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k2xlyesterday at 3:44 AM2 repliesview on HN

Baba is You is a great game part of a collection of 2D grid puzzle games.

(Shameless plug: I am one of the developers of Thinky.gg (https://thinky.gg), which is a thinky puzzle game site for a 'shortest path style' [Pathology] and a Sokoban variant [Sokoath] )

These games are typically NP Hard so the typical techniques that solvers have employed for Sokoban (or Pathology) have been brute forced with varying heuristics (like BFS, dead-lock detection, and Zobrist hashing). However, once levels get beyond a certain size with enough movable blocks you end up exhausting memory pretty quickly.

These types of games are still "AI Proof" so far in that LLMs are absolutely awful at solving these while humans are very good (so seems reasonable to consider for for ARC-AGI benchmarks). Whenever a new reasoning model gets released I typically try it on some basic Pathology levels (like 'One at a Time' https://pathology.thinky.gg/level/ybbun/one-at-a-time) and they fail miserably.

Simple level code for the above level (1 is a wall, 2 is a movable block, 4 is starting block, 3 is the exit):

000

020

023

041

Similar to OP, I've found Claude couldn’t manage rule dynamics, blocked paths, or game objectives well and spits out random results.


Replies

eruyesterday at 9:18 AM

NP hard isn't much of a problem, because the levels are fairly small, and instances are not chosen to be worst case hard but to be entertaining for humans to solve.

SMT/SAT solvers or integer linear programming can get you pretty far. Many classic puzzle games like Minesweeper are NP hard, and you can solve any instance that a human would be able to solve in their lifetime fairly quickly on a computer.

kinduffyesterday at 3:47 AM

In Factorio's paper [1] page 3, the agent receives a semantic representation with coordinates. Have you tried this data format?

[1]: https://arxiv.org/pdf/2503.09617