft's 1980 action game, Aldebaran #1, for the MZ-80K,[2] where the player pushed luggage to act as a wall to prevent radiation.[3] Imabayashi conceptualized that in the warehouse, the boxes had to be organized, but they themselves also became obstacles in the process. He enjoyed playing the game with friends at his home. During this time, his wife's parents owned a record store with a small computer section. By chance, a salesman saw the game and suggested that it would sell. Imabayashi used a NEC PC-8801 computer in the store's computer section to port the game, enhancing the graphics and expanding the levels to twenty. In 1982, he founded his company, Thinking Rabbit, based in Takarazuka, Japan, and released this PC-8801 version as the first commercial Sokoban game in December.[4][5]
In August 1983, Sokoban Extra Edition was published as a type-in program by the Japanese magazine PC Magazine. It featured ten new puzzles.[6]
In 1984, Sokoban 2 was released, featuring a puzzle editor.[7]
New titles continued to appear throughout the rest of the 1980s on various Japanese platforms, including home computers such as the MSX and PC-9801, and video game consoles such as the Famicom and Sega Mega Drive.[8] These releases were developed by Thinking Rabbit or other companies under license.[9][10] Further titles followed in the 1990s, appearing for the Super Famicom and PlayStation.
In 2001, the Japanese software company Falcon acquired the copyright to the official Sokoban games and the trademarks for Sokoban and Thinking Rabbit.[11]
Since then, Falcon has continued to develop and license official Sokoban games, including several titles available for Japanese mobile phones between 2004 and 2007.[12][13][14]
Critical reception
- PC-8801 versions
- Sokoban
- A December 1983 issue of MICOMGAMES wrote that the puzzle's concept is simple but requires thinking comparable to Go or Shogi, and that "once you start playing, it is hard to stop" (translated from Japanese).[15]
- In the Pasocom Game Ranking Book, it received a score of ninety-four out of one hundred points.[16]
| Total Point | 94 | ||||
|---|---|---|---|---|---|
| Item | Difficulty | Addictiveness | Story | Originality | Value for money |
| Stars | 4/4 | 5/5 | 5/5 | 5/5 | 5/5 |
- Famicom Disk System versions
- Namida no Sokoban Special
- In the Japanese Family Computer magazine's All Catalog supplement, it received a score of 13.45 out of twenty-five points.[17]
| Item | Characters | Music | Controls | Addictiveness | Originality | Overall |
|---|---|---|---|---|---|---|
| Score | 3.79 | 2.51 | 2.53 | 2.05 | 2.57 | 13.45 |
- IBM PC, Commodore 64, Apple II versions
- Soko-Ban
- In 1988, Soko-Ban received a positive review from Computer Gaming World for its IBM PC and Commodore 64 versions, which described the game as simple yet mentally challenging, and noted its addictive nature.[18]
- In Dragon magazine, reviewers rated the IBM PC version 4½ out of five stars.[19]
- In the Computer Entertainer newsletter, the Apple II version was recommended and received 3½ out of four stars for graphics, with the same rating for gameplay and entertainment.[20]
- Game Boy versions
- Boxxle
- In the June 1990 issue of Game Player's magazine, Tom R. Halfhill reviewed Boxxle, stating that it also required careful planning or plenty of trial and error (usually both). He noted that the game's gameplay could become repetitive because the only variations in the 108 screens were the number and arrangement of crates and the shape of the rooms.[21]
- Sokoban
| Item | Characters | Music | Controls | Addictiveness | Value for money | Originality | Overall |
|---|---|---|---|---|---|---|---|
| Score | 3.02 | 2.99 | 3.31 | 3.26 | 3.10 | 3.10 | 18.78 |
- Sokoban 2
- In the Japanese Family Computer magazine's All Catalog supplement, it received a score of 17.65 out of thirty points.[24]
| Item | Characters | Music | Controls | Addictiveness | Value for money | Originality | Overall |
|---|---|---|---|---|---|---|---|
| Score | 2.81 | 2.86 | 3.01 | 3.14 | 2.91 | 2.92 | 17.65 |
- Sega Genesis versions
- Shijou Saidai No Sokoban
- The game magazine Famitsu gave it a total of twenty-three points (out of forty points).[25]
- Shove It!
