| ▲ | xpct an hour ago | |||||||
Thanks. Given a solver, could we extrapolate a problem's branching factor? For classic Sokoban, I'd guess it's on the lower side? | ||||||||
| ▲ | mightybyte an hour ago | parent [-] | |||||||
I think there are two ways one could look at this. One is to make each move be a move of the player's location. If you do that, then the branching factor is obviously < 8. But there's a second way you could define a "move" for the purposes of a solver. And that would be to only consider pushes. In that case, the branching factor would be < 8*num_stones. In either case, I think when trying to assess complexity it might also be useful to consider the "narrowness" of the winning move sequence. Positions where the number of moves that win/make progress towards the goal is a small fraction of the number of available moves would arguably be harder or more complex than positions where a larger percentage of the moves win/make progress. In other words, finding a smaller needle and/or in a larger haystack makes the problem harder / more complex. | ||||||||
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