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"Brokoban I (Computer Generated)" by Tom 7

added 07 Jun 2005 18:28
Solved14/14
Cooked0/14
Difficulty6.14
Style5.92
Rigidity5.71
Shortest Solution
NameSpeed Record
Length111 moves
Bynoname
On09 Jul 2005 12:15

Comments (turn spoilers off)
11593 Brokoban I (Computer Generated) gary (1998) Tue 16 Dec 2008 08:41  
  Gil, once you have solved this, why not play my two levels that has 6 in difficulty?
 
11592 Brokoban I (Computer Generated) Tom 7 (1) Tue 16 Dec 2008 08:35  
  Congrats Gil! :)
 
11588 Brokoban I (Computer Generated) Gil Anthony (1368) Mon 15 Dec 2008 01:10  
  TOM7 TOM7 I did it!!!...I did it this time!

Gil Anthony
 
3397 Brokoban I (Computer Generated) noname (559) Sat 09 Jul 2005 12:15 SPOILER
  Added speedrun: 111 moves (old: 127).
 
2912 Brokoban I (Computer Generated) Doom (371) Wed 08 Jun 2005 11:46 SPOILER
  I managed to get a bot on top of each button but got stuck on the wrong side. I didn't move the sleeping bot at all, though so I might be missing an entirely different solution.
 
2911 Brokoban I (Computer Generated) mjn (96) Wed 08 Jun 2005 06:00 SPOILER
  Better idea: the steels themselves can block the robot, if they start out as blocks and the sokoban panels turn them into steels.
 
2910 Brokoban I (Computer Generated) mjn (96) Wed 08 Jun 2005 05:53 SPOILER
  You could also finish on any tile by having a robot offscreen, with the panels connected to tiles blocking his path. With the panels covered and his path clear, he could push a row of steels into some panels that turn all the sokoban blocks into exits.

But unfortunately, you'd be able to sneak the robot through by selectively triggering the right panels in sequence, like getting the last sphere across in Scuba Diving...
 
2909 Brokoban I (Computer Generated) Tom 7 (1) Tue 07 Jun 2005 23:11  
  That's a pretty good idea. It would only fail in levels where you are stuck when you finish, surrounded only by grey blocks, and I have never seen such a level.

As for other features, I am going to definitely experiment with generating these kinds of small, tight manipulation levels using other Escape tiles. I agree that's much more interesting. I'm just starting small.

Anyway, of course, the true joy (for me, at least) of Escape comes in the newness of the misdirection and tricks employed, and the design of the levels (a sort of non-language communication). Computers may be good at making levels that are hard to solve (this one only took like 2 seconds to generate!), but they won't be good at that any time soon.
 
2908 Brokoban I (Computer Generated) Max (61) Tue 07 Jun 2005 22:57  
  This is kind of extreme, but if you really, really wanted to make it so that you could solve it on any tile, you could move the stop sign/exit row to an inaccessible "island" away from the main puzzle and then replace all the blue blocks with teleporters that transport you right in front of the row... Just watch your step (as always in sokoban)!
 
2907 Brokoban I (Computer Generated) Max (61) Tue 07 Jun 2005 22:39 SPOILER
  Hey, pretty enjoyable for a computer-generated sokoban level! Feels somehow gentler than most of the computer-generated sokobans so far in spite of its rigidity. I like how you used the sleeping bot to signify that it has a different role from the broken ones. It would be cool to see sokoban-style levels that take advantage of some of the other features unique to Escape, however. The simple tile/panel sokoban formula is beginning to feel kind of monochromatic, especially since it's embedded in such a versatile game.
 
2903 Brokoban I (Computer Generated) Tom 7 (1) Tue 07 Jun 2005 18:34  
  I have been experimenting with computer-assisted level generation. Here's a medium-difficulty Sokoban style one. (I promise not to flood triage with loads of Sokoban levels, but I can't resist doing one or two after all this work!)

Also, this shows how you can encode Sokoban (with less than 10 blocks) almost directly, since traditional Sokoban allows blocks to start on panels. The only remaining issue is that Sokoban also lets you solve the level with the player on any tile, whereas we require an "exit path", but this is not really a big deal (it sometimes makes levels even more tight).
 
2902 Brokoban I (Computer Generated) Tom 7 (1) Tue 07 Jun 2005 18:28  
  'Brokoban I (Computer Generated)' uploaded by Tom 7.