- In the June 1990 issue of Game Player's magazine, Tom R. Halfhill reviewed Shove It!, noting it was a challenging game that required players to plan their moves carefully and that its unhurried pace was a refreshing respite from frenzied action games. However, all 160 puzzles were essentially the same.[26]
- TurboGrafx-16 versions
- Sokoban World
- The game magazine Famitsu gave it a total of twenty-seven points (out of forty points).[27]
- Boxyboy
- In the December 1990 issue of Game Player's magazine, Tom R. Halfhill reviewed Boxyboy, highlighting its logical, untimed puzzles and describing it as a welcome change from typical action games. He noted that it was "virtually identical" to Shove It! and Boxxle.[28]
- PlayStation versions
- Ultimate Sokoban
- The game magazine Famitsu gave it a total of twenty-five points (out of forty points).[29]
- Sokoban Basic
- The game magazine Famitsu gave it a total of twenty-two points (out of forty points).[30]
- Sokoban Nanmon Shinan
- The game magazine Famitsu gave it a total of twenty-two points (out of forty points).[31]
Versions
Since its debut in 1982, Sokoban has been released on various platforms, primarily in Japan but also in other regions. Most titles are independent, though a few are sequels—for example, Sokoban 2 (1984) follows Sokoban (1982), and Boxxle II (1992) is a sequel to Boxxle (1990). The following table lists a selection of official Sokoban titles.[32]
| Region | Year | Title | Platform | Developer | Publisher |
|---|---|---|---|---|---|
| Japan | 1982-1983 | Sokoban (倉庫番) | NEC PC-8801 NEC PC-6001mkII Sharp MZ-2000 Sharp X1 |
Thinking Rabbit | Thinking Rabbit |
| 1983 | Sokoban Extra Edition (倉庫番[番外編]) | NEC PC-8801 | PCマガジン (ja) | ||
| 1984 | Sokoban 2 (倉庫番2) | NEC PC-8801 NEC PC-8001mkII Fujitsu FM-7 Sharp X1 |
Thinking Rabbit | ||
| 1986 | Namida no Sokoban Special (涙の倉庫番スペシャル) | Famicom Disk System | ASCII | ASCII | |
| 1989 | Sokoban Perfect (倉庫番Perfect) | NEC PC-9801 Sharp X68000 Sharp X1 MSX2 |
Thinking Rabbit | Thinking Rabbit | |
| 1991 | Sokoban Revenge (倉庫番Revenge) | NEC PC-9801 | Thinking Rabbit | Thinking Rabbit | |
| 1993 | Super Sokoban (Super倉庫番) | Super Famicom | Thinking Rabbit | Pack-In-Video | |
| 1996 | Ultimate Sokoban (究極の倉庫番) | PlayStation | Thinking Rabbit | Itochu | |
| 1999 | Power Sokoban (Power倉庫番) | Super Famicom | Nintendo | Nintendo | |
| 2007 | Konami Wai Wai Sokoban (コナミワイワイ倉庫番) | i-mode | Konami | Konami | |
| 2018 | Sokoban Smart (倉庫番スマート) | Windows | Falcon | Thinking Rabbit | |
| North America | 1988 | Soko-Ban | IBM PC Commodore 64 Apple II |
ASCII | Spectrum HoloByte |
| 1990 | Boxxle | Game Boy | Atelier Double | FCI | |
| 1990 | Shove It! The Warehouse Game | Sega Genesis | 日本コンピュータシステム (ja) | DreamWorks | |
| 1990 | Boxyboy | TurboGrafx-16 | Media Rings | NEC | |
| 1992 | Boxxle II | Game Boy | Atelier Double | FCI | |
| Worldwide | 2016 | Sokoban Touch | Android iOS |
Falcon | Thinking Rabbit |
| 2021 | The Sokoban | Nintendo Switch PlayStation 4 |
UNBALANCE (ゲーム会社) (ja) | Unbalance |
Name genericization
The name Sokoban is a registered trademark for video game titles. However, the core mechanic of pushing boxes to storage locations on a grid is not protected by intellectual property rights. This has enabled others to create many unofficial versions.[33] Consequently, the term "Sokoban" has become genericized; it is synonymous with the genre of box-pushing puzzle games.[34]
Cultural impact
The active fan community has created thousands of custom puzzles spanning a wide range of difficulty,[35] as well as software tools, including puzzle editors, solvers,[36] and solution optimizers.[37]
Derivatives and variants
Derivative games
Numerous games are based on Sokoban, introducing new mechanics or objectives. Examples include:
- Picoban – the goal is to reach a green stone, pushing orbs or collecting keys.[38]
- Beanstalk – different items must be pushed into a target square in a fixed sequence.[39]
- Pukoban – the character can pull boxes.[40]
