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SOKOBAN LEVEL GENERATORS (A to Z) :
GENERATOR 1 - CARGO TRACK 3 3.5
Shareware download web page by Fiorina Entertainment - 9.96 MB. Shareware playable Demo
In addition to predefined maps there is the build-in random map generator. That extends potential number of maps to unlimited and significantly increases the replayability of the game.
GENERATOR 2 - SokEvo - A Not End Project
Special thanks to Author : Lee J. Haywood
For explain "the number of permutations" with level's solution search tree pictures from Lee J. Haywood 's Sokoban Evolution's SokHard ink blots web page :
The starting position is at the bottom, the final moves are at the top.
Vertical positions represent the number of box pushes made.
The width represents the number of permutations found in the search tree.
A solution would be represented as a line running from bottom to top.
The number of permutations indicated here is not representative in each case.
The complexity of the patterns is unlikely to reflect actual difficulty.
The computer actually started with the solution and pulled the boxes back, which results in fewer permutations.
Not to scale.
These examples from Lee J. Haywood 's SokHard (for only 4 levels). If you want to download the complete set of 1024 × 768 blot images - SokHard_blots.zip (1.9 MB).
GENERATOR 3 - SOKOBAN++
Web page with editor, solver (plug-ins can be add), optimizer, generator.
GENERATOR 4 - SOKOMIZE v1.00 For TI-89 platform
Web page by Thomas Nussbaumer with 94 levels and generator (may not be fixable!)
GENERATOR 5 - SOKOSOLVE
Special thanks to Author : Paul Keir
Download - 44kB
GENERATOR 6 - SOKOSOLVE SOKOBAN
Web page by Guy Langston with Library, Solver, Editor and Generator.
GENERATOR 7 - SVBGEN
Special thanks to Author : Serg
Web page in Russian lang.
Sorry for explain, but you can find Google translated web page here
Download Game - Level Solver - Level Generator - Squares Generator - TxCalc from here - 574kB
GENERATOR 8 - Q BASIC TOOLS
Special thanks to Author : Sven EGEVAD
Summary : GENSOK.BAS (QuickBASIC program that generates all goal pattern inside a fence of walls.) & WASHER.BAS (QuickBASIC program that washes away unused elements from the levels with help from the LURD-sequence.) & LEVWASH.BAS (QuickBASIC program that washes away unused elements from the levels. Only the XSB part is changed, all other informaton is intact.) & LURDMAKE.BAT (Transforms a lot of SOKOMIDS's .XHT files to a collection of .XSB files.) & LURDCOLL.EXE (in LURDMAKE.BAT) Is a Turbo Pascal program. It is using the output from DOS commando 'dir *.xht > FILES.TXT' to read the .XHT files and concatenate the to a lurd collection.) & LURD2XSB.BAS (in LURDMAKE.BAT) QuickBASIC program that transforms a lurd collection to a xsb collection. The input could be any lurd collection, where the different lurds are separated by a line with the first letter not from the lurd sequence.) Download and for more explains. 15,8kB zip file Download from here
GENERATOR 9 - YASGen v1.19 - Yet Another Sokoban Generator - For Small Levels Website & Download
Special thanks to Author : Brian DAMGAARD from Denmark - Mail2
A free software Windows console program with help document.
YASGen is a Sokoban level generator using a genetic algorithm (GA) to evolve new levels.
It's remarkable how efficient GA works in the Sokoban domain. Often, GA can produce very complex levels after running only a few thousand "generations".
In the Sokoban case, candidate levels for the GA is created by placing goals on the board and then generating the level backwards, that is, pulling the boxes away from the goal positions. When all of the possible moves have been explored (or when there is no more memory available to the program), the position with the longest path back to the goal position is selected as the starting position.
Most notable features of the program:
* It can either be seeded with a user-selected level, or it can seed itself with a randomly generated level.
* After stopping the program, the calculation can be resumed at a later time by specifying the old log-file as input to the program.
* The program can either create 'single-target-area' (STA) levels where all target positions are connected, or 'random' levels where target positions are scattered all over the board. STA-levels are usually more appealing because they look more like levels created by humans.
* There are various bounds to control the generator, e.g., 'maximum number of boxes', maximum number of open positions', and 'memory limit'.
* There are 2 different fitness functions available for evaluating how good a level candidate is: 'Number of pushes' or 'number of lines'. The latter counts how often a box changes direction and aspires to be a slightly better estimate of the level complexity than the plain number of pushes.
* Besides generating new levels the program can also analyse existing levels by finding longest variations based on either the start position (boxes) or the target position (goals). This feature sometimes comes in handy for human level authors.
* The program has a simple console interface, i.e., there is no graphical user-interface with clickable items like menus and buttons. This means that in order to use it, you must know how to launch a program from a command-line. You'll also need file-manager skills such as locating a Sokoban level-file in a folder on the disk, edit it, copy it, etc.
A puzzle generator is not a substitute for the art and craftsmanship of good level design. Sven Egevad's "YASGood" levels are interesting examples of how a puzzle generator can contribute to the design process in the hands of a skilled level designer. The levels can be found here - (Click "Unhuman levels" in the left-side menu.) - This paragrapf from Brian Damgaard's mail
Generally, when a level is so small that a generator can handle it, it's always a good idea to check if the generator can contribute by better variations of the level.
In this case, the YASGen generator reports that a rearrangement of the boxes (leaving the goals intact) can add some pushes to the level. It makes the level more challenging, without changing its overall structure. - This paragrapf from Brian Damgaard's mail