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Creating Solvable Instances for Unsolved Puzzles

Willemsen, Bernard J. (2021) Creating Solvable Instances for Unsolved Puzzles.

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Abstract:Procedural grid-world puzzle generation is a fairly well- studied �eld with applications both in machine learning as well as more directly in game development. Most of these e�orts are focused either on Generate-and-test method- ologies, requiring solvers, or rely on speci�c mathematical properties of their games. Kwirk is a 1989 block-pushing puzzle game [3] that does not have a solver1, and while while bearing a striking re- semblance to Sokoban [4], a 1982 puzzle game that has seen a lot more research in the domain of level generation, Kwirk violates the properties that the generative meth- ods researched for Sokoban rely on. In this paper we will discuss how we adapted one of these Sokoban generation algorithms to function on Kwirk regardless.
Item Type:Essay (Bachelor)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science
Programme:Computer Science BSc (56964)
Link to this item:https://purl.utwente.nl/essays/87104
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