SoKotHban: A King-of-the-Hill-style Search Optimisation Competition (Part II)
Sokoban, a puzzle game developed in the early 1980s, has proven to be a challenging search optimisation problem often aligned with autonomous agent research. The eponymous “warehouse keeper” attempts to move crates into desired positions, often encountering difficult terrain and situations as crates the players themselves have moved block the path. These puzzles prove to be difficult for humans and computers alike, and general-purpose solving for Sokoban puzzles is PSPACE-complete as shown by previous research. To improve the academic understanding of the problem, we propose a King-of-the-Hill (KotH) competition in which competitors develop both automated puzzle solvers and generators. With this, we hope to identify what puzzle features weaken which optimisation strategies, what strategies can be used to defeat new challenges, and observe specialised adversarial techniques to target and disrupt tactics employed by various competitors.
Sun 14 AprDisplayed time zone: Lisbon change
14:00 - 15:30 | Research Track 2 + Tutorial 1SBFT at Glicínia Quartin Chair(s): Gunel Jahangirova King's College London | ||
14:00 15mPaper | Generator-based Fuzzing with Input Features SBFT Roman Kraus Fraunhofer FOKUS, Hoang Lam Nguyen Humboldt-Universität zu Berlin, Martin A. Schneider Fraunhofer FOKUS | ||
14:15 15mPaper | Syntest-JavaScript- Automated Unit-Level Test Case Generation for JavaScript SBFT Mitchell Olsthoorn Delft University of Technology, Dimitri Stallenberg Delft University of Technology, Annibale Panichella Delft University of Technology | ||
14:30 30mTutorial | Fuzz Testing for Security (Part I) SBFT Thorsten Holz CISPA Helmholtz Center for Information Security | ||
15:00 30mTutorial | SoKotHban: A King-of-the-Hill-style Search Optimisation Competition (Part II) SBFT Addison Crump CISPA Helmholtz Center for Information Security |