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Emulated-Inc/sokoban-solving

Sokoban solving levels Procedurally generated Sokoban levels, solvable by construction: a random room is carved, the boxes are placed on the targets, and the player pulls them away along a long random walk, so replaying the walk backwards solves the level. Six tiers, from 12 by 12 with 6 boxes to 24 by 24 with 18 boxes. data/heldout/s12b06.txt ... s24b18.txt 200 levels per tier, 1200 in all, no solutions published data/train/s12b06.txt ... s24b18.txt 500 levels per tier… See the full description on the dataset page: https://huggingface.co/datasets/Emulated-Inc/sokoban-solving.

sourceHugging Facecc-by-4.0updated 20d agoView on Hugging Face
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Sokoban solving levels

Procedurally generated Sokoban levels, solvable by construction: a random room is carved, the boxes are placed on the targets, and the player pulls them away along a long random walk, so replaying the walk backwards solves the level. Six tiers, from 12 by 12 with 6 boxes to 24 by 24 with 18 boxes.

data/heldout/s12b06.txt ... s24b18.txt   200 levels per tier, 1200 in all, no solutions published
data/train/s12b06.txt ... s24b18.txt     500 levels per tier, 3000 in all
data/train/solutions.txt                 the construction's own solution for every training level

Level files use the Boxoban text format: blocks of ; <n> then the grid rows, with # wall, floor, . target, $ box, * box on a target, @ player, + player on a target. Level ids are <file stem>-<n> with n zero-padded to four digits. Solutions are one line per level, <id> <moves>, with moves in udlr.

Licence

CC BY 4.0. Attribute as "Sokoban solving levels, Emulated".