- Sokoboxes Duo – two pushers must collaborate to solve the puzzle.[41]
Variants
- Hexoban – uses a hexagonal grid instead of a square grid, allowing movements in six directions instead of four.[42]
- Multiban – the puzzle contains more than one pusher.[43]
Program features
Some unofficial Sokoban programs feature a "reverse mode" in which players play a puzzle backward. Starting with all boxes on storage locations, they pull the boxes to return to the initial puzzle state.[44]
Gameplay
The game of Sokoban takes place in a warehouse, viewed from above, composed of walls and floor squares. A floor square may be empty, occupied by the player, or occupied by a box. Some floor squares are marked as storage locations. The number of storage locations equals the number of boxes. The objective of the puzzle is to push all boxes onto storage locations.[1]
The player can move one square at a time, either horizontally or vertically, onto an empty floor square.[45] Boxes and walls block the player's movement, but the player can walk up to a box and push it to an empty square directly beyond it. If a box is pushed against a wall or another box, it does not move. Pulling boxes is not possible.[46]
Playing Sokoban requires thinking several steps ahead and visualizing all possible outcomes.[47] Players should think carefully and thoroughly before pushing a box to prevent it getting trapped against a wall or other boxes.[48] A bad move can cause a deadlock from which the puzzle cannot be solved, regardless of subsequent moves.[49]
Deadlocks
Common deadlocks are:[50]
Computer science research
Sokoban has been studied using the theory of computational complexity. The computational problem of solving Sokoban puzzles was first shown to be NP-hard.Cite error: Closing </ref> missing for <ref> tag[51] Even small puzzles can require lengthy solutions.[52]
The Sokoban game provides a challenging testbed for developing and evaluating planning techniques.[53] 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.[54][55] A later solver, Festival, introduced the FESS search algorithm and became the first automatic system to solve all ninety puzzles in the widely used XSokoban test suite.[56][57] Despite these advances, even the most sophisticated solvers cannot solve many complex puzzles that humans can solve with time and effort, using their ability to plan, recognize patterns, and reason about long-term consequences.[58][59][60]
Commercial success
Sokoban was a commercial success in Japan, selling over 25,000 copies of the game by July 1984.[61][62][63]
Spectrum Holobyte acknowledged that over 400,000 copies were sold in Japan before it released Soko-Ban in the United States in 1988.[64]
See also
- Logic puzzle
- Sliding puzzle
- Transport puzzle
- Motion planning
Notes
References
- ↑ 1.0 1.1 Yoshio Murase; Hitoshi Matsubara; Yuzuru Hiraga (1996) (in en). Automatic Making of Sokoban Problems. Springer Science & Business Media. p. 592. ISBN 978-3-540-61532-3. https://books.google.com/books?id=j2QrFVEd2GUC&dq=sokoban+meaning+warehouse&pg=PA592.
- ↑ "Aldebaran" (in ja). 月刊マイコン (ja): 22–28. January 1980. https://archive.org/details/micom-1980-01/page/22/mode/2up.
- ↑ "My conversation with Mr Hiroyuki Imabayashi". https://sokoboxes.com/articles/my-conversation-with-mr-hiroyuki. "Sokoban was inspired other video game. It's a Hudson game. It was an action game in which luggage was moved as a wall to prevent radiation. I made that movement into a puzzle. [...] I found the following video about Hudson's "ALDEBARAN"."
- ↑ "ごあいさつ" (in ja). Falcon Co., Ltd.. https://sokoban.jp/greeting.html. "「倉庫番」が生まれたのは1981年の桜の花びらが舞う春でした. [...] とにかく荷物を押すというキャラクターの動きが以前から気になっていた私は、簡単なBasic言語でパズルとして組み上げたのでした.構想として、片づけるべき荷物が片づけの邪魔をするというものにしたかったのです.プログラムは割とホイホイと完成しましたが、問題となるべき面の作成には苦労しました. [...] やがて、いくつかの面を完成させた私は、知人や友人を家に招いてトライさせては楽しんでいました.ああでない、こうでないと、友人、知人が悩む姿を見ながら、ほくそ笑んでいたのです. [...] それがひょんなことから、当時、操業を始めたばかりのソフトウエア流通会社の営業マンの目に止まることになったのです. [...] 「倉庫番」を見たその営業マンが一言.売れるから作れ、と. [...] 早速、製品作りの準備を始めたのでした.そして1982年、シンキングラビットという会社を作り「倉庫番」を発売しました."
