abstract = "Many games have a collection of boards with the
difficulty of an instance of the game determined by the
starting configuration of the board. Correctly rating
the difficulty of the boards is somewhat haphazard and
required either a remarkable level of understanding of
the game or a good deal of play-testing. In this study
we explore evolutionary algorithms as a tool to
automatically grade the difficulty of boards for a
version of the game sokoban. Mean time-to-solution by
an evolutionary algorithm and number of failures to
solve a board are used as a surrogate for the
difficulty of a board. Initial testing with a simple
string-based representation, giving a sequence of moves
for the Sokoban agent, provided very little signal; it
usually failed. Two other representations, based on a
reactive linear genetic programming structure called an
ISAc list, generated useful hardness-classification
information for both hardness surrogates. These two
representations differ in that one uses a randomly
initialised population of ISAc lists while the other
initialises populations with competent agents
pre-trained on random collections of sokoban boards.
The study encompasses four hardness surrogates:
probability-of-failure and mean time-to-solution for
each of these two representations. All four are found
to generate similar information about board hardness,
but probability-of-failure with pre-evolved agents is
found to be faster to compute and to have a clearer
meaning than the other three board-hardness
surrogates.",