8 Sokoban and Path Finding

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8.4 Solving Sokoban

We are almost there: Solving a given Sokoban level is now a matter of finding a path in the push graph that starts at the initial state of the level and ends at any game state that solves it:

List<GameState> path = new PushGraph(level)
        .findPathTo(new GameState(level),
                gameState -> gameState.allCratesOnGoals(level));

For Level 1, the resulting path is a list of 98 GameState objects that starts like this:

GameState[workerPos=163, crates=BitSet[43,64,81,83,135,138]]
GameState[workerPos=83, crates=BitSet[43,64,81,82,135,138]]
GameState[workerPos=64, crates=BitSet[43,45,81,82,135,138]]
GameState[workerPos=81, crates=BitSet[43,45,82,100,135,138]]
GameState[workerPos=100, crates=BitSet[43,45,82,119,135,138]]
GameState[workerPos=45, crates=BitSet[43,64,82,119,135,138]]

Let’s take a look at the same solution in a more legible format that describes the worker’s movement from the starting position:

ullluuuLUllDDuuruurDldldlldddrRRRRRRRRRRRRurD
llllllllllllllulldRRRRRRRRRRRRRRR
llllllllllllluuurrdDuuuruulDDDDulldddrRRRRRRRRRRRurD
llllllllllllluuurrdDuulldddrRRRRRRRRRRR
llllllluuulLulDDDuuuurrDlldlldddrRRRRRRRRRRdrUluRR
lldlllllluuuLLulDDDuulldddrRRRRRRRRRRdrUluR

There is one letter for each step taken by the worker. The lower-case letters u, d, l, and r indicate that the worker moves up, down, left, or right, and upper-case letters highlight those steps that involve pushing a crate. For better readability, we have broken the solution into multiple lines, one for each of the six crates. (See Exercise 8.5 for a compressed version of this format.) The number of letters in this example is 262, so the worker has to take 262 steps, 97 of which involve pushing a crate.

Retracing the Worker’s Steps

Let’s conclude this section by considering how we can compute the worker’s step-by-step movement from the path of GameStates through the push graph. The computeSteps() method in Listing 8.12 shows the general idea. We iterate over all pairs of game states on the path and determine the worker’s optimal path that leads from the before to the after state. This is done by the planMovement() method, which appends the necessary movement commands to steps. The complete sequence of movement commands is returned at the end of the function.

Listing 8.12ch8 / SokobanSolver

public static String computeSteps(Level level, List<GameState> pushes) {
    if (pushes.isEmpty())
        return "--no solution--";
    var steps = new StringBuilder();
    for (int i = 1; i < pushes.size(); i++) {
        GameState before = pushes.get(i - 1);
        GameState after = pushes.get(i);
        planMovement(level, before, after, steps);
    }
    return steps.toString();
}

JDK: List, StringBuilder
GameState
SokobanSolver: planMovement()

In general, the string of movement commands for a given pair of GameStates consists of zero or more lower-case letters that move the worker toward the next crate and a single upper-case letter that pushes the crate to its new position. For example, the first two game states in the solution we constructed at the start of this section are

GameState[workerPos=163, crates=BitSet[43,64,81,83,135,138]]
GameState[workerPos=83, crates=BitSet[43,64,81,82,135,138]]

The first state is the level’s starting configuration, whereas the second state is reached by moving the worker toward the upper room and pushing the blocking crate one place to the left. The sequence of steps that leads from the first to the second state can be written as “ullluuuL”; this is the first part of the path shown in Fig. 8.2.

For each pair of game states before and after, the planMovement() method in Listing 8.13 computes the shortest path that leads from before.workerPos to after.workerPos. We first compute the path from before.workerPos to the crate that is about to be pushed. This position is computed using the workerBeforePush() method discussed below, and the path is obtained by traversing the move graph of the before state. For each step along this path we output a lower-case letter. Afterwards we output a single upper-case letter that pushes the crate and moves the worker to its position in after.

Listing 8.13ch8 / SokobanSolver

private static void planMovement(Level level, GameState before,
        GameState after, StringBuilder out) {
    int beforePush = workerBeforePush(level, before, after);
    var workerPath = new MoveGraph(level, before.crates())
            .findPathTo(before.workerPos(), pos -> pos == beforePush);
    if (workerPath.isEmpty())
        throw new RuntimeException("Invalid solution");
    for (int j = 1; j < workerPath.size(); j++) {
        var moveDirection = level.getDirection(
                workerPath.get(j - 1), workerPath.get(j));
        out.append(moveDirection.charCode());
    }
    var pushDirection = level.getDirection(beforePush, after.workerPos());
    out.append(Character.toUpperCase(pushDirection.charCode()));
}

The final problem is to determine the worker’s position immediately before pushing the crate in the last step. The following image illustrates the situation:

(-tikz- diagram)

We want to compute the position marked with an X, which the last position of the worker before pushing the crate to its current position. The workerBeforePush() method in Listing 8.14 computes this position by moving the worker one step back from its position in after. The direction reverseDir that moves the worker back is determined by comparing the before and after states. We first compute the index of the crate was moved (movedCrate) by computing the set difference of the crates in before and after and extracting the only element of the result. We then use getDirection() to find the direction that leads from movedCrate to the worker’s current position in after; another step in this direction moves after.workerPos() to the position marked X.

Listing 8.14ch8 / SokobanSolver

private static int workerBeforePush(
        Level level, GameState before, GameState after) {
    BitSet crate = new BitSet(after.crates());
    crate.removeAll(before.crates());
    int movedCrate = crate.iterator().next();
    Board.Direction reverseDir =
            level.getDirection(movedCrate, after.workerPos());
    return level.moveIndex(after.workerPos(), reverseDir);
}
Exercises

Exercise 8.5. Representing the worker’s movement as a string of upper- and lower-case letters has one disadvantage: It can be difficult to see at a glance how many steps you have to take when the string contains long runs of identical letters. A simple solution is to add an optional numerical prefix to each character that indicates how often it should be repeated. With this convention, the string

ullluuuLUllDDuuruurDldldlldddrRRRRRRRRRRRRurD

can be abbreviated as

u3l3uLUllDDuuruurDldldll3dr12RurD

which is shorter and easier to read. Write a program that takes a regular movement string and outputs a compressed version as shown above.

Exercise 8.6. The order in which breadth-first search visits the nodes of a graph depends on the order in which it inspects the neighbors of each node. As we mentioned in Section 8.3, our implementation of the neighbors() method in PushGraph returns a list of nodes that is sorted by the distance from the worker to the crate being pushed. What solution to Level 1 is discovered first if you modify PushGraph.neighbors() to reverse the list of neighbors before returning it?