Sokoban (Japanese: 倉庫番, sōkōban, meaning "warehouse keeper")[1]
Sokoban is a transport puzzle video game in which the player controls a warehouse worker who pushes crates (or boxes) across a two-dimensional grid-based warehouse to specific goal locations, with the key constraints that crates can only be pushed (not pulled or carried), a crate cannot be pushed if it would collide with a wall or another crate, and the player cannot pass through walls or crates.[1]The game was developed around 1980–1981 by Japanese programmer Hiroyuki Imabayashi as a personal hobby project, initially prototyped on a Sharp MZ-series computer with simple graphical elements like circles and squares representing the player and crates.[2] Imabayashi founded the software company Thinking Rabbit in Takarazuka, Japan, to commercialize it, leading to the first official release in December 1982 for the NEC PC-8801 personal computer as a cassette tape, featuring 20 hand-designed levels created on graph paper.[2] Early versions emphasized strategic planning akin to Japanese puzzle traditions like tsume shōgi, where players solve increasingly complex layouts without backtracking options once a move is made.[2] Sokoban quickly gained popularity in Japan during the early 1980s home computer boom and was ported to numerous platforms, including the MSX, Apple II, and various Japanese PCs, with Western releases beginning in 1984 under the title Soko-Ban by Spectrum HoloByte for systems like the IBM PC and Macintosh.[3] By the late 1980s and 1990s, it had been adapted for arcade machines, consoles such as the Nintendo Famicom and Game Boy, and even early mobile devices, spawning official sequels like Sokoban Revenge (1991) and countless fan-made levels.[1] The game's enduring appeal lies in its minimalist design—requiring no time pressure or opponents—yet deceptively deep mechanics that demand foresight to avoid deadlocks, where crates become irretrievably stuck.[4] Beyond entertainment, Sokoban has significantly influenced computer science and artificial intelligence research as a benchmark for pathfinding, planning, and search algorithms due to its PSPACE-complete complexity, making even small puzzles computationally challenging to solve optimally.[5] Notable variants include Bloxorz (2007), which adds 3D rotation, and Chip's Challenge (1989), which incorporates Sokoban-style pushing mechanics into a larger adventure framework, while modern derivatives like The Legend of Zelda: Link's Awakening (2019 remake) feature similar box-pushing puzzles.[4] Its open-source nature has led to thousands of community-generated levels and tools for analysis, with ongoing academic studies exploring procedural generation and solvability prediction using techniques like Monte Carlo Tree Search.[6]