Evaluating Standard Search Enhancements Performance in Zen Puzzle Garden
Keywords: Heuristic Search; Pathfinding; Puzzle Games; Sokoban, type Puzzles
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 â and IDA â (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 â 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 â in terms of time usage. Transposition tables and deadlocks tables reduce by 500 times the number of nodes expanded by the IDA â 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 â 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.
Más información
| Título según SCOPUS: | Evaluating Standard Search Enhancements Performance in Zen Puzzle Garden |
| Título de la Revista: | Proceedings - IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, ChileCon |
| Editorial: | Institute of Electrical and Electronics Engineers Inc. |
| Fecha de publicación: | 2023 |
| Idioma: | English |
| DOI: |
10.1109/CHILECON60335.2023.10418770 |
| Notas: | SCOPUS |