Design a puzzle. You won't know how hard it is until the AI breaks a sweat.
Sokoban is a classic puzzle game where a player pushes boxes on a grid to designated target locations — boxes can only be pushed (never pulled), making it a PSPACE-complete planning problem.
A Sokoban-style game built in Godot 4 with eight mechanics — including block duplication — also runs as a data pipeline. A Python solver reads CSV grid exports and sends each level to beam search or parallel priority-queue search across up to 9 threads.
The question: does an AI solver's own behaviour tell us more about puzzle complexity than the puzzle's structure does?
Design a puzzle. You won't know how hard it is until the AI breaks a sweat.
35 levels (29 B-series, 3 C, 3 D) across 22 AI sessions. The solver spawned ~4,100 blocks via duplication — above the 1.58 placed per level on average. Max depth: 20 generations. All data synthetic and deterministic.