- ↑ (in ja)LOGiN (ja): 136–137. December 1983. https://archive.org/details/login-magazine-dec-1983-thinking-rabbit/page/5/mode/2up.+"「3年程前、友人がMZを買ったと見せびらかしに家に持ってきたんです.その日、重いからと彼がMZを置いたまま帰ったのが始まりなんですよ」 パソコンのパの字も知らなかった今林氏のゲームデザイナーの道への第1歩だが、ともかくその熱中度がすごい.マニュアルを片手に3日3晩、キーボードを叩き続けた.そのあげくにゲームをひとつ作ってしまったのだ.内容はパラシュートで定位置に着地するというアクションもの.畳に座ってやっていたので、3日目には立ち上がれなくなってしまっとという.その後、すぐにPC-8001を購入. ゲームを5、6本制作する. 「今でもまだコンピュータの中に異次 元の世界が拡がっているような気がす るんです(笑). 左脳と右脳両方を半分 ずつ使う快感がありますよね. 趣味と して一生やっていく、と最初にピンと きました. ただ、 こうして仕事に追わ れるとは考えもしなかった(笑)」 そのPC-8001で作ったゲームの中にシンキングラビットの第1作であり、 現在もヒット中の "倉庫番" の原型がある.内容はほぼ同じだが、○×□のキャラクタ表示で画数は5面.友人知人を家に集めては、内輪で楽しんでいたものだ.ゲームセンスの卓抜さは、3年前すでに目立っていたのである. 「近くにある妻の実家のレコード店に、パソコンコーナーを設けるという話が もちあがりまして、直接僕はタッチし てなかったんですが、そのとき "倉庫番" を見て、これは売れる! と助言してくれた人がいたんです」 パソコンコーナーに入ったPC-8801を利用して、デザインを決めグラフィックスをきれいにして、20面まで制作.".
- ↑ (in ja)PCマガジン (ja): 52. August 1983. https://archive.org/details/pc-magazine-aug-1983-sokoban-extra-edition/page/n1/mode/2up.+"今回はこのゲームを開発した THINKING RABBIT さんにお願いして, 市販品とは別に10の倉庫をつくってもらいましたので".
- ↑ (in ja)ログイン (雑誌) (ja): 76. July 1985. https://archive.org/details/logi-n-july-1985/LOGiN%20-%20July%201985/page/n77/mode/2up.+"パズルソフトのベストセラー倉庫番の新たな50面と迷路エディタがついた倉庫番 2 .".
- ↑ Tanaka, Junji; Himabayashi, Hiroyuki; Ishii, M. (1986). THE 倉庫番. SCALE. p. 112. ISBN 4-88239-606-8.
- ↑ "Sōkoban series - MobyGames". https://www.mobygames.com/group/10030/sokoban-series/. "The original puzzle game by Thinking Rabbit and any follow-ups with an official license."
- ↑ "ごあいさつ" (in ja). Falcon Co., Ltd.. https://sokoban.jp/greeting.html. "そして1982年、シンキングラビットという会社を作り「倉庫番」を発売しました.その後30年以上にも渡り、ライセンス契約も含め多くのハードウエアで「倉庫番」を移植することができました."
- ↑ "Sokoban Official Site" (in ja). https://www.sokoban.jp. ""倉庫番", "sokoban", the rabbit mark and "THINKING RABBIT" are trademarks or registered trademarks of Falcon co.,ltd. in Japan and other countries. [...] COPYRIGHT©2001 FALCON CO.,LTD. ALL RIGHTS RESERVED."
- ↑ "ja:ゴエモン、詩織、ニャミが『倉庫番』に登場!" (in ja). http://www.gpara.com/article/cms_show.php?c_id=2867&c_num=14.
- ↑ "ja:スクウェア・エニックス ポケットパズル" (in ja). http://www.square-enix.co.jp/mobile/game/pocket/pocket_puzzle.html.
- ↑ "ja:倉庫番シリーズ" (in ja). http://contents.dwango.jp/games/category/souko.html.
