Evaluating Standard Search Enhancements Performance in Zen Puzzle Garden
Sokoban-type puzzles and their variants involve complex planning and decision-making challenges in wide and deep search spaces. Such scenarios are interesting for testing path-planning algorithms. This document uses A * and IDA * (Iterative Deepening A *) algorithms to solve Zen Puzzle Garden game b...
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          | Published in | IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies. (Online) pp. 1 - 6 | 
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| Main Authors | , , | 
| Format | Conference Proceeding | 
| Language | English | 
| Published | 
            IEEE
    
        05.12.2023
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| Subjects | |
| Online Access | Get full text | 
| ISSN | 2832-1537 | 
| DOI | 10.1109/CHILECON60335.2023.10418770 | 
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| Abstract | Sokoban-type puzzles and their variants involve complex planning and decision-making challenges in wide and deep search spaces. Such scenarios are interesting for testing path-planning algorithms. This document uses A * and IDA * (Iterative Deepening A *) algorithms to solve Zen Puzzle Garden game boards; a Sokoban-type puzzle where you need rake the sandy area completely. The algorithms are evaluated in terms of speed and node expansion in moderately complex boards. Additionally, we implement three improvements: transposition tables, move ordering, and deadlock tables. The results show that IDA * with the three proposed improvements is on average faster than A *. Although its strength is its low memory usage, it can be seen that it is very competitive versus A * in terms of time usage. Transposition tables and deadlocks tables reduce by 500 times the number of nodes expanded by the IDA * without improvements. On the other hand, the ordering of nodes is not very effective for some boards, which causes a worse performance of the IDA * algorithm, giving rise to greater exploration in boards that do not lead to the solution. Studying these algorithms can be beneficial in the field of path-finding for Sokoban-type game domains or solver-based procedural content generators. | 
    
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| AbstractList | Sokoban-type puzzles and their variants involve complex planning and decision-making challenges in wide and deep search spaces. Such scenarios are interesting for testing path-planning algorithms. This document uses A * and IDA * (Iterative Deepening A *) algorithms to solve Zen Puzzle Garden game boards; a Sokoban-type puzzle where you need rake the sandy area completely. The algorithms are evaluated in terms of speed and node expansion in moderately complex boards. Additionally, we implement three improvements: transposition tables, move ordering, and deadlock tables. The results show that IDA * with the three proposed improvements is on average faster than A *. Although its strength is its low memory usage, it can be seen that it is very competitive versus A * in terms of time usage. Transposition tables and deadlocks tables reduce by 500 times the number of nodes expanded by the IDA * without improvements. On the other hand, the ordering of nodes is not very effective for some boards, which causes a worse performance of the IDA * algorithm, giving rise to greater exploration in boards that do not lead to the solution. Studying these algorithms can be beneficial in the field of path-finding for Sokoban-type game domains or solver-based procedural content generators. | 
    
| Author | Schaa, Hans del Solar-Zavala, Jose A. Barriga, Nicolas A.  | 
    
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| Snippet | Sokoban-type puzzles and their variants involve complex planning and decision-making challenges in wide and deep search spaces. Such scenarios are interesting... | 
    
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| SubjectTerms | Games Heuristic Search Information and communication technology Iterative algorithms Pathfinding Planning Puzzle Games Sokoban-type Puzzles System recovery Testing  | 
    
| Title | Evaluating Standard Search Enhancements Performance in Zen Puzzle Garden | 
    
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