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	<title>Scientific research - Revision history</title>
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	<updated>2026-04-17T18:44:02Z</updated>
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	<entry>
		<id>http://sokobano.de/wiki/index.php?title=Scientific_research&amp;diff=8210&amp;oldid=prev</id>
		<title>Matthias Meger: clarification that the challenge is due to TWO main factors:  Large search tree AND the difficulty of finding a suitable heuristic for all puzzles.</title>
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		<updated>2024-11-12T15:28:51Z</updated>

		<summary type="html">&lt;p&gt;clarification that the challenge is due to TWO main factors:  Large search tree AND the difficulty of finding a suitable heuristic for all puzzles.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Scientific research==&lt;br /&gt;
&lt;br /&gt;
Sokoban has been studied using the theory of computational complexity. &lt;br /&gt;
&lt;br /&gt;
The computational problem of solving Sokoban puzzles was first shown to be &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://en.wikipedia.org/wiki/NP-hardness NP-hard]&amp;lt;/span&amp;gt;. Further work proved it is also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://en.wikipedia.org/wiki/PSPACE-complete PSPACE-complete]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Sokoban puzzles are challenging for computers to solve because they require complex decision-making.&lt;br /&gt;
&lt;br /&gt;
The two main factors that explain this difficulty:&lt;br /&gt;
&lt;br /&gt;
* Exponentially growing search space: In Sokoban, there are usually multiple boxes, each with numerous possible moves. This causes the number of possible states to grow exponentially, making it challenging to find a solution within a reasonable time.&lt;br /&gt;
&lt;br /&gt;
* Heuristic challenges: Given the vast search space, good heuristics are necessary for efficient problem-solving. However, it&amp;#039;s challenging to develop a general heuristic that works well in all situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sokoban game provides a challenging testbed for developing and evaluating planning techniques.&lt;br /&gt;
&lt;br /&gt;
The first documented automated solver was [[Rolling Stone solver | Rolling Stone]], developed at the University of Alberta. &lt;br /&gt;
&lt;br /&gt;
Its core principles laid the groundwork for many newer solvers.&lt;br /&gt;
It employed a conventional search algorithm enhanced with domain-specific knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://festival-solver.site/ Festival]&amp;lt;/span&amp;gt;, utilizing its FESS algorithm, was the first automatic solver to complete all 90 puzzles in the widely used XSokoban test suite (&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://sokoban-solver-statistics.sourceforge.io/statistics/OpenTestSuite/Festival%20-%20XSokoban.html Festival results])&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
However, even the best automated solvers cannot solve many of the more challenging puzzles that humans can solve with time and effort.&lt;/div&gt;</summary>
		<author><name>Matthias Meger</name></author>
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