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Creating a solver for Kwirk (Puzzle Boy)

Wittingen, E. M. (2021) Creating a solver for Kwirk (Puzzle Boy).

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Abstract:Kwirk, or Puzzle Boy in Japan, is a video game containing a planning problem where characters need to be moved to the exit through a room with obstacles such as blocks, turnstiles, and holes in the floor. At the time of writing, only one Kwirk solver exists which makes use of external memory, which might be slow and not very memory-efficient. Therefore, the aim of this study is to investigate whether an algorithmic solver can be created which does not require external memory. Further objectives are to find out what features make a Kwirk solver more efficient and find the shortest solutions. For this investigation multiple solvers were explored. 16 out of 30 puzzles from the game-mode Going up? could be solved. Most solvers ran out of memory on the remaining puzzles. The shortest solutions out of all solvers were found by a simple A* solver and a multi-layered A* solver that only generates sub-goals for holes. None of the solvers stood out with regards to solving a puzzle most efficiently.
Item Type:Essay (Bachelor)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science
Programme:Computer Science BSc (56964)
Link to this item:https://purl.utwente.nl/essays/86899
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