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A procedural level generator for "sokoban".

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Sokoban Level Generator in Rust

This is a sokoban level generator algorithm written in rust to procedurally generate levels for the game Sokoban.

The algorithm is based on the following resources:

Usage

In order to use the generator, add this library (via git) to your project with cargo. Then, import the level generator and use it to generate a level. The level_to_string method allows you to print the level in the JSoko Level Format.

use sokoban_level_generator::{generate_level, level_to_string};

fn main() {
    let level = generate_level(4, 4, 3);
    println!("Print level");
    println!("{}", level_to_string(&level));
}

The algorithm uses randomness to generate levels and needs to create the "farthest state possible" for boxes. As such, generation with more boxes can take a very long time. See the benchmarks section for more information.

Warning: Currently, there is no abort limit. So, trying to generate impossible levels (e.g. 1x1 with 4 boxes) will result in an infinite loop.

Algorithm

The algorithm performs the following (high-level) steps:

  1. Generate an empty level with width * 3 and height * 3 dimensions, since every "room" is 3x3.
  2. Generate rooms in the level (by using the described templates in the paper); rooms are randomly selected and rotated
  3. After the level is generated, check the level for:
    • Enough space
    • Enough goal possibilities (to place goals)
    • No large spaces (this does not generate interesting levels)
    • All floors are connected
    • No surrounded floors
  4. Generate random goal locations
  5. Calculate the "farthest state possible" for each box/player position
  6. Return the farthest possible level

Benchmarks

Benchmarks show that the algorithm is very fast for small levels, but can take a very long time for larger levels. The biggest impact on generation time is the number of boxes.

The result in short: feasible, interesting levels can be generated with up to 4 boxes in a reasonable amount of time. The height / width of the level should be kept below or equal to 3. If 3 or fewer boxes are used, the level can be up to 4x4 in size. Bigger sizes must be experimented with.

The following tables shows the generation time for different level sizes.

1 Box

Width Height Median Time
1 1 5.7706 µs
1 2 19.403 µs
2 2 84.277 µs
2 3 4.3456 ms
3 3 1.3252 ms
3 4 6.3146 ms
4 4 33.759 ms

2 Boxes

Width Height Median Time
1 2 36.320 µs
2 2 241.53 ms
3 2 798.81 µs
3 3 2.9076 ms
4 3 10.201 ms
4 4 42.901 ms

3 Boxes

Width Height Median Time
2 3 4.3456 ms
3 3 20.324 ms
3 4 50.916 ms
4 4 227.51 ms

Violin Plot (1-3 Boxes)

Violin Plot

As we can see in the violin plot, the number of boxes has a huge impact on the generation time.

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A procedural level generator for "sokoban".

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