- ↑ "Micomgames-magazine-dec-1983-sokoban" (in ja). MICOMGAMES 1 (1): 38. December 1983. https://archive.org/details/micomgames-magazine-dec-1983-sokoban/page/3/mode/2up. "このパズル, アイデアは簡単で, だれでもすぐに憶えられるけど, ウンウン考えなければいけないのは, 碁や将棋と同程度かそれ以上.しかも, | 度やりだしたらなかなかやめられない.".
- ↑ ja:パソコンゲームランキングブック: 28. October 1983. https://retoge-mag.websa.jp/archives/15.
- ↑ "ファミコンディスクカード ゲームボーイ スーパーファミコン オールカタログ". ファミリーコンピュータ (ja) (徳間書店 (ja)): 98. 1991-05-24.
- ↑ Wagner, Roy (May 1988). "Puzzling Encounters". Computer Gaming World (47): 42–43. http://pdf.textfiles.com/zines/CGW/1988_05_issue47.pdf#page=42.
- ↑ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (April 1988). "The Role of Computers". Dragon (132): 84.
- ↑ "Computer Entertainer". Computer Entertainer 7 (4): 9. July 1988. https://archive.org/details/computer-entertainer-7-4/page/9/mode/2up.
- ↑ Halfhill, Tom R. (June 1990). "Boxxle". Game Player's 2 (6): 90.
- ↑ "倉庫番". ファミ通.com. https://www.famitsu.com/cominy?m=pc&a=page_h_title&title_id=13818.
- ↑ "ファミコンディスクカード ゲームボーイ スーパーファミコン オールカタログ". ファミリーコンピュータ (ja) (徳間書店 (ja)): 199. 1991-05-24.
- ↑ "ファミコンディスクカード ゲームボーイ スーパーファミコン オールカタログ". ファミリーコンピュータ (ja) (徳間書店 (ja)): 200. 1991-05-24.
- ↑ "史上最大の倉庫番". ファミ通.com. http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=7095.
- ↑ Halfhill, Tom R. (June 1990). "Shove It!". Game Player's 2 (6): 45–46.
- ↑ "倉庫番WORLD". ファミ通.com. http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=7109.
- ↑ Halfhill, Tom R. (December 1990). "Boxy Boy". Game Player's 2 (12): 90. https://archive.org/details/game-players-issue-12-vol.-2-december-1990/page/90/mode/1up.
- ↑ "究極の倉庫番 まとめ [PS"]. ファミ通.com. https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=16330.
- ↑ "倉庫番ベーシック まとめ [PS"]. ファミ通.com. http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=16764.
- ↑ "倉庫番 難問指南 まとめ [PS"]. ファミ通.com. http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=18709.
- ↑ "倉庫番の歴史" (in ja). https://sokoban.jp/history.html.
- ↑ Marçal Mora Cantallops (2023) (in es). Rompecabezas: Cinco décadas de videojuegos y puzles. Héroes De Papel. ISBN 978-84-947149-3-1. "la web está llena de múltiples clones de Sokoban"
- ↑ Austin Barr; Calvin Chung; Aaron Williams (2021). "Block Dude Puzzles are NP-Hard (and the Rugs Really Tie the Reductions Together)". CCCG (2021). p. 1. https://www.cs.ucf.edu/courses/cot6410/Spring2022/SampleTopics/Games/CLAIMED_JesseChehal_BlackDudePuzzles.pdf#page=2. "the Tetris Company vigorously defends its intellectual property against other falling-block puzzles, whereas Thinking Rabbit does not. As a result, the term "Sokoban" has become genericized; it is synonymous with the genre of box-pushing puzzle games"
- ↑ Petr Jarusek; Radek Pelánek (2010). "Difficulty Rating of Sokoban Puzzle". Frontiers in Artificial Intelligence and Applications 222: 140–150. doi:10.3233/978-1-60750-676-8-140. https://www.fi.muni.cz/~xpelanek/publications/stairs2010-final.pdf. "There is a very large number of levels of the puzzle freely available on the Internet. These available levels span wide range of difficulty.".
- ↑ Several efficient Sokoban solvers aim to find short, but not necessarily optimal, solutions, including JSoko, YASS, and Takaken. Balyo, Tomáš; Froleyks, Nils (2022). "AI Assisted Design of Sokoban Puzzles Using Automated Planning". in Wölfel, Matthias; Bernhardt, Johannes; Thiel, Sonja. Springer. pp. 429–430. doi:10.1007/978-3-030-95531-1_29. ISBN 978-3-030-95531-1.
- ↑ Austin Barr; Calvin Chung; Aaron Williams (2021). "Block Dude Puzzles are NP-Hard (and the Rugs Really Tie the Reductions Together)". CCCG (2021). p. 1. https://www.cs.ucf.edu/courses/cot6410/Spring2022/SampleTopics/Games/CLAIMED_JesseChehal_BlackDudePuzzles.pdf#page=2. "There are over 100 publications with "Sokoban" or "倉庫番" in the title, ranging from artificial intelligence solvers and optimizers, to level generation"
- ↑ "Picoban". April 11, 2018. https://bigbossbattle.com/10-of-the-best-pico8-games-out-there/8/. "Picoban is a sokoban-style puzzle game [...] the red orbs need to be moved onto buttons and that keys need to be collected before you can make it to the green teleport stone."
- ↑ Ziwen Liu; Yang Chao (2017). "The Non-Deterministic Constraint Logic and Its Applications in Computational Complexity" (in Chinese). Computer Science and Application (Hans Publishers) 7 (5): 408–409. doi:10.12677/csa.2017.75049. https://pdf.hanspub.org/csa20170500000_69174065.pdf. Retrieved 2025-06-04. "种豆游戏(Beanstalk)是 Braingle.com 网站开发的一个在线小游戏[...].种豆游戏是在一个由一些墙体围成的二维的格子迷宫中, 控制游戏中的一个人上下左右移动, 并且推动游戏中的四种物品: 铲子、种子、化肥、浇水壶, 在迷宫中标记 X 的目标格子中完成种豆.标记 X的格子和空地一样, 人可以自由通过.要完成种豆, 须做四步, 即按顺序把铲子、种子、化肥、浇水壶依次推到目标格子.和经典的推箱子一样, 人一次只能推动一个物品.".
- ↑ Zubaran, Tadeu; Ritt, Marcus (2011). "Agent motion planning with pull and push moves". 8th National Meeting on Artificial Intelligence (ENIAC 2011). Sociedade Brasileira de Computação. pp. 358–369. https://www.inf.ufrgs.br/~mrpritt/Publications/P35-enia-2011.pdf. Retrieved 2025-06-16. "Pukoban is a game on an integer grid [...] The agent can push or pull a box one cell horizontally or vertically if the destination cell is free and he has enough space to do so."
- ↑ Aymeric du Peloux (September 4, 2021). "Multicosmos". https://aymericdupeloux.wixsite.com/sokoban/post/multicosmos. "I'm creating some new levels with two wharehousemen. Above, I illustrate a level where, to be solved, a penguin and a bear have to play alternately in cooperation. It's inspired of the Sokoban game of course"
- ↑ David W. Skinner. "Hexoban". http://users.bentonrea.com/~sasquatch/sokoban/hex.html. "Using hexagons, instead of squares as in standard Sokoban, offers a new realm of possibilities."
- ↑ Alfred Pfeiffer. "Multiban". http://de.geocities.com/apfde/Multiban/multiban.html. "the idea of the well known Sokoban game is extended to mazes that contain (often also require) more than one pusher."
- ↑ "Sokoban reverse mode". https://sokoboxes.com/articles/sokoban-reverse-mode.
- ↑ (in ja)ログイン (雑誌) (ja): 125. August 1983. https://archive.org/details/login-1983.08/page/124/mode/2up.+"人間はたてよこ 4 方向の動きのみ可能で".
- ↑ "倉庫番とは" (in ja). https://sokoban.jp/rule.html.
- ↑ "Micomgames-magazine-dec-1983-sokoban" (in ja). MICOMGAMES 1 (1): 38. December 1983. https://archive.org/details/micomgames-magazine-dec-1983-sokoban/page/3/mode/2up. "考えずにスイスイ荷物を動 かすと, 最後は必ず行き詰まる. 倉庫番で最 も重要なのは、最初の一手、この一手を実行 する前に、先の先まで読み切ることが大切.".
- ↑ (in ja)ログイン (雑誌) (ja): 125. August 1983. https://archive.org/details/login-1983.08/page/124/mode/2up.+"倉庫はすべて迷路的な作りになっているから、充分に考えてから荷物の整理にかかるのがカシコイ遊びかた.通路がせまいため、安易に動かすと荷物と壁とのハサミ打ち、なんてことになりかねない.".
- ↑ Jean-Noël Demaret; François Van Lishout; Pascal Gribomont (2008). "Hierarchical Planning and Learning for Automatic Solving of Sokoban Problems". pp. 1, 2. https://orbi.uliege.be/bitstream/2268/5895/1/bnaic2008.pdf. "a bad move can lead in Sokoban to a deadlock, a situation in which the solution game state is not reachable anymore."
- ↑ "こうなるとアウトだよ" (in ja). ja:ファミコン通信: 30. July 1986. https://archive.org/details/famitsu-0003/page/30/mode/2up.
- ↑ Yaron Shoham (2020). "FESS Draft". p. 3. https://festival-solver.site/wp-content/uploads/2020/08/FESS_draft.pdf#page=3.
- ↑ "Theoretical analysis on Picokosmos 17". http://membres.lycos.fr/nabokos/analysis.html.
- ↑ Timo Virkkala (2011). Solving Sokoban (PDF) (MSc thesis). University of Helsinki. p. 1.
- ↑ Andreas Junghanns (1999). Pushing the Limits: New Developments in Single-Agent Search (PhD thesis). University of Alberta. doi:10.7939/R3W95103S.
- ↑ Andreas Junghanns; Jonathan Schaeffer (2001). "Sokoban: Enhancing general single-agent search methods using domain knowledge". Artificial Intelligence 129 (1–2): 219–251. doi:10.1016/S0004-3702(01)00109-6.
- ↑ Yaron Shoham; Jonathan Shaeffer (2020). "The FESS Algorithm: A Feature Based Approach to Single-Agent Search". 2020 IEEE Conference on Games (CoG). Osaka, Japan: IEEE. doi:10.1109/CoG47356.2020.9231929. https://ieee-cog.org/2020/papers/paper_44.pdf.
- ↑ Yaron Shoham (2020). "FESS presentation at the CoG conference (17.5 minutes)" (in en) (video). https://archive.org/details/fess-algorithm.
- ↑ Petr Jarusek; Radek Pelánek (2010). "Difficulty Rating of Sokoban Puzzle". Frontiers in Artificial Intelligence and Applications 222: 140–150. doi:10.3233/978-1-60750-676-8-140. https://www.fi.muni.cz/~xpelanek/publications/stairs2010-final.pdf. "There exist small instances that can be quickly solved by computer (using a trivial brute force algorithm) but take humans hours to solve. At the same time, there are also instances of the puzzle, which humans can solve but which are beyond capabilities of [...] artificial intelligence solvers.".
- ↑ "Let's Logic Bots Statistics". https://archive.org/download/lets-logic-bots-statistics/lets-logic-bots-statistics-2024-oct-06.pdf.
- ↑ "Sokoban Solver Statistics - Large Test Suite". https://sokoban-solver-statistics.sourceforge.io/statistics/LargeTestSuite/.
- ↑ (in ja)POPCOM: 101. July 1984. https://archive.org/details/popcom-198407/page/100/mode/2up.+"本格的思考ゲームの第一人者ともいえる 「倉庫番」 のパート 2 が発売され、パート 1同様好調なすべりだしをみせている.ちなみにパート 1 は、発売約1 年間で 2 万5000本あまりを売っている.2000〜3000本はざら、 1 万本売れればベストセラーというパソコンゲーム全体からみても、この数字は驚異的だ.".
- ↑ (in ja)POPCOM: 131. June 1984. https://archive.org/details/popcom-198406/page/130/mode/2up.+"「シンキングラビット」といえば昨年思考型ゲームの「倉庫番」、アドベンチャーゲームの「鍵穴殺人事件」があいついでヒット.「倉庫番」だけでもこれまでに22,000本も売れているというからきかなくてももうけている会社なのだ.".
- ↑ (in ja)POPCOM: 29. March 1985. https://archive.org/details/popcom-198503/page/28/mode/2up.+"「倉庫番」はじつに3万本以上売れた".
- ↑ Lafe Low (November 1988). "News Line; Made in Japan". inCider: 14. https://archive.org/details/inCider_1988-11/page/n15/mode/2up.
External links
- Official Sokoban site (in Japanese)
- The University of Alberta Sokoban page

