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 inIEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies. (Online) pp. 1 - 6
Main Authors Schaa, Hans, del Solar-Zavala, Jose A., Barriga, Nicolas A.
Format Conference Proceeding
LanguageEnglish
Published IEEE 05.12.2023
Subjects
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ISSN2832-1537
DOI10.1109/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.
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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  givenname: Nicolas A.
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  organization: Universidad de Talca Talca,Faculty of Engineering,Chile
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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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