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Solving Sokoban Game with a Heuristic for Avoiding Dead-End States

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Information and Communication Technologies in Education, Research, and Industrial Applications (ICTERI 2023)

Abstract

This paper focuses on applying reinforcement learning methods to solve the game Sokoban. This game is a popular puzzle, relatively easy for humans to solve. However, it poses a significant challenge for computer algorithms due to the irreversible nature of certain moves. To predict which actions will lead to such undesirable states is often difficult for a learning agent – a common problem in tasks requiring planning. We propose using a Monte-Carlo tree search (MCTS) algorithm and a heuristic convolution neural network (CNN) specially trained to separate undesirable, neutral, and desired game states to address this issue. We experimented with different heuristic variations of algorithms and compared them against each other. We have implemented MCTS in two different setups: one with a CNN trained using data obtained during the solving process and one without such training. We also varied the number of rollouts for each move in MCTS and compared the results. The paper’s research question was how to improve the performance of learning agents in tasks that require planning to avoid unwanted states.

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References

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Acknowledgments

We would like to thank the Armed Forces of Ukraine for providing security, that made this work possible.

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Correspondence to Oleksii Ignatenko .

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Ignatenko, O., Pravosud, R. (2023). Solving Sokoban Game with a Heuristic for Avoiding Dead-End States. In: Antoniou, G., et al. Information and Communication Technologies in Education, Research, and Industrial Applications. ICTERI 2023. Communications in Computer and Information Science, vol 1980. Springer, Cham. https://doi.org/10.1007/978-3-031-48325-7_4

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  • DOI: https://doi.org/10.1007/978-3-031-48325-7_4

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-48324-0

  • Online ISBN: 978-3-031-48325-7

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