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	<id>http://sokobano.de/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Puzl+bustr</id>
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	<updated>2026-04-17T17:29:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://sokobano.de/wiki/index.php?title=User:Puzl_bustr&amp;diff=4826</id>
		<title>User:Puzl bustr</title>
		<link rel="alternate" type="text/html" href="http://sokobano.de/wiki/index.php?title=User:Puzl_bustr&amp;diff=4826"/>
		<updated>2010-03-26T18:15:51Z</updated>

		<summary type="html">&lt;p&gt;Puzl bustr: moved my  Sokoban solving ideas to a main wiki divided into sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m a Sokoban enthusiast - I like solving and creating puzzles. In the past I&#039;ve helped program Sokoban games and a generator (backward solver), and maintained a website with my puzzles for download, but due to getting Repetitive Strain Injury (RSI) from typing am unable to do these things involving frequent typing. I&#039;ve an adapted mouse and am able to write this with an onscreen keyboard. Am able to solve and recently started designing more puzzles.&lt;br /&gt;
&lt;br /&gt;
I&#039;m interested in computer Sokoban solving in terms of artificial intelligence. I believe that, using domain-specific knowledge and a combination of limited searches using heuristics (for example, identifying free space, empty squares which you could imagine adding a box to without creating an obvious deadlock or a new blocked-in area and variations to reach it via single-box push routes) and conventional tree search, it is possible to substantially improve on conventional computer solvers. &lt;br /&gt;
&lt;br /&gt;
Since I cannot program my ideas, I&#039;d like to make them available here for others to implement; I&#039;d like to be credited with my name David Holland and for these ideas to be freely available (with any implementation open-source). I&#039;ll try to update these ideas as I can and include descriptions of algorithms (as I&#039;ve already done for the main limited search identifying free space and computing single-box push routes and &amp;quot;shuffling&amp;quot;) but as I have to rest my hands frequently would prefer &amp;quot;able-handed&amp;quot; programmers to do the coding. Several of the algorithms can also be used in conventional Sokoban solvers.&lt;br /&gt;
&lt;br /&gt;
[[David Holland&#039;s computer Sokoban solving ideas]]&lt;br /&gt;
Section 3 contains the algorithms and the most precise descriptions.&lt;/div&gt;</summary>
		<author><name>Puzl bustr</name></author>
	</entry>
	<entry>
		<id>http://sokobano.de/wiki/index.php?title=David_Holland%27s_computer_Sokoban_solving_ideas&amp;diff=4822</id>
		<title>David Holland&#039;s computer Sokoban solving ideas</title>
		<link rel="alternate" type="text/html" href="http://sokobano.de/wiki/index.php?title=David_Holland%27s_computer_Sokoban_solving_ideas&amp;diff=4822"/>
		<updated>2010-03-26T18:00:47Z</updated>

		<summary type="html">&lt;p&gt;Puzl bustr: summary page of contents for my computer Sokoban solving ideas created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;box margin-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;title&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;Contents&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* [[DHolland S1 | Section 1. Ideas]]&lt;br /&gt;
:* [[DHolland S2 | Section 2. Heuristics]]&lt;br /&gt;
:* [[DHolland S3 | Section 3 Algorithms]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Puzl bustr</name></author>
	</entry>
	<entry>
		<id>http://sokobano.de/wiki/index.php?title=User_talk:Puzl_bustr&amp;diff=4817</id>
		<title>User talk:Puzl bustr</title>
		<link rel="alternate" type="text/html" href="http://sokobano.de/wiki/index.php?title=User_talk:Puzl_bustr&amp;diff=4817"/>
		<updated>2010-03-18T10:01:40Z</updated>

		<summary type="html">&lt;p&gt;Puzl bustr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello.&lt;br /&gt;
&lt;br /&gt;
Thanks a lot for your detailed ideas!!!&lt;br /&gt;
I will try to implement them in the next solver for my program &#039;JSoko&#039;.&lt;br /&gt;
&lt;br /&gt;
Matthias Meger&lt;br /&gt;
&lt;br /&gt;
* Great! I just noticed my description of the goal trap algorithm is incomplete. Goal traps would be a good addition to the deadlock section of the wiki. I should exclude PRZs of push-squares which aren&#039;t &amp;quot;reversible&amp;quot;: the extra condition that you can push from the goal to the push-square. In example goal trap on wall, only the PRZs along the wall constitute the goal trap, not the PRZ of the push-square off the wall. And there needs to be a condition where the goal itself belongs to the trap (as in the example goal trap on wall). A corner goal would have an empty goal trap but not belong to it - needs to be excluded as not a deadlock if corner has no box on it, provided some box can push to corner. The reversible region digraph generalization, with the example goal trap on wall as a sink and the off-the wall squares as a source, makes this clearer.&lt;br /&gt;
&lt;br /&gt;
I&#039;m relieved someone &amp;quot;able-handed&amp;quot; is working on this! I&#039;m hoping you&#039;ll discuss it with other programmers and between you figure out what is easily implementable - some of my ideas are pretty ambitious and might take months or years to implement properly, if at all.&lt;br /&gt;
&lt;br /&gt;
David Holland&lt;/div&gt;</summary>
		<author><name>Puzl bustr</name></